rjx-mirror/Ryujinx.Graphics.OpenGL/Pipeline.cs
riperiperi 6e9bd4de13
GPU: Scale counter results before addition (#4471)
* GPU: Scale counter results before addition

Counter results were being scaled on ReportCounter, which meant that the _total_ value of the counter was being scaled. Not only could this result in very large numbers and weird overflows if the game doesn't clear the counter, but it also caused the result to change drastically.

This PR changes scaling to be done when the value is added to the counter on the backend. This should evaluate the scale at the same time as before, on report counter, but avoiding the issue with scaling the total.

Fixes scaling in Warioware, at least in the demo, where it seems to compare old/new counters and broke down when scaling was enabled.

* Fix issues when result is partially uploaded.

Drivers tend to write the low half first, then the high half. Retry if the high half is FFFFFFFF.
2023-03-12 18:01:15 +01:00

1788 lines
56 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.OpenGL.Image;
using Ryujinx.Graphics.OpenGL.Queries;
using Ryujinx.Graphics.Shader;
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.OpenGL
{
class Pipeline : IPipeline, IDisposable
{
private const int SavedImages = 2;
private readonly DrawTextureEmulation _drawTexture;
internal ulong DrawCount { get; private set; }
private Program _program;
private bool _rasterizerDiscard;
private VertexArray _vertexArray;
private Framebuffer _framebuffer;
private IntPtr _indexBaseOffset;
private DrawElementsType _elementsType;
private PrimitiveType _primitiveType;
private int _stencilFrontMask;
private bool _depthMask;
private bool _depthTestEnable;
private bool _stencilTestEnable;
private bool _cullEnable;
private float[] _viewportArray = Array.Empty<float>();
private double[] _depthRangeArray = Array.Empty<double>();
private int _boundDrawFramebuffer;
private int _boundReadFramebuffer;
private CounterQueueEvent _activeConditionalRender;
private Vector4<int>[] _fpIsBgra = new Vector4<int>[SupportBuffer.FragmentIsBgraCount];
private Vector4<float>[] _renderScale = new Vector4<float>[73];
private int _fragmentScaleCount;
private (TextureBase, Format)[] _images;
private TextureBase _unit0Texture;
private Sampler _unit0Sampler;
private FrontFaceDirection _frontFace;
private ClipOrigin _clipOrigin;
private ClipDepthMode _clipDepthMode;
private uint _fragmentOutputMap;
private uint _componentMasks;
private uint _currentComponentMasks;
private bool _advancedBlendEnable;
private uint _scissorEnables;
private bool _tfEnabled;
private TransformFeedbackPrimitiveType _tfTopology;
private SupportBufferUpdater _supportBuffer;
private readonly BufferHandle[] _tfbs;
private readonly BufferRange[] _tfbTargets;
private ColorF _blendConstant;
internal Pipeline()
{
_drawTexture = new DrawTextureEmulation();
_rasterizerDiscard = false;
_clipOrigin = ClipOrigin.LowerLeft;
_clipDepthMode = ClipDepthMode.NegativeOneToOne;
_fragmentOutputMap = uint.MaxValue;
_componentMasks = uint.MaxValue;
_images = new (TextureBase, Format)[SavedImages];
var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
_tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers];
_tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers];
}
public void Initialize(OpenGLRenderer renderer)
{
_supportBuffer = new SupportBufferUpdater(renderer);
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, Unsafe.As<BufferHandle, int>(ref _supportBuffer.Handle));
_supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount);
_supportBuffer.UpdateRenderScale(_renderScale, 0, SupportBuffer.RenderScaleMaxCount);
}
public void Barrier()
{
GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
}
public void BeginTransformFeedback(PrimitiveTopology topology)
{
GL.BeginTransformFeedback(_tfTopology = topology.ConvertToTfType());
_tfEnabled = true;
}
public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
{
Buffer.Clear(destination, offset, size, value);
}
public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
{
EnsureFramebuffer();
GL.ColorMask(
index,
(componentMask & 1) != 0,
(componentMask & 2) != 0,
(componentMask & 4) != 0,
(componentMask & 8) != 0);
float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
if (layer != 0 || layerCount != _framebuffer.GetColorLayerCount(index))
{
for (int l = layer; l < layer + layerCount; l++)
{
_framebuffer.AttachColorLayerForClear(index, l);
GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
}
_framebuffer.DetachColorLayerForClear(index);
}
else
{
GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
}
RestoreComponentMask(index);
}
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{
EnsureFramebuffer();
bool stencilMaskChanged =
stencilMask != 0 &&
stencilMask != _stencilFrontMask;
bool depthMaskChanged = depthMask && depthMask != _depthMask;
if (stencilMaskChanged)
{
GL.StencilMaskSeparate(StencilFace.Front, stencilMask);
}
if (depthMaskChanged)
{
GL.DepthMask(depthMask);
}
if (layer != 0 || layerCount != _framebuffer.GetDepthStencilLayerCount())
{
for (int l = layer; l < layer + layerCount; l++)
{
_framebuffer.AttachDepthStencilLayerForClear(l);
ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
}
_framebuffer.DetachDepthStencilLayerForClear();
}
else
{
ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
}
if (stencilMaskChanged)
{
GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
}
if (depthMaskChanged)
{
GL.DepthMask(_depthMask);
}
}
private static void ClearDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
{
if (depthMask && stencilMask != 0)
{
GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
}
else if (depthMask)
{
GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Depth, 0, ref depthValue);
}
else if (stencilMask != 0)
{
GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue);
}
}
public void CommandBufferBarrier()
{
GL.MemoryBarrier(MemoryBarrierFlags.CommandBarrierBit);
}
public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
{
Buffer.Copy(source, destination, srcOffset, dstOffset, size);
}
public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
{
if (!_program.IsLinked)
{
Logger.Debug?.Print(LogClass.Gpu, "Dispatch error, shader not linked.");
return;
}
PrepareForDispatch();
GL.DispatchCompute(groupsX, groupsY, groupsZ);
}
public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
{
if (!_program.IsLinked)
{
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
return;
}
PreDraw(vertexCount);
if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
{
DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
}
else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
{
DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
}
else
{
DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance);
}
PostDraw();
}
private void DrawQuadsImpl(
int vertexCount,
int instanceCount,
int firstVertex,
int firstInstance)
{
// TODO: Instanced rendering.
