Ryujinx/Ryujinx.Graphics/Gal/OpenGL/OglPipeline.cs

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using OpenTK.Graphics.OpenGL;
New shader translator implementation (#654) * Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
using Ryujinx.Graphics.Shader;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OglPipeline : IGalPipeline
{
private static Dictionary<GalVertexAttribSize, int> _attribElements =
new Dictionary<GalVertexAttribSize, int>()
{
{ GalVertexAttribSize._32_32_32_32, 4 },
{ GalVertexAttribSize._32_32_32, 3 },
{ GalVertexAttribSize._16_16_16_16, 4 },
{ GalVertexAttribSize._32_32, 2 },
{ GalVertexAttribSize._16_16_16, 3 },
{ GalVertexAttribSize._8_8_8_8, 4 },
{ GalVertexAttribSize._16_16, 2 },
{ GalVertexAttribSize._32, 1 },
{ GalVertexAttribSize._8_8_8, 3 },
{ GalVertexAttribSize._8_8, 2 },
{ GalVertexAttribSize._16, 1 },
{ GalVertexAttribSize._8, 1 },
{ GalVertexAttribSize._10_10_10_2, 4 },
{ GalVertexAttribSize._11_11_10, 3 }
};
private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> _floatAttribTypes =
new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
{
{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Float },
{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.Float },
{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.HalfFloat },
{ GalVertexAttribSize._32_32, VertexAttribPointerType.Float },
{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.HalfFloat },
{ GalVertexAttribSize._16_16, VertexAttribPointerType.HalfFloat },
{ GalVertexAttribSize._32, VertexAttribPointerType.Float },
{ GalVertexAttribSize._16, VertexAttribPointerType.HalfFloat }
};
private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> _signedAttribTypes =
new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
{
{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Int },
{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.Int },
{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.Short },
{ GalVertexAttribSize._32_32, VertexAttribPointerType.Int },
{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.Short },
{ GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.Byte },
{ GalVertexAttribSize._16_16, VertexAttribPointerType.Short },
{ GalVertexAttribSize._32, VertexAttribPointerType.Int },
{ GalVertexAttribSize._8_8_8, VertexAttribPointerType.Byte },
{ GalVertexAttribSize._8_8, VertexAttribPointerType.Byte },
{ GalVertexAttribSize._16, VertexAttribPointerType.Short },
{ GalVertexAttribSize._8, VertexAttribPointerType.Byte },
{ GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.Int2101010Rev }
};
private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> _unsignedAttribTypes =
new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
{
{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.UnsignedInt },
{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.UnsignedInt },
{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.UnsignedShort },
{ GalVertexAttribSize._32_32, VertexAttribPointerType.UnsignedInt },
{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.UnsignedShort },
{ GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.UnsignedByte },
{ GalVertexAttribSize._16_16, VertexAttribPointerType.UnsignedShort },
{ GalVertexAttribSize._32, VertexAttribPointerType.UnsignedInt },
{ GalVertexAttribSize._8_8_8, VertexAttribPointerType.UnsignedByte },
{ GalVertexAttribSize._8_8, VertexAttribPointerType.UnsignedByte },
{ GalVertexAttribSize._16, VertexAttribPointerType.UnsignedShort },
{ GalVertexAttribSize._8, VertexAttribPointerType.UnsignedByte },
{ GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.UnsignedInt2101010Rev },
{ GalVertexAttribSize._11_11_10, VertexAttribPointerType.UnsignedInt10F11F11FRev }
};
private GalPipelineState _old;
private OglConstBuffer _buffer;
private OglRenderTarget _renderTarget;
private OglRasterizer _rasterizer;
