forked from Mirror/Ryujinx
c393cdf8e3
* Keep track mapped buffers with fixed offsets * Started rewriting the memory manager * Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks * MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks * Rebased * Optimize the map/unmap physical memory svcs * Integrate shared font support * Fix address space reserve alignment * Some fixes related to gpu memory mapping * Some cleanup * Only try uploading const buffers that are really used * Check if memory region is contiguous * Rebased * Add missing count increment on IsRegionModified * Check for reads/writes outside of the address space, optimize translation with a tail call
379 lines
No EOL
15 KiB
C#
379 lines
No EOL
15 KiB
C#
using OpenTK.Graphics.OpenGL;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLPipeline : IGalPipeline
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{
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private static Dictionary<GalVertexAttribSize, int> AttribElements =
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new Dictionary<GalVertexAttribSize, int>()
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{
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{ GalVertexAttribSize._32_32_32_32, 4 },
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{ GalVertexAttribSize._32_32_32, 3 },
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{ GalVertexAttribSize._16_16_16_16, 4 },
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{ GalVertexAttribSize._32_32, 2 },
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{ GalVertexAttribSize._16_16_16, 3 },
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{ GalVertexAttribSize._8_8_8_8, 4 },
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{ GalVertexAttribSize._16_16, 2 },
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{ GalVertexAttribSize._32, 1 },
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{ GalVertexAttribSize._8_8_8, 3 },
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{ GalVertexAttribSize._8_8, 2 },
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{ GalVertexAttribSize._16, 1 },
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{ GalVertexAttribSize._8, 1 },
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{ GalVertexAttribSize._10_10_10_2, 4 },
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{ GalVertexAttribSize._11_11_10, 3 }
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};
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private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> AttribTypes =
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new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
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{
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{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._32_32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._16_16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._8_8_8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._8_8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.Int }, //?
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{ GalVertexAttribSize._11_11_10, VertexAttribPointerType.Int } //?
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};
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private GalPipelineState Old;
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private OGLConstBuffer Buffer;
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private OGLRasterizer Rasterizer;
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private OGLShader Shader;
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private int VaoHandle;
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public OGLPipeline(OGLConstBuffer Buffer, OGLRasterizer Rasterizer, OGLShader Shader)
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{
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this.Buffer = Buffer;
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this.Rasterizer = Rasterizer;
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this.Shader = Shader;
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//These values match OpenGL's defaults
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Old = new GalPipelineState
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{
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FrontFace = GalFrontFace.CCW,
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CullFaceEnabled = false,
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CullFace = GalCullFace.Back,
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DepthTestEnabled = false,
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DepthFunc = GalComparisonOp.Less,
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StencilTestEnabled = false,
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StencilBackFuncFunc = GalComparisonOp.Always,
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StencilBackFuncRef = 0,
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StencilBackFuncMask = UInt32.MaxValue,
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StencilBackOpFail = GalStencilOp.Keep,
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StencilBackOpZFail = GalStencilOp.Keep,
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StencilBackOpZPass = GalStencilOp.Keep,
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StencilBackMask = UInt32.MaxValue,
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StencilFrontFuncFunc = GalComparisonOp.Always,
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StencilFrontFuncRef = 0,
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StencilFrontFuncMask = UInt32.MaxValue,
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StencilFrontOpFail = GalStencilOp.Keep,
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StencilFrontOpZFail = GalStencilOp.Keep,
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StencilFrontOpZPass = GalStencilOp.Keep,
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StencilFrontMask = UInt32.MaxValue,
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BlendEnabled = false,
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BlendSeparateAlpha = false,
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BlendEquationRgb = 0,
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BlendFuncSrcRgb = GalBlendFactor.One,
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BlendFuncDstRgb = GalBlendFactor.Zero,
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BlendEquationAlpha = 0,
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BlendFuncSrcAlpha = GalBlendFactor.One,
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BlendFuncDstAlpha = GalBlendFactor.Zero,
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PrimitiveRestartEnabled = false,
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PrimitiveRestartIndex = 0
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};
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}
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public void Bind(GalPipelineState New)
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{
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BindConstBuffers(New);
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BindVertexLayout(New);
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if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY)
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{
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Shader.SetFlip(New.FlipX, New.FlipY);
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}
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//Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
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//if (New.FrontFace != O.FrontFace)
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//{
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// GL.FrontFace(OGLEnumConverter.GetFrontFace(New.FrontFace));
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//}
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//if (New.CullFaceEnabled != O.CullFaceEnabled)
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//{
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// Enable(EnableCap.CullFace, New.CullFaceEnabled);
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//}
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//if (New.CullFaceEnabled)
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//{