int quadsCount = vertexCount / 4;
int[] firsts = new int[quadsCount];
int[] counts = new int[quadsCount];
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
{
firsts[quadIndex] = firstVertex + quadIndex * 4;
counts[quadIndex] = 4;
}
GL.MultiDrawArrays(
PrimitiveType.TriangleFan,
firsts,
counts,
quadsCount);
}
private void DrawQuadStripImpl(
int vertexCount,
int instanceCount,
int firstVertex,
int firstInstance)
{
int quadsCount = (vertexCount - 2) / 2;
if (firstInstance != 0 || instanceCount != 1)
{
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
{
GL.DrawArraysInstancedBaseInstance(PrimitiveType.TriangleFan, firstVertex + quadIndex * 2, 4, instanceCount, firstInstance);
}
}
else
{
int[] firsts = new int[quadsCount];
int[] counts = new int[quadsCount];
firsts[0] = firstVertex;
counts[0] = 4;
for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
{
firsts[quadIndex] = firstVertex + quadIndex * 2;
counts[quadIndex] = 4;
}
GL.MultiDrawArrays(
PrimitiveType.TriangleFan,
firsts,
counts,
quadsCount);
}
}
private void DrawImpl(
int vertexCount,
int instanceCount,
int firstVertex,
int firstInstance)
{
if (firstInstance == 0 && instanceCount == 1)
{
GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
}
else if (firstInstance == 0)
{
GL.DrawArraysInstanced(_primitiveType, firstVertex, vertexCount, instanceCount);
}
else
{
GL.DrawArraysInstancedBaseInstance(
_primitiveType,
firstVertex,
vertexCount,
instanceCount,
firstInstance);
}
}
public void DrawIndexed(
int indexCount,
int instanceCount,
int firstIndex,
int firstVertex,
int firstInstance)
{
if (!_program.IsLinked)
{
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
return;
}
PreDrawVbUnbounded();
int indexElemSize = 1;
switch (_elementsType)
{
case DrawElementsType.UnsignedShort: indexElemSize = 2; break;
case DrawElementsType.UnsignedInt: indexElemSize = 4; break;
}
IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
{
DrawQuadsIndexedImpl(
indexCount,
instanceCount,
indexBaseOffset,
indexElemSize,
firstVertex,
firstInstance);
}
else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
{
DrawQuadStripIndexedImpl(
indexCount,
instanceCount,
indexBaseOffset,
indexElemSize,
firstVertex,
firstInstance);
}
else
{
DrawIndexedImpl(
indexCount,
instanceCount,
indexBaseOffset,
firstVertex,
firstInstance);
}
PostDraw();
}
private void DrawQuadsIndexedImpl(
int indexCount,
int instanceCount,
IntPtr indexBaseOffset,
int indexElemSize,
int firstVertex,
int firstInstance)
{
int quadsCount = indexCount / 4;
if (firstInstance != 0 || instanceCount != 1)
{
if (firstVertex != 0 && firstInstance != 0)
{
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
{
GL.DrawElementsInstancedBaseVertexBaseInstance(
PrimitiveType.TriangleFan,
4,
_elementsType,
indexBaseOffset + quadIndex * 4 * indexElemSize,
instanceCount,
firstVertex,
firstInstance);
}
}
else if (firstInstance != 0)
{
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
{
GL.DrawElementsInstancedBaseInstance(
PrimitiveType.TriangleFan,
4,
_elementsType,
indexBaseOffset + quadIndex * 4 * indexElemSize,
instanceCount,
firstInstance);
}
}
else
{
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
{
GL.DrawElementsInstanced(
PrimitiveType.TriangleFan,
4,
_elementsType,
indexBaseOffset + quadIndex * 4 * indexElemSize,
instanceCount);
}
}
}
else
{
IntPtr[] indices = new IntPtr[quadsCount];
int[] counts = new int[quadsCount];
int[] baseVertices = new int[quadsCount];
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
{
indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
counts[quadIndex] = 4;
baseVertices[quadIndex] = firstVertex;
}
GL.MultiDrawElementsBaseVertex(
PrimitiveType.TriangleFan,
counts,
_elementsType,
indices,
quadsCount,
baseVertices);
}
}
private void DrawQuadStripIndexedImpl(
int indexCount,
int instanceCount,
IntPtr indexBaseOffset,
int indexElemSize,
int firstVertex,
int firstInstance)
{
// TODO: Instanced rendering.