private OglShader _shader;
private int _vaoHandle;
public OglPipeline(
OglConstBuffer buffer,
OglRenderTarget renderTarget,
OglRasterizer rasterizer,
OglShader shader)
{
_buffer = buffer;
_renderTarget = renderTarget;
_rasterizer = rasterizer;
_shader = shader;
// These values match OpenGL's defaults
_old = new GalPipelineState
{
FrontFace = GalFrontFace.Ccw,
CullFaceEnabled = false,
CullFace = GalCullFace.Back,
DepthTestEnabled = false,
DepthWriteEnabled = true,
DepthFunc = GalComparisonOp.Less,
DepthRangeNear = 0,
DepthRangeFar = 1,
StencilTestEnabled = false,
StencilBackFuncFunc = GalComparisonOp.Always,
StencilBackFuncRef = 0,
StencilBackFuncMask = UInt32.MaxValue,
StencilBackOpFail = GalStencilOp.Keep,
StencilBackOpZFail = GalStencilOp.Keep,
StencilBackOpZPass = GalStencilOp.Keep,
StencilBackMask = UInt32.MaxValue,
StencilFrontFuncFunc = GalComparisonOp.Always,
StencilFrontFuncRef = 0,
StencilFrontFuncMask = UInt32.MaxValue,
StencilFrontOpFail = GalStencilOp.Keep,
StencilFrontOpZFail = GalStencilOp.Keep,
StencilFrontOpZPass = GalStencilOp.Keep,
StencilFrontMask = UInt32.MaxValue,
BlendIndependent = false,
PrimitiveRestartEnabled = false,
PrimitiveRestartIndex = 0
};
for (int index = 0; index < GalPipelineState.RenderTargetsCount; index++)
{
_old.Blends[index] = BlendState.Default;
_old.ColorMasks[index] = ColorMaskState.Default;
}
}
public void Bind(GalPipelineState New)
{
BindConstBuffers(New);
BindVertexLayout(New);
if (New.FramebufferSrgb != _old.FramebufferSrgb)
{
Enable(EnableCap.FramebufferSrgb, New.FramebufferSrgb);
_renderTarget.FramebufferSrgb = New.FramebufferSrgb;
}
if (New.FlipX != _old.FlipX || New.FlipY != _old.FlipY || New.Instance != _old.Instance)
{
_shader.SetExtraData(New.FlipX, New.FlipY, New.Instance);
}
if (New.FrontFace != _old.FrontFace)
{
GL.FrontFace(OglEnumConverter.GetFrontFace(New.FrontFace));
}
if (New.CullFaceEnabled != _old.CullFaceEnabled)
{
Enable(EnableCap.CullFace, New.CullFaceEnabled);
}
if (New.CullFaceEnabled)
{
if (New.CullFace != _old.CullFace)
{
GL.CullFace(OglEnumConverter.GetCullFace(New.CullFace));
}
}
if (New.DepthTestEnabled != _old.DepthTestEnabled)
{
Enable(EnableCap.DepthTest, New.DepthTestEnabled);
}
if (New.DepthWriteEnabled != _old.DepthWriteEnabled)
{
GL.DepthMask(New.DepthWriteEnabled);
}
if (New.DepthTestEnabled)
{
if (New.DepthFunc != _old.DepthFunc)
{
GL.DepthFunc(OglEnumConverter.GetDepthFunc(New.DepthFunc));
}
}
if (New.DepthRangeNear != _old.DepthRangeNear ||
New.DepthRangeFar != _old.DepthRangeFar)
{
GL.DepthRange(New.DepthRangeNear, New.DepthRangeFar);
}
if (New.StencilTestEnabled != _old.StencilTestEnabled)
{
Enable(EnableCap.StencilTest, New.StencilTestEnabled);
}
if (New.StencilTwoSideEnabled != _old.StencilTwoSideEnabled)
{
Enable((EnableCap)All.StencilTestTwoSideExt, New.StencilTwoSideEnabled);
}
if (New.StencilTestEnabled)
{
if (New.StencilBackFuncFunc != _old.StencilBackFuncFunc ||
New.StencilBackFuncRef != _old.StencilBackFuncRef ||
New.StencilBackFuncMask != _old.StencilBackFuncMask)
{
GL.StencilFuncSeparate(
StencilFace.Back,
OglEnumConverter.GetStencilFunc(New.StencilBackFuncFunc),
New.StencilBackFuncRef,
New.StencilBackFuncMask);
}
if (New.StencilBackOpFail != _old.StencilBackOpFail ||
New.StencilBackOpZFail != _old.StencilBackOpZFail ||
New.StencilBackOpZPass != _old.StencilBackOpZPass)
{
GL.StencilOpSeparate(
StencilFace.Back,
OglEnumConverter.GetStencilOp(New.StencilBackOpFail),
OglEnumConverter.GetStencilOp(New.StencilBackOpZFail),
OglEnumConverter.GetStencilOp(New.StencilBackOpZPass));
}
if (New.StencilBackMask != _old.StencilBackMask)
{
GL.StencilMaskSeparate(StencilFace.Back, New.StencilBackMask);
}
if (New.StencilFrontFuncFunc != _old.StencilFrontFuncFunc ||
New.StencilFrontFuncRef != _old.StencilFrontFuncRef ||
New.StencilFrontFuncMask != _old.StencilFrontFuncMask)
{
GL.StencilFuncSeparate(
StencilFace.Front,
