mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-25 06:31:20 -08:00
da283ff3c3
* Flip component mask if target is BGRA. * Make mask selection less ugly.
1331 lines
40 KiB
C#
1331 lines
40 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;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL
|
|
{
|
|
class Pipeline : IPipeline, IDisposable
|
|
{
|
|
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 int _boundDrawFramebuffer;
|
|
private int _boundReadFramebuffer;
|
|
|
|
private int[] _fpIsBgra = new int[8];
|
|
private float[] _fpRenderScale = new float[65];
|
|
private float[] _cpRenderScale = new float[64];
|
|
|
|
private TextureBase _unit0Texture;
|
|
|
|
private FrontFaceDirection _frontFace;
|
|
private ClipOrigin _clipOrigin;
|
|
private ClipDepthMode _clipDepthMode;
|
|
|
|
private readonly uint[] _componentMasks;
|
|
|
|
private uint _scissorEnables;
|
|
|
|
private bool _tfEnabled;
|
|
private TransformFeedbackPrimitiveType _tfTopology;
|
|
|
|
private readonly BufferHandle[] _tfbs;
|
|
private readonly BufferRange[] _tfbTargets;
|
|
|
|
private ColorF _blendConstant;
|
|
|
|
internal Pipeline()
|
|
{
|
|
_rasterizerDiscard = false;
|
|
_clipOrigin = ClipOrigin.LowerLeft;
|
|
_clipDepthMode = ClipDepthMode.NegativeOneToOne;
|
|
|
|
_componentMasks = new uint[Constants.MaxRenderTargets];
|
|
|
|
for (int index = 0; index < Constants.MaxRenderTargets; index++)
|
|
{
|
|
_componentMasks[index] = 0xf;
|
|
}
|
|
|
|
for (int index = 0; index < _fpRenderScale.Length; index++)
|
|
{
|
|
_fpRenderScale[index] = 1f;
|
|
}
|
|
|
|
for (int index = 0; index < _cpRenderScale.Length; index++)
|
|
{
|
|
_cpRenderScale[index] = 1f;
|
|
}
|
|
|
|
_tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers];
|
|
_tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers];
|
|
}
|
|
|
|
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, uint componentMask, ColorF color)
|
|
{
|
|
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 };
|
|
|
|
GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
|
|
|
|
RestoreComponentMask(index);
|
|
|
|
_framebuffer.SignalModified();
|
|
}
|
|
|
|
public void ClearRenderTargetDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
|
|
{
|
|
bool stencilMaskChanged =
|
|
stencilMask != 0 &&
|
|
stencilMask != _stencilFrontMask;
|
|
|
|
bool depthMaskChanged = depthMask && depthMask != _depthMask;
|
|
|
|
if (stencilMaskChanged)
|
|
{
|
|
GL.StencilMaskSeparate(StencilFace.Front, stencilMask);
|
|
}
|
|
|
|
if (depthMaskChanged)
|
|
{
|
|
GL.DepthMask(depthMask);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
if (stencilMaskChanged)
|
|
{
|
|
GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
|
|
}
|
|
|
|
if (depthMaskChanged)
|
|
{
|
|
GL.DepthMask(_depthMask);
|
|
}
|
|
|
|
_framebuffer.SignalModified();
|
|
}
|
|
|
|
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();
|
|
|
|
if (_primitiveType == PrimitiveType.Quads)
|
|
{
|
|
DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
|
|
}
|
|
else if (_primitiveType == PrimitiveType.QuadStrip)
|
|
{
|
|
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;
|
|
}
|
|
|
|
PreDraw();
|
|
|
|
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)
|
|
{
|
|
DrawQuadsIndexedImpl(
|
|
indexCount,
|
|
instanceCount,
|
|
indexBaseOffset,
|
|
indexElemSize,
|
|
firstVertex,
|
|
firstInstance);
|
|
}
|
|
else if (_primitiveType == PrimitiveType.QuadStrip)