int quadsCount = (indexCount - 2) / 2;
IntPtr[] indices = new IntPtr[quadsCount];
int[] counts = new int[quadsCount];
int[] baseVertices = new int[quadsCount];
indices[0] = indexBaseOffset;
counts[0] = 4;
baseVertices[0] = firstVertex;
for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
{
indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize;
counts[quadIndex] = 4;
baseVertices[quadIndex] = firstVertex;
}
GL.MultiDrawElementsBaseVertex(
PrimitiveType.TriangleFan,
counts,
_elementsType,
indices,
quadsCount,
baseVertices);
}
private void DrawIndexedImpl(
int indexCount,
int instanceCount,
IntPtr indexBaseOffset,
int firstVertex,
int firstInstance)
{
if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
{
GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);
}
else if (firstInstance == 0 && instanceCount == 1)
{
GL.DrawElementsBaseVertex(
_primitiveType,
indexCount,
_elementsType,
indexBaseOffset,
firstVertex);
}
else if (firstInstance == 0 && firstVertex == 0)
{
GL.DrawElementsInstanced(
_primitiveType,
indexCount,
_elementsType,
indexBaseOffset,
instanceCount);
}
else if (firstInstance == 0)
{
GL.DrawElementsInstancedBaseVertex(
_primitiveType,
indexCount,
_elementsType,
indexBaseOffset,
instanceCount,
firstVertex);
}
else if (firstVertex == 0)
{
GL.DrawElementsInstancedBaseInstance(
_primitiveType,
indexCount,
_elementsType,
indexBaseOffset,
instanceCount,
firstInstance);
}
else
{
GL.DrawElementsInstancedBaseVertexBaseInstance(
_primitiveType,
indexCount,
_elementsType,
indexBaseOffset,
instanceCount,
firstVertex,
firstInstance);
}
}
public void DrawIndexedIndirect(BufferRange indirectBuffer)
{
if (!_program.IsLinked)
{
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
return;
}
PreDrawVbUnbounded();
_vertexArray.SetRangeOfIndexBuffer();
GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
GL.DrawElementsIndirect(_primitiveType, _elementsType, (IntPtr)indirectBuffer.Offset);
_vertexArray.RestoreIndexBuffer();
PostDraw();
}
public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
{
if (!_program.IsLinked)
{
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
return;
}
PreDrawVbUnbounded();
_vertexArray.SetRangeOfIndexBuffer();
GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
GL.MultiDrawElementsIndirectCount(
_primitiveType,
(All)_elementsType,
(IntPtr)indirectBuffer.Offset,
(IntPtr)parameterBuffer.Offset,
maxDrawCount,
stride);
_vertexArray.RestoreIndexBuffer();
PostDraw();
}
public void DrawIndirect(BufferRange indirectBuffer)
{
if (!_program.IsLinked)
{
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
return;
}
PreDrawVbUnbounded();
GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
GL.DrawArraysIndirect(_primitiveType, (IntPtr)indirectBuffer.Offset);
PostDraw();
}
public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
{
if (!_program.IsLinked)
{
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
return;
}
PreDrawVbUnbounded();
GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
GL.MultiDrawArraysIndirectCount(
_primitiveType,
(IntPtr)indirectBuffer.Offset,
(IntPtr)parameterBuffer.Offset,
maxDrawCount,
stride);
PostDraw();
}
public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
{
if (texture is TextureView view && sampler is Sampler samp)
{
_supportBuffer.Commit();
if (HwCapabilities.SupportsDrawTexture)
{
GL.NV.DrawTexture(
view.Handle,
samp.Handle,
dstRegion.X1,
dstRegion.Y1,
dstRegion.X2,
dstRegion.Y2,
0,
srcRegion.X1 / view.Width,
srcRegion.Y1 / view.Height,
srcRegion.X2 / view.Width,
srcRegion.Y2 / view.Height);
}
else
{
static void Disable(EnableCap cap, bool enabled)
{
if (enabled)
{
GL.Disable(cap);
}
}
static void Enable(EnableCap cap, bool enabled)
{
if (enabled)
{
GL.Enable(cap);
}
}