OglEnumConverter.GetStencilFunc(New.StencilFrontFuncFunc),
New.StencilFrontFuncRef,
New.StencilFrontFuncMask);
}
if (New.StencilFrontOpFail != _old.StencilFrontOpFail ||
New.StencilFrontOpZFail != _old.StencilFrontOpZFail ||
New.StencilFrontOpZPass != _old.StencilFrontOpZPass)
{
GL.StencilOpSeparate(
StencilFace.Front,
OglEnumConverter.GetStencilOp(New.StencilFrontOpFail),
OglEnumConverter.GetStencilOp(New.StencilFrontOpZFail),
OglEnumConverter.GetStencilOp(New.StencilFrontOpZPass));
}
if (New.StencilFrontMask != _old.StencilFrontMask)
{
GL.StencilMaskSeparate(StencilFace.Front, New.StencilFrontMask);
}
}
// Scissor Test
// All scissor test are disabled before drawing final framebuffer to screen so we don't need to handle disabling
// Skip if there are no scissor tests to enable
if (New.ScissorTestCount != 0)
{
int scissorsApplied = 0;
bool applyToAll = false;
for (int index = 0; index < GalPipelineState.RenderTargetsCount; index++)
{
if (New.ScissorTestEnabled[index])
{
// If viewport arrays are unavailable apply first scissor test to all or
// there is only 1 scissor test and it's the first, the scissor test applies to all viewports
if (!OglExtension.Required.ViewportArray || (index == 0 && New.ScissorTestCount == 1))
{
GL.Enable(EnableCap.ScissorTest);
applyToAll = true;
}
else
{
GL.Enable(IndexedEnableCap.ScissorTest, index);
}
if (New.ScissorTestEnabled[index] != _old.ScissorTestEnabled[index] ||
New.ScissorTestX[index] != _old.ScissorTestX[index] ||
New.ScissorTestY[index] != _old.ScissorTestY[index] ||
New.ScissorTestWidth[index] != _old.ScissorTestWidth[index] ||
New.ScissorTestHeight[index] != _old.ScissorTestHeight[index])
{
if (applyToAll)
{
GL.Scissor(New.ScissorTestX[index], New.ScissorTestY[index],
New.ScissorTestWidth[index], New.ScissorTestHeight[index]);
}
else
{
GL.ScissorIndexed(index, New.ScissorTestX[index], New.ScissorTestY[index],
New.ScissorTestWidth[index], New.ScissorTestHeight[index]);
}
}
// If all scissor tests have been applied, or viewport arrays are unavailable we can skip remaining iterations
if (!OglExtension.Required.ViewportArray || ++scissorsApplied == New.ScissorTestCount)
{
break;
}
}
}
}
if (New.BlendIndependent)
{
for (int index = 0; index < GalPipelineState.RenderTargetsCount; index++)
{
SetBlendState(index, New.Blends[index], _old.Blends[index]);
}
}
else
{
if (New.BlendIndependent != _old.BlendIndependent)
{
SetAllBlendState(New.Blends[0]);
}
else
{
SetBlendState(New.Blends[0], _old.Blends[0]);
}
}
if (New.ColorMaskCommon)
{
if (New.ColorMaskCommon != _old.ColorMaskCommon || !New.ColorMasks[0].Equals(_old.ColorMasks[0]))
{
GL.ColorMask(
New.ColorMasks[0].Red,
New.ColorMasks[0].Green,
New.ColorMasks[0].Blue,
New.ColorMasks[0].Alpha);
}
}
else
{
for (int index = 0; index < GalPipelineState.RenderTargetsCount; index++)
{
if (!New.ColorMasks[index].Equals(_old.ColorMasks[index]))
{
GL.ColorMask(
index,
New.ColorMasks[index].Red,
New.ColorMasks[index].Green,
New.ColorMasks[index].Blue,
New.ColorMasks[index].Alpha);
}
}
}
if (New.PrimitiveRestartEnabled != _old.PrimitiveRestartEnabled)
{
Enable(EnableCap.PrimitiveRestart, New.PrimitiveRestartEnabled);
}
if (New.PrimitiveRestartEnabled)
{
if (New.PrimitiveRestartIndex != _old.PrimitiveRestartIndex)
{
GL.PrimitiveRestartIndex(New.PrimitiveRestartIndex);
}
}
_old = New;
}
public void Unbind(GalPipelineState state)
{
if (state.ScissorTestCount > 0)
{
GL.Disable(EnableCap.ScissorTest);
}
}
private void SetAllBlendState(BlendState New)
{
Enable(EnableCap.Blend, New.Enabled);
if (New.Enabled)
{
if (New.SeparateAlpha)
{
GL.BlendEquationSeparate(
OglEnumConverter.GetBlendEquation(New.EquationRgb),
OglEnumConverter.GetBlendEquation(New.EquationAlpha));
GL.BlendFuncSeparate(
(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcRgb),
(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstRgb),