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// if (New.CullFace != O.CullFace)
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// {
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// GL.CullFace(OGLEnumConverter.GetCullFace(New.CullFace));
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// }
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//}
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if (New.DepthTestEnabled != Old.DepthTestEnabled)
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{
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Enable(EnableCap.DepthTest, New.DepthTestEnabled);
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}
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if (New.DepthTestEnabled)
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{
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if (New.DepthFunc != Old.DepthFunc)
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{
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GL.DepthFunc(OGLEnumConverter.GetDepthFunc(New.DepthFunc));
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}
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}
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if (New.StencilTestEnabled != Old.StencilTestEnabled)
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{
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Enable(EnableCap.StencilTest, New.StencilTestEnabled);
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}
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if (New.StencilTestEnabled)
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{
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if (New.StencilBackFuncFunc != Old.StencilBackFuncFunc ||
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New.StencilBackFuncRef != Old.StencilBackFuncRef ||
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New.StencilBackFuncMask != Old.StencilBackFuncMask)
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{
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GL.StencilFuncSeparate(
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StencilFace.Back,
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OGLEnumConverter.GetStencilFunc(New.StencilBackFuncFunc),
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New.StencilBackFuncRef,
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New.StencilBackFuncMask);
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}
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if (New.StencilBackOpFail != Old.StencilBackOpFail ||
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New.StencilBackOpZFail != Old.StencilBackOpZFail ||
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New.StencilBackOpZPass != Old.StencilBackOpZPass)
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{
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GL.StencilOpSeparate(
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StencilFace.Back,
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OGLEnumConverter.GetStencilOp(New.StencilBackOpFail),
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OGLEnumConverter.GetStencilOp(New.StencilBackOpZFail),
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OGLEnumConverter.GetStencilOp(New.StencilBackOpZPass));
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}
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if (New.StencilBackMask != Old.StencilBackMask)
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{
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GL.StencilMaskSeparate(StencilFace.Back, New.StencilBackMask);
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}
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if (New.StencilFrontFuncFunc != Old.StencilFrontFuncFunc ||
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New.StencilFrontFuncRef != Old.StencilFrontFuncRef ||
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New.StencilFrontFuncMask != Old.StencilFrontFuncMask)
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{
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GL.StencilFuncSeparate(
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StencilFace.Front,
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OGLEnumConverter.GetStencilFunc(New.StencilFrontFuncFunc),
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New.StencilFrontFuncRef,
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New.StencilFrontFuncMask);
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}
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if (New.StencilFrontOpFail != Old.StencilFrontOpFail ||
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New.StencilFrontOpZFail != Old.StencilFrontOpZFail ||
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New.StencilFrontOpZPass != Old.StencilFrontOpZPass)
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{
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GL.StencilOpSeparate(
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StencilFace.Front,
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OGLEnumConverter.GetStencilOp(New.StencilFrontOpFail),
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OGLEnumConverter.GetStencilOp(New.StencilFrontOpZFail),
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OGLEnumConverter.GetStencilOp(New.StencilFrontOpZPass));
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}
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if (New.StencilFrontMask != Old.StencilFrontMask)
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{
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GL.StencilMaskSeparate(StencilFace.Front, New.StencilFrontMask);
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}
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}
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if (New.BlendEnabled != Old.BlendEnabled)
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{
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Enable(EnableCap.Blend, New.BlendEnabled);
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}
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if (New.BlendEnabled)
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{
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if (New.BlendSeparateAlpha)
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{
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if (New.BlendEquationRgb != Old.BlendEquationRgb ||
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New.BlendEquationAlpha != Old.BlendEquationAlpha)
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{
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GL.BlendEquationSeparate(
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OGLEnumConverter.GetBlendEquation(New.BlendEquationRgb),
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OGLEnumConverter.GetBlendEquation(New.BlendEquationAlpha));
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}
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if (New.BlendFuncSrcRgb != Old.BlendFuncSrcRgb ||
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New.BlendFuncDstRgb != Old.BlendFuncDstRgb ||
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New.BlendFuncSrcAlpha != Old.BlendFuncSrcAlpha ||
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New.BlendFuncDstAlpha != Old.BlendFuncDstAlpha)
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{
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GL.BlendFuncSeparate(
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(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcRgb),
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(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.BlendFuncDstRgb),
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(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcAlpha),
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(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.BlendFuncDstAlpha));
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}
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}
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else
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{
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if (New.BlendEquationRgb != Old.BlendEquationRgb)
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{
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GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.BlendEquationRgb));