Disable(EnableCap.CullFace, _cullEnable);
Disable(EnableCap.StencilTest, _stencilTestEnable);
Disable(EnableCap.DepthTest, _depthTestEnable);
if (_depthMask)
{
GL.DepthMask(false);
}
if (_tfEnabled)
{
GL.EndTransformFeedback();
}
GL.ClipControl(ClipOrigin.UpperLeft, ClipDepthMode.NegativeOneToOne);
_drawTexture.Draw(
view,
samp,
dstRegion.X1,
dstRegion.Y1,
dstRegion.X2,
dstRegion.Y2,
srcRegion.X1 / view.Width,
srcRegion.Y1 / view.Height,
srcRegion.X2 / view.Width,
srcRegion.Y2 / view.Height);
_program?.Bind();
_unit0Sampler?.Bind(0);
RestoreViewport0();
Enable(EnableCap.CullFace, _cullEnable);
Enable(EnableCap.StencilTest, _stencilTestEnable);
Enable(EnableCap.DepthTest, _depthTestEnable);
if (_depthMask)
{
GL.DepthMask(true);
}
if (_tfEnabled)
{
GL.BeginTransformFeedback(_tfTopology);
}
RestoreClipControl();
}
}
}
public void EndTransformFeedback()
{
GL.EndTransformFeedback();
_tfEnabled = false;
}
public double GetCounterDivisor(CounterType type)
{
if (type == CounterType.SamplesPassed)
{
return _renderScale[0].X * _renderScale[0].X;
}
return 1;
}
public void SetAlphaTest(bool enable, float reference, CompareOp op)
{
if (!enable)
{
GL.Disable(EnableCap.AlphaTest);
return;
}
GL.AlphaFunc((AlphaFunction)op.Convert(), reference);
GL.Enable(EnableCap.AlphaTest);
}
public void SetBlendState(AdvancedBlendDescriptor blend)
{
if (HwCapabilities.SupportsBlendEquationAdvanced)
{
GL.BlendEquation((BlendEquationMode)blend.Op.Convert());
GL.NV.BlendParameter(NvBlendEquationAdvanced.BlendOverlapNv, (int)blend.Overlap.Convert());
GL.NV.BlendParameter(NvBlendEquationAdvanced.BlendPremultipliedSrcNv, blend.SrcPreMultiplied ? 1 : 0);
GL.Enable(EnableCap.Blend);
_advancedBlendEnable = true;
}
}
public void SetBlendState(int index, BlendDescriptor blend)
{
if (_advancedBlendEnable)
{
GL.Disable(EnableCap.Blend);
_advancedBlendEnable = false;
}
if (!blend.Enable)
{
GL.Disable(IndexedEnableCap.Blend, index);
return;
}
GL.BlendEquationSeparate(
index,
blend.ColorOp.Convert(),
blend.AlphaOp.Convert());
GL.BlendFuncSeparate(
index,
(BlendingFactorSrc)blend.ColorSrcFactor.Convert(),
(BlendingFactorDest)blend.ColorDstFactor.Convert(),
(BlendingFactorSrc)blend.AlphaSrcFactor.Convert(),
(BlendingFactorDest)blend.AlphaDstFactor.Convert());
static bool IsDualSource(BlendFactor factor)
{
switch (factor)
{
case BlendFactor.Src1Color:
case BlendFactor.Src1ColorGl:
case BlendFactor.Src1Alpha:
case BlendFactor.Src1AlphaGl:
case BlendFactor.OneMinusSrc1Color:
case BlendFactor.OneMinusSrc1ColorGl:
case BlendFactor.OneMinusSrc1Alpha:
case BlendFactor.OneMinusSrc1AlphaGl:
return true;
}
return false;
}
EnsureFramebuffer();
_framebuffer.SetDualSourceBlend(
IsDualSource(blend.ColorSrcFactor) ||
IsDualSource(blend.ColorDstFactor) ||
IsDualSource(blend.AlphaSrcFactor) ||
IsDualSource(blend.AlphaDstFactor));
if (_blendConstant != blend.BlendConstant)
{
_blendConstant = blend.BlendConstant;
GL.BlendColor(
blend.BlendConstant.Red,
blend.BlendConstant.Green,
blend.BlendConstant.Blue,
blend.BlendConstant.Alpha);
}
GL.Enable(IndexedEnableCap.Blend, index);
}
public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
{
if ((enables & PolygonModeMask.Point) != 0)
{
GL.Enable(EnableCap.PolygonOffsetPoint);
}
else
{
GL.Disable(EnableCap.PolygonOffsetPoint);
}
if ((enables & PolygonModeMask.Line) != 0)
{
GL.Enable(EnableCap.PolygonOffsetLine);
}
else
{
GL.Disable(EnableCap.PolygonOffsetLine);
}
if ((enables & PolygonModeMask.Fill) != 0)
{
GL.Enable(EnableCap.PolygonOffsetFill);
}
else
{
GL.Disable(EnableCap.PolygonOffsetFill);
}
if (enables == 0)
{
return;
}
if (HwCapabilities.SupportsPolygonOffsetClamp)
{
GL.PolygonOffsetClamp(factor, units, clamp);
}
else
{
GL.PolygonOffset(factor, units);
}
}
public void SetDepthClamp(bool clamp)