(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstAlpha));
}
else
{
GL.BlendEquation(OglEnumConverter.GetBlendEquation(New.EquationRgb));
GL.BlendFunc(
OglEnumConverter.GetBlendFactor(New.FuncSrcRgb),
OglEnumConverter.GetBlendFactor(New.FuncDstRgb));
}
}
}
private void SetBlendState(BlendState New, BlendState old)
{
if (New.Enabled != old.Enabled)
{
Enable(EnableCap.Blend, New.Enabled);
}
if (New.Enabled)
{
if (New.SeparateAlpha)
{
if (New.EquationRgb != old.EquationRgb ||
New.EquationAlpha != old.EquationAlpha)
{
GL.BlendEquationSeparate(
OglEnumConverter.GetBlendEquation(New.EquationRgb),
OglEnumConverter.GetBlendEquation(New.EquationAlpha));
}
if (New.FuncSrcRgb != old.FuncSrcRgb ||
New.FuncDstRgb != old.FuncDstRgb ||
New.FuncSrcAlpha != old.FuncSrcAlpha ||
New.FuncDstAlpha != old.FuncDstAlpha)
{
GL.BlendFuncSeparate(
(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcRgb),
(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstRgb),
(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstAlpha));
}
}
else
{
if (New.EquationRgb != old.EquationRgb)
{
GL.BlendEquation(OglEnumConverter.GetBlendEquation(New.EquationRgb));
}
if (New.FuncSrcRgb != old.FuncSrcRgb ||
New.FuncDstRgb != old.FuncDstRgb)
{
GL.BlendFunc(
OglEnumConverter.GetBlendFactor(New.FuncSrcRgb),
OglEnumConverter.GetBlendFactor(New.FuncDstRgb));
}
}
}
}
private void SetBlendState(int index, BlendState New, BlendState old)
{
if (New.Enabled != old.Enabled)
{
Enable(IndexedEnableCap.Blend, index, New.Enabled);
}
if (New.Enabled)
{
if (New.SeparateAlpha)
{
if (New.EquationRgb != old.EquationRgb ||
New.EquationAlpha != old.EquationAlpha)
{
GL.BlendEquationSeparate(
index,
OglEnumConverter.GetBlendEquation(New.EquationRgb),
OglEnumConverter.GetBlendEquation(New.EquationAlpha));
}
if (New.FuncSrcRgb != old.FuncSrcRgb ||
New.FuncDstRgb != old.FuncDstRgb ||
New.FuncSrcAlpha != old.FuncSrcAlpha ||
New.FuncDstAlpha != old.FuncDstAlpha)
{
GL.BlendFuncSeparate(
index,
(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcRgb),
(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstRgb),
(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstAlpha));
}
}
else
{
if (New.EquationRgb != old.EquationRgb)
{
GL.BlendEquation(index, OglEnumConverter.GetBlendEquation(New.EquationRgb));
}
if (New.FuncSrcRgb != old.FuncSrcRgb ||
New.FuncDstRgb != old.FuncDstRgb)
{
GL.BlendFunc(
index,
(BlendingFactorSrc) OglEnumConverter.GetBlendFactor(New.FuncSrcRgb),
(BlendingFactorDest)OglEnumConverter.GetBlendFactor(New.FuncDstRgb));
}
}
}
}
private void BindConstBuffers(GalPipelineState New)
{
int freeBinding = OglShader.ReservedCbufCount;
void BindIfNotNull(OglShaderStage stage)
{
if (stage != null)
{
New shader translator implementation (#654) * Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
foreach (CBufferDescriptor desc in stage.ConstBufferUsage)
{
New shader translator implementation (#654) * Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
long key = New.ConstBufferKeys[(int)stage.Type][desc.Slot];
if (key != 0 && _buffer.TryGetUbo(key, out int uboHandle))
{
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, freeBinding, uboHandle);
}
freeBinding++;
}
}
}
BindIfNotNull(_shader.Current.Vertex);
BindIfNotNull(_shader.Current.TessControl);
BindIfNotNull(_shader.Current.TessEvaluation);
BindIfNotNull(_shader.Current.Geometry);
BindIfNotNull(_shader.Current.Fragment);
}
private void BindVertexLayout(GalPipelineState New)
{
foreach (GalVertexBinding binding in New.VertexBindings)
{
if (!binding.Enabled || !_rasterizer.TryGetVbo(binding.VboKey, out int vboHandle))
{
continue;
}
if (_vaoHandle == 0)
{
_vaoHandle = GL.GenVertexArray();
// Vertex arrays shouldn't be used anywhere else in OpenGL's backend
// if you want to use it, move this line out of the if
GL.BindVertexArray(_vaoHandle);
}
foreach (GalVertexAttrib attrib in binding.Attribs)
{
// Skip uninitialized attributes.