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}
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if (New.BlendFuncSrcRgb != Old.BlendFuncSrcRgb ||
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New.BlendFuncDstRgb != Old.BlendFuncDstRgb)
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{
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GL.BlendFunc(
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OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcRgb),
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OGLEnumConverter.GetBlendFactor(New.BlendFuncDstRgb));
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}
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}
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}
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if (New.PrimitiveRestartEnabled != Old.PrimitiveRestartEnabled)
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{
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Enable(EnableCap.PrimitiveRestart, New.PrimitiveRestartEnabled);
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}
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if (New.PrimitiveRestartEnabled)
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{
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if (New.PrimitiveRestartIndex != Old.PrimitiveRestartIndex)
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{
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GL.PrimitiveRestartIndex(New.PrimitiveRestartIndex);
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}
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}
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Old = New;
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}
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private void BindConstBuffers(GalPipelineState New)
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{
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//Index 0 is reserved
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int FreeBinding = 1;
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void BindIfNotNull(OGLShaderStage Stage)
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{
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if (Stage != null)
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{
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foreach (ShaderDeclInfo DeclInfo in Stage.ConstBufferUsage)
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{
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long Key = New.ConstBufferKeys[(int)Stage.Type][DeclInfo.Cbuf];
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if (Key != 0 && Buffer.TryGetUbo(Key, out int UboHandle))
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{
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GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, UboHandle);
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}
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FreeBinding++;
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}
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}
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}
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BindIfNotNull(Shader.Current.Vertex);
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BindIfNotNull(Shader.Current.TessControl);
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BindIfNotNull(Shader.Current.TessEvaluation);
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BindIfNotNull(Shader.Current.Geometry);
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BindIfNotNull(Shader.Current.Fragment);
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}
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private void BindVertexLayout(GalPipelineState New)
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{
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foreach (GalVertexBinding Binding in New.VertexBindings)
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{
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if (!Binding.Enabled || !Rasterizer.TryGetVbo(Binding.VboKey, out int VboHandle))
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{
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continue;
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}
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if (VaoHandle == 0)
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{
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VaoHandle = GL.GenVertexArray();
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//Vertex arrays shouldn't be used anywhere else in OpenGL's backend
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//if you want to use it, move this line out of the if
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GL.BindVertexArray(VaoHandle);
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}
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foreach (GalVertexAttrib Attrib in Binding.Attribs)
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{
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GL.EnableVertexAttribArray(Attrib.Index);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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bool Unsigned =
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Attrib.Type == GalVertexAttribType.Unorm ||
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Attrib.Type == GalVertexAttribType.Uint ||
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Attrib.Type == GalVertexAttribType.Uscaled;
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bool Normalize =
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Attrib.Type == GalVertexAttribType.Snorm ||
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Attrib.Type == GalVertexAttribType.Unorm;
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VertexAttribPointerType Type = 0;
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if (Attrib.Type == GalVertexAttribType.Float)
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{
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Type = VertexAttribPointerType.Float;
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}
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else
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{
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Type = AttribTypes[Attrib.Size] + (Unsigned ? 1 : 0);
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}
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int Size = AttribElements[Attrib.Size];
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int Offset = Attrib.Offset;
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if (Attrib.Type == GalVertexAttribType.Sint ||
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Attrib.Type == GalVertexAttribType.Uint)
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{
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IntPtr Pointer = new IntPtr(Offset);
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VertexAttribIntegerType IType = (VertexAttribIntegerType)Type;
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GL.VertexAttribIPointer(Attrib.Index, Size, IType, Binding.Stride, Pointer);
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}
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else
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{
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GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Binding.Stride, Offset);
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}
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}
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}
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}
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private void Enable(EnableCap Cap, bool Enabled)
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{
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if (Enabled)
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{
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GL.Enable(Cap);
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}
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else
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{
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GL.Disable(Cap);
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}
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}
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}
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} |