{
if (!clamp)
{
GL.Disable(EnableCap.DepthClamp);
return;
}
GL.Enable(EnableCap.DepthClamp);
}
public void SetDepthMode(DepthMode mode)
{
ClipDepthMode depthMode = mode.Convert();
if (_clipDepthMode != depthMode)
{
_clipDepthMode = depthMode;
GL.ClipControl(_clipOrigin, depthMode);
}
}
public void SetDepthTest(DepthTestDescriptor depthTest)
{
if (depthTest.TestEnable)
{
GL.Enable(EnableCap.DepthTest);
GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
}
else
{
GL.Disable(EnableCap.DepthTest);
}
GL.DepthMask(depthTest.WriteEnable);
_depthMask = depthTest.WriteEnable;
_depthTestEnable = depthTest.TestEnable;
}
public void SetFaceCulling(bool enable, Face face)
{
_cullEnable = enable;
if (!enable)
{
GL.Disable(EnableCap.CullFace);
return;
}
GL.CullFace(face.Convert());
GL.Enable(EnableCap.CullFace);
}
public void SetFrontFace(FrontFace frontFace)
{
SetFrontFace(_frontFace = frontFace.Convert());
}
public void SetImage(int binding, ITexture texture, Format imageFormat)
{
if ((uint)binding < SavedImages)
{
_images[binding] = (texture as TextureBase, imageFormat);
}
if (texture == null)
{
GL.BindImageTexture(binding, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
return;
}
TextureBase texBase = (TextureBase)texture;
SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
if (format != 0)
{
GL.BindImageTexture(binding, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
}
}
public void SetIndexBuffer(BufferRange buffer, IndexType type)
{
_elementsType = type.Convert();
_indexBaseOffset = (IntPtr)buffer.Offset;
EnsureVertexArray();
_vertexArray.SetIndexBuffer(buffer);
}
public void SetLogicOpState(bool enable, LogicalOp op)
{
if (enable)
{
GL.Enable(EnableCap.ColorLogicOp);
GL.LogicOp((LogicOp)op.Convert());
}
else
{
GL.Disable(EnableCap.ColorLogicOp);
}
}
public void SetMultisampleState(MultisampleDescriptor multisample)
{
if (multisample.AlphaToCoverageEnable)
{
GL.Enable(EnableCap.SampleAlphaToCoverage);
if (multisample.AlphaToOneEnable)
{
GL.Enable(EnableCap.SampleAlphaToOne);
}
else
{
GL.Disable(EnableCap.SampleAlphaToOne);
}
if (HwCapabilities.SupportsAlphaToCoverageDitherControl)
{
GL.NV.AlphaToCoverageDitherControl(multisample.AlphaToCoverageDitherEnable
? NvAlphaToCoverageDitherControl.AlphaToCoverageDitherEnableNv
: NvAlphaToCoverageDitherControl.AlphaToCoverageDitherDisableNv);
}
}
else
{
GL.Disable(EnableCap.SampleAlphaToCoverage);
}
}
public void SetLineParameters(float width, bool smooth)
{
if (smooth)
{
GL.Enable(EnableCap.LineSmooth);
}
else
{
GL.Disable(EnableCap.LineSmooth);
}
GL.LineWidth(width);
}
public unsafe void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
{
GL.PatchParameter(PatchParameterInt.PatchVertices, vertices);
fixed (float* pOuterLevel = defaultOuterLevel)
{
GL.PatchParameter(PatchParameterFloat.PatchDefaultOuterLevel, pOuterLevel);
}
fixed (float* pInnerLevel = defaultInnerLevel)
{
GL.PatchParameter(PatchParameterFloat.PatchDefaultInnerLevel, pInnerLevel);
}
}
public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
{
// GL_POINT_SPRITE was deprecated in core profile 3.2+ and causes GL_INVALID_ENUM when set.
// As we don't know if the current context is core or compat, it's safer to keep this code.
if (enablePointSprite)
{
GL.Enable(EnableCap.PointSprite);
}
else
{
GL.Disable(EnableCap.PointSprite);
}
if (isProgramPointSize)
{
GL.Enable(EnableCap.ProgramPointSize);
}
else
{
GL.Disable(EnableCap.ProgramPointSize);
}
GL.PointParameter(origin == Origin.LowerLeft
? PointSpriteCoordOriginParameter.LowerLeft
: PointSpriteCoordOriginParameter.UpperLeft);
// Games seem to set point size to 0 which generates a GL_INVALID_VALUE
// From the spec, GL_INVALID_VALUE is generated if size is less than or equal to 0.