if (attrib.Size == 0)
{
continue;
}
GL.BindBuffer(BufferTarget.ArrayBuffer, vboHandle);
bool unsigned =
attrib.Type == GalVertexAttribType.Unorm ||
attrib.Type == GalVertexAttribType.Uint ||
attrib.Type == GalVertexAttribType.Uscaled;
bool normalize =
attrib.Type == GalVertexAttribType.Snorm ||
attrib.Type == GalVertexAttribType.Unorm;
VertexAttribPointerType type = 0;
if (attrib.Type == GalVertexAttribType.Float)
{
type = GetType(_floatAttribTypes, attrib);
}
else
{
if (unsigned)
{
type = GetType(_unsignedAttribTypes, attrib);
}
else
{
type = GetType(_signedAttribTypes, attrib);
}
}
if (!_attribElements.TryGetValue(attrib.Size, out int size))
{
throw new InvalidOperationException("Invalid attribute size \"" + attrib.Size + "\"!");
}
int offset = attrib.Offset;
if (binding.Stride != 0)
{
GL.EnableVertexAttribArray(attrib.Index);
if (attrib.Type == GalVertexAttribType.Sint ||
attrib.Type == GalVertexAttribType.Uint)
{
IntPtr pointer = new IntPtr(offset);
VertexAttribIntegerType iType = (VertexAttribIntegerType)type;
GL.VertexAttribIPointer(attrib.Index, size, iType, binding.Stride, pointer);
}
else
{
GL.VertexAttribPointer(attrib.Index, size, type, normalize, binding.Stride, offset);
}
}
else
{
GL.DisableVertexAttribArray(attrib.Index);
SetConstAttrib(attrib);
}
2018-08-25 04:16:58 +00:00
if (binding.Instanced && binding.Divisor != 0)
2018-08-25 04:16:58 +00:00
{
GL.VertexAttribDivisor(attrib.Index, 1);
2018-08-25 04:16:58 +00:00
}
else
{
GL.VertexAttribDivisor(attrib.Index, 0);
2018-08-25 04:16:58 +00:00
}
}
}
}
private static VertexAttribPointerType GetType(Dictionary<GalVertexAttribSize, VertexAttribPointerType> dict, GalVertexAttrib attrib)
{
if (!dict.TryGetValue(attrib.Size, out VertexAttribPointerType type))
{
ThrowUnsupportedAttrib(attrib);
}
return type;
}
private static unsafe void SetConstAttrib(GalVertexAttrib attrib)
{
if (attrib.Size == GalVertexAttribSize._10_10_10_2 ||
attrib.Size == GalVertexAttribSize._11_11_10)
{
ThrowUnsupportedAttrib(attrib);
}
fixed (byte* ptr = attrib.Data)
{
if (attrib.Type == GalVertexAttribType.Unorm)
{
switch (attrib.Size)
{
case GalVertexAttribSize._8:
case GalVertexAttribSize._8_8:
case GalVertexAttribSize._8_8_8:
case GalVertexAttribSize._8_8_8_8:
GL.VertexAttrib4N((uint)attrib.Index, ptr);
break;
case GalVertexAttribSize._16:
case GalVertexAttribSize._16_16:
case GalVertexAttribSize._16_16_16:
case GalVertexAttribSize._16_16_16_16:
GL.VertexAttrib4N((uint)attrib.Index, (ushort*)ptr);
break;
case GalVertexAttribSize._32:
case GalVertexAttribSize._32_32:
case GalVertexAttribSize._32_32_32:
case GalVertexAttribSize._32_32_32_32:
GL.VertexAttrib4N((uint)attrib.Index, (uint*)ptr);
break;
}
}
else if (attrib.Type == GalVertexAttribType.Snorm)
{
switch (attrib.Size)
{
case GalVertexAttribSize._8:
case GalVertexAttribSize._8_8:
case GalVertexAttribSize._8_8_8:
case GalVertexAttribSize._8_8_8_8:
GL.VertexAttrib4N((uint)attrib.Index, (sbyte*)ptr);
break;
case GalVertexAttribSize._16:
case GalVertexAttribSize._16_16:
case GalVertexAttribSize._16_16_16:
case GalVertexAttribSize._16_16_16_16:
GL.VertexAttrib4N((uint)attrib.Index, (short*)ptr);
break;
case GalVertexAttribSize._32:
case GalVertexAttribSize._32_32:
case GalVertexAttribSize._32_32_32:
case GalVertexAttribSize._32_32_32_32:
GL.VertexAttrib4N((uint)attrib.Index, (int*)ptr);
break;
}
}
else if (attrib.Type == GalVertexAttribType.Uint)
{
switch (attrib.Size)
{
case GalVertexAttribSize._8:
case GalVertexAttribSize._8_8:
case GalVertexAttribSize._8_8_8:
case GalVertexAttribSize._8_8_8_8:
GL.VertexAttribI4((uint)attrib.Index, ptr);
break;
case GalVertexAttribSize._16:
case GalVertexAttribSize._16_16:
case GalVertexAttribSize._16_16_16:
case GalVertexAttribSize._16_16_16_16:
GL.VertexAttribI4((uint)attrib.Index, (ushort*)ptr);
break;
case GalVertexAttribSize._32:
case GalVertexAttribSize._32_32:
case GalVertexAttribSize._32_32_32:
case GalVertexAttribSize._32_32_32_32:
GL.VertexAttribI4((uint)attrib.Index, (uint*)ptr);
break;
}
}
else if (attrib.Type == GalVertexAttribType.Sint)
{
switch (attrib.Size)
{
case GalVertexAttribSize._8:
case GalVertexAttribSize._8_8:
case GalVertexAttribSize._8_8_8:
case GalVertexAttribSize._8_8_8_8:
GL.VertexAttribI4((uint)attrib.Index, (sbyte*)ptr);
break;
case GalVertexAttribSize._16:
case GalVertexAttribSize._16_16:
case GalVertexAttribSize._16_16_16:
case GalVertexAttribSize._16_16_16_16:
GL.VertexAttribI4((uint)attrib.Index, (short*)ptr);
break;
case GalVertexAttribSize._32:
case GalVertexAttribSize._32_32:
case GalVertexAttribSize._32_32_32:
case GalVertexAttribSize._32_32_32_32:
GL.VertexAttribI4((uint)attrib.Index, (int*)ptr);
break;
}
}
else if (attrib.Type == GalVertexAttribType.Float)
{
switch (attrib.Size)
{
case GalVertexAttribSize._32:
case GalVertexAttribSize._32_32:
case GalVertexAttribSize._32_32_32:
case GalVertexAttribSize._32_32_32_32:
GL.VertexAttrib4(attrib.Index, (float*)ptr);
break;
default: ThrowUnsupportedAttrib(attrib); break;
}
}
}
}
private static void ThrowUnsupportedAttrib(GalVertexAttrib attrib)
{
throw new NotImplementedException("Unsupported size \"" + attrib.Size + "\" on type \"" + attrib.Type + "\"!");
}
private void Enable(EnableCap cap, bool enabled)
{
if (enabled)
{
GL.Enable(cap);
}
else
{
GL.Disable(cap);
}
}
private void Enable(IndexedEnableCap cap, int index, bool enabled)
{
if (enabled)
{
GL.Enable(cap, index);
}
else
{
GL.Disable(cap, index);
}
}
public void ResetDepthMask()
{
_old.DepthWriteEnabled = true;
}
public void ResetColorMask(int index)
{
_old.ColorMasks[index] = ColorMaskState.Default;
}
}
}