GL.PointSize(Math.Max(float.Epsilon, size));
}
public void SetPolygonMode(GAL.PolygonMode frontMode, GAL.PolygonMode backMode)
{
if (frontMode == backMode)
{
GL.PolygonMode(MaterialFace.FrontAndBack, frontMode.Convert());
}
else
{
GL.PolygonMode(MaterialFace.Front, frontMode.Convert());
GL.PolygonMode(MaterialFace.Back, backMode.Convert());
}
}
public void SetPrimitiveRestart(bool enable, int index)
{
if (!enable)
{
GL.Disable(EnableCap.PrimitiveRestart);
return;
}
GL.PrimitiveRestartIndex(index);
GL.Enable(EnableCap.PrimitiveRestart);
}
public void SetPrimitiveTopology(PrimitiveTopology topology)
{
_primitiveType = topology.Convert();
}
public void SetProgram(IProgram program)
{
Program prg = (Program)program;
if (_tfEnabled)
{
GL.EndTransformFeedback();
prg.Bind();
GL.BeginTransformFeedback(_tfTopology);
}
else
{
prg.Bind();
}
if (prg.HasFragmentShader && _fragmentOutputMap != (uint)prg.FragmentOutputMap)
{
_fragmentOutputMap = (uint)prg.FragmentOutputMap;
for (int index = 0; index < Constants.MaxRenderTargets; index++)
{
RestoreComponentMask(index, force: false);
}
}
_program = prg;
}
public void SetRasterizerDiscard(bool discard)
{
if (discard)
{
GL.Enable(EnableCap.RasterizerDiscard);
}
else
{
GL.Disable(EnableCap.RasterizerDiscard);
}
_rasterizerDiscard = discard;
}
public void SetRenderTargetScale(float scale)
{
_renderScale[0].X = scale;
_supportBuffer.UpdateRenderScale(_renderScale, 0, 1); // Just the first element.
}
public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
{
_componentMasks = 0;
for (int index = 0; index < componentMasks.Length; index++)
{
_componentMasks |= componentMasks[index] << (index * 4);
RestoreComponentMask(index, force: false);
}
}
public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
{
EnsureFramebuffer();
bool isBgraChanged = false;
for (int index = 0; index < colors.Length; index++)
{
TextureView color = (TextureView)colors[index];
_framebuffer.AttachColor(index, color);
if (color != null)
{
int isBgra = color.Format.IsBgr() ? 1 : 0;
if (_fpIsBgra[index].X != isBgra)
{
_fpIsBgra[index].X = isBgra;
isBgraChanged = true;
RestoreComponentMask(index);
}
}
}
if (isBgraChanged)
{
_supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount);
}
TextureView depthStencilView = (TextureView)depthStencil;
_framebuffer.AttachDepthStencil(depthStencilView);
_framebuffer.SetDrawBuffers(colors.Length);
}
public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
{
int count = Math.Min(regions.Length, Constants.MaxViewports);
Span<int> v = stackalloc int[count * 4];
for (int index = 0; index < count; index++)
{
int vIndex = index * 4;
var region = regions[index];
bool enabled = (region.X | region.Y) != 0 || region.Width != 0xffff || region.Height != 0xffff;
uint mask = 1u << index;
if (enabled)
{
v[vIndex] = region.X;
v[vIndex + 1] = region.Y;
v[vIndex + 2] = region.Width;
v[vIndex + 3] = region.Height;
if ((_scissorEnables & mask) == 0)
{
_scissorEnables |= mask;
GL.Enable(IndexedEnableCap.ScissorTest, index);
}
}
else
{
if ((_scissorEnables & mask) != 0)
{
_scissorEnables &= ~mask;
GL.Disable(IndexedEnableCap.ScissorTest, index);
}
}
}
GL.ScissorArray(0, count, ref v[0]);
}
public void SetStencilTest(StencilTestDescriptor stencilTest)
{
_stencilTestEnable = stencilTest.TestEnable;
if (!stencilTest.TestEnable)
{
GL.Disable(EnableCap.StencilTest);
return;
}
GL.StencilOpSeparate(
StencilFace.Front,
stencilTest.FrontSFail.Convert(),
stencilTest.FrontDpFail.Convert(),
stencilTest.FrontDpPass.Convert());
GL.StencilFuncSeparate(
StencilFace.Front,
(StencilFunction)stencilTest.FrontFunc.Convert(),
stencilTest.FrontFuncRef,
stencilTest.FrontFuncMask);
GL.StencilMaskSeparate(StencilFace.Front, stencilTest.FrontMask);
GL.StencilOpSeparate(
StencilFace.Back,
stencilTest.BackSFail.Convert(),
stencilTest.BackDpFail.Convert(),
stencilTest.BackDpPass.Convert());
GL.StencilFuncSeparate(
StencilFace.Back,
(StencilFunction)stencilTest.BackFunc.Convert(),
stencilTest.BackFuncRef,
stencilTest.BackFuncMask);
GL.StencilMaskSeparate(StencilFace.Back, stencilTest.BackMask);
GL.Enable(EnableCap.StencilTest);
_stencilFrontMask = stencilTest.FrontMask;
}
public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
SetBuffers(buffers, isStorage: true);
}
public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
{
if (texture != null)
{
if (binding == 0)
{
_unit0Texture = (TextureBase)texture;
}
else
{
((TextureBase)texture).Bind(binding);
}
}
else
{
TextureBase.ClearBinding(binding);
}
Sampler glSampler = (Sampler)sampler;
glSampler?.Bind(binding);
if (binding == 0)
{
_unit0Sampler = glSampler;
}
}
public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
{
if (_tfEnabled)
{
GL.EndTransformFeedback();
}
int count = Math.Min(buffers.Length, Constants.MaxTransformFeedbackBuffers);
for (int i = 0; i < count; i++)
{
BufferRange buffer = buffers[i];
_tfbTargets[i] = buffer;
if (buffer.Handle == BufferHandle.Null)
{
GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, 0);
continue;
}
if (_tfbs[i] == BufferHandle.Null)
{
_tfbs[i] = Buffer.Create();
}
Buffer.Resize(_tfbs[i], buffer.Size);
Buffer.Copy(buffer.Handle, _tfbs[i], buffer.Offset, 0, buffer.Size);
GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, _tfbs[i].ToInt32());
}
if (_tfEnabled)
{
GL.BeginTransformFeedback(_tfTopology);
}
}
public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
SetBuffers(buffers, isStorage: false);
}
public void SetUserClipDistance(int index, bool enableClip)
{
if (!enableClip)
{
GL.Disable(EnableCap.ClipDistance0 + index);
return;
}
GL.Enable(EnableCap.ClipDistance0 + index);
}
public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
{
EnsureVertexArray();
_vertexArray.SetVertexAttributes(vertexAttribs);
}
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
{
EnsureVertexArray();
_vertexArray.SetVertexBuffers(vertexBuffers);
}
public void SetViewports(ReadOnlySpan<Viewport> viewports, bool disableTransform)
{
Array.Resize(ref _viewportArray, viewports.Length * 4);
Array.Resize(ref _depthRangeArray, viewports.Length * 2);
float[] viewportArray = _viewportArray;
double[] depthRangeArray = _depthRangeArray;
for (int index = 0; index < viewports.Length; index++)
{
int viewportElemIndex = index * 4;
Viewport viewport = viewports[index];
viewportArray[viewportElemIndex + 0] = viewport.Region.X;
viewportArray[viewportElemIndex + 1] = viewport.Region.Y + (viewport.Region.Height < 0 ? viewport.Region.Height : 0);
viewportArray[viewportElemIndex + 2] = viewport.Region.Width;
viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height);
if (HwCapabilities.SupportsViewportSwizzle)
{
GL.NV.ViewportSwizzle(
index,
viewport.SwizzleX.Convert(),
viewport.SwizzleY.Convert(),
viewport.SwizzleZ.Convert(),
viewport.SwizzleW.Convert());
}
depthRangeArray[index * 2 + 0] = viewport.DepthNear;
depthRangeArray[index * 2 + 1] = viewport.DepthFar;
}
bool flipY = viewports.Length != 0 && viewports[0].Region.Height < 0;
SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
GL.ViewportArray(0, viewports.Length, viewportArray);
GL.DepthRangeArray(0, viewports.Length, depthRangeArray);
float disableTransformF = disableTransform ? 1.0f : 0.0f;
if (_supportBuffer.Data.ViewportInverse.W != disableTransformF || disableTransform)
{
float scale = _renderScale[0].X;
_supportBuffer.UpdateViewportInverse(new Vector4<float>
{
X = scale * 2f / viewports[0].Region.Width,
Y = scale * 2f / viewports[0].Region.Height,
Z = 1,
W = disableTransformF
});
}
}
public void TextureBarrier()
{
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
}
public void TextureBarrierTiled()
{
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
}
private void SetBuffers(ReadOnlySpan<BufferAssignment> buffers, bool isStorage)
{
BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer;
for (int index = 0; index < buffers.Length; index++)
{
BufferAssignment assignment = buffers[index];
BufferRange buffer = assignment.Range;
if (buffer.Handle == BufferHandle.Null)
{
GL.BindBufferRange(target, assignment.Binding, 0, IntPtr.Zero, 0);
continue;
}
GL.BindBufferRange(target, assignment.Binding, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
}
}
private void SetOrigin(ClipOrigin origin)
{
if (_clipOrigin != origin)
{
_clipOrigin = origin;
GL.ClipControl(origin, _clipDepthMode);
SetFrontFace(_frontFace);
}
}
private void SetFrontFace(FrontFaceDirection frontFace)
{
// Changing clip origin will also change the front face to compensate
// for the flipped viewport, we flip it again here to compensate as
// this effect is undesirable for us.
if (_clipOrigin == ClipOrigin.UpperLeft)
{
frontFace = frontFace == FrontFaceDirection.Ccw ? FrontFaceDirection.Cw : FrontFaceDirection.Ccw;
}
GL.FrontFace(frontFace);
}
private void EnsureVertexArray()
{
if (_vertexArray == null)
{
_vertexArray = new VertexArray();
_vertexArray.Bind();
}
}
private void EnsureFramebuffer()
{
if (_framebuffer == null)
{
_framebuffer = new Framebuffer();
int boundHandle = _framebuffer.Bind();
_boundDrawFramebuffer = _boundReadFramebuffer = boundHandle;
GL.Enable(EnableCap.FramebufferSrgb);
}
}
internal (int drawHandle, int readHandle) GetBoundFramebuffers()
{
if (BackgroundContextWorker.InBackground)
{
return (0, 0);
}
return (_boundDrawFramebuffer, _boundReadFramebuffer);
}
public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
{
bool changed = false;
for (int index = 0; index < totalCount; index++)
{
if (_renderScale[1 + index].X != scales[index])
{
_renderScale[1 + index].X = scales[index];
changed = true;
}
}
// Only update fragment count if there are scales after it for the vertex stage.
if (fragmentCount != totalCount && fragmentCount != _fragmentScaleCount)
{
_fragmentScaleCount = fragmentCount;
_supportBuffer.UpdateFragmentRenderScaleCount(_fragmentScaleCount);
}
if (changed)
{
_supportBuffer.UpdateRenderScale(_renderScale, 0, 1 + totalCount);
}
}
private void PrepareForDispatch()
{
_unit0Texture?.Bind(0);
_supportBuffer.Commit();
}
private void PreDraw(int vertexCount)
{
_vertexArray.PreDraw(vertexCount);
PreDraw();
}
private void PreDrawVbUnbounded()
{
_vertexArray.PreDrawVbUnbounded();
PreDraw();
}
private void PreDraw()
{
DrawCount++;
_unit0Texture?.Bind(0);
_supportBuffer.Commit();
}
private void PostDraw()
{
if (_tfEnabled)
{
for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
{
if (_tfbTargets[i].Handle != BufferHandle.Null)
{
Buffer.Copy(_tfbs[i], _tfbTargets[i].Handle, 0, _tfbTargets[i].Offset, _tfbTargets[i].Size);
}
}
}
}
public void RestoreComponentMask(int index, bool force = true)
{
// If the bound render target is bgra, swap the red and blue masks.
uint redMask = _fpIsBgra[index].X == 0 ? 1u : 4u;
uint blueMask = _fpIsBgra[index].X == 0 ? 4u : 1u;
int shift = index * 4;
uint componentMask = _componentMasks & _fragmentOutputMap;
uint checkMask = 0xfu << shift;
uint componentMaskAtIndex = componentMask & checkMask;
if (!force && componentMaskAtIndex == (_currentComponentMasks & checkMask))
{
return;
}
componentMask >>= shift;
componentMask &= 0xfu;
GL.ColorMask(
index,
(componentMask & redMask) != 0,
(componentMask & 2u) != 0,
(componentMask & blueMask) != 0,
(componentMask & 8u) != 0);
_currentComponentMasks &= ~checkMask;
_currentComponentMasks |= componentMaskAtIndex;
}
public void RestoreClipControl()
{
GL.ClipControl(_clipOrigin, _clipDepthMode);
}
public void RestoreScissor0Enable()
{
if ((_scissorEnables & 1u) != 0)
{
GL.Enable(IndexedEnableCap.ScissorTest, 0);
}
}
public void RestoreRasterizerDiscard()
{
if (_rasterizerDiscard)
{
GL.Enable(EnableCap.RasterizerDiscard);
}
}
public void RestoreViewport0()
{
if (_viewportArray.Length > 0)
{
GL.ViewportArray(0, 1, _viewportArray);
}
}
public void RestoreProgram()
{
_program?.Bind();
}
public void RestoreImages1And2()
{
for (int i = 0; i < SavedImages; i++)
{
(TextureBase texBase, Format imageFormat) = _images[i];
if (texBase != null)
{
SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
if (format != 0)
{
GL.BindImageTexture(i, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
continue;
}
}
GL.BindImageTexture(i, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
}
}
public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
{
if (value is CounterQueueEvent)
{
// Compare an event and a constant value.
CounterQueueEvent evt = (CounterQueueEvent)value;
// Easy host conditional rendering when the check matches what GL can do:
// - Event is of type samples passed.
// - Result is not a combination of multiple queries.
// - Comparing against 0.
// - Event has not already been flushed.
if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
{
if (!value.ReserveForHostAccess())
{
// If the event has been flushed, then just use the values on the CPU.
// The query object may already be repurposed for another draw (eg. begin + end).
return false;
}
GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
_activeConditionalRender = evt;
return true;
}
}
// The GPU will flush the queries to CPU and evaluate the condition there instead.
GL.Flush(); // The thread will be stalled manually flushing the counter, so flush GL commands now.
return false;
}
public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
{
GL.Flush(); // The GPU thread will be stalled manually flushing the counter, so flush GL commands now.
return false; // We don't currently have a way to compare two counters for conditional rendering.
}
public void EndHostConditionalRendering()
{
GL.EndConditionalRender();
_activeConditionalRender?.ReleaseHostAccess();
_activeConditionalRender = null;
}
public void Dispose()
{
_supportBuffer?.Dispose();
for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
{
if (_tfbs[i] != BufferHandle.Null)
{
Buffer.Delete(_tfbs[i]);
_tfbs[i] = BufferHandle.Null;
}
}
_activeConditionalRender?.ReleaseHostAccess();
_framebuffer?.Dispose();
_vertexArray?.Dispose();
_drawTexture.Dispose();
}
}
}