|
|
{
|
|
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 EndTransformFeedback()
|
|
{
|
|
GL.EndTransformFeedback();
|
|
_tfEnabled = false;
|
|
}
|
|
|
|
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(int index, BlendDescriptor blend)
|
|
{
|
|
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;
|
|
}
|
|
|
|
public void SetFaceCulling(bool enable, Face face)
|
|
{
|
|
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 (texture == null)
|
|
{
|
|
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.Handle);
|
|
}
|
|
|
|
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 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 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 = (Program)program;
|
|
|
|
if (_tfEnabled)
|
|
{
|
|
GL.EndTransformFeedback();
|
|
_program.Bind();
|
|
GL.BeginTransformFeedback(_tfTopology);
|
|
}
|
|
else
|
|
{
|
|
_program.Bind();
|
|
}
|
|
|
|
UpdateFpIsBgra();
|
|
SetRenderTargetScale(_fpRenderScale[0]);
|
|
}
|
|
|
|
public void SetRasterizerDiscard(bool discard)
|
|
{
|
|
if (discard)
|
|
{
|
|
GL.Enable(EnableCap.RasterizerDiscard);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.RasterizerDiscard);
|
|
}
|
|
|
|
_rasterizerDiscard = discard;
|
|
}
|
|
|
|
public void SetRenderTargetScale(float scale)
|
|
{
|
|
_fpRenderScale[0] = scale;
|
|
|
|
if (_program != null && _program.FragmentRenderScaleUniform != -1)
|
|
{
|
|
GL.Uniform1(_program.FragmentRenderScaleUniform, 1, _fpRenderScale); // Just the first element.
|
|
}
|
|
}
|
|
|
|
public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
|
|
{
|
|
for (int index = 0; index < componentMasks.Length; index++)
|
|
{
|
|
_componentMasks[index] = componentMasks[index];
|
|
|
|
RestoreComponentMask(index);
|
|
}
|
|
}
|
|
|
|
public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
|
|
{
|
|
EnsureFramebuffer();
|
|
|
|
for (int index = 0; index < colors.Length; index++)
|
|
{
|
|
TextureView color = (TextureView)colors[index];
|
|
|
|
_framebuffer.AttachColor(index, color);
|
|
|
|
int isBgra = color != null && color.Format.IsBgra8() ? 1 : 0;
|
|
|
|
if (_fpIsBgra[index] != isBgra)
|
|
{
|
|
_fpIsBgra[index] = isBgra;
|
|
|
|
RestoreComponentMask(index);
|
|
}
|
|
}
|
|
|
|
UpdateFpIsBgra();
|
|
|
|
TextureView depthStencilView = (TextureView)depthStencil;
|
|
|
|
_framebuffer.AttachDepthStencil(depthStencilView);
|
|
_framebuffer.SetDrawBuffers(colors.Length);
|
|
}
|
|
|
|
public void SetSampler(int binding, ISampler sampler)
|
|
{
|
|
if (sampler == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
((Sampler)sampler).Bind(binding);
|
|
}
|
|
|
|
public void SetScissor(int index, bool enable, int x, int y, int width, int height)
|
|
{
|
|
uint mask = 1u << index;
|
|
|
|
if (!enable)
|
|
{
|
|
if ((_scissorEnables & mask) != 0)
|
|
{
|
|
_scissorEnables &= ~mask;
|
|
GL.Disable(IndexedEnableCap.ScissorTest, index);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ((_scissorEnables & mask) == 0)
|
|
{
|
|
_scissorEnables |= mask;
|
|
GL.Enable(IndexedEnableCap.ScissorTest, index);
|
|
}
|
|
|
|
GL.ScissorIndexed(index, x, y, width, height);
|
|
}
|
|
|
|
public void SetStencilTest(StencilTestDescriptor stencilTest)
|
|
{
|
|
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<BufferRange> buffers)
|
|
{
|
|
SetBuffers(buffers, isStorage: true);
|
|
}
|
|
|
|
public void SetTexture(int binding, ITexture texture)
|
|
{
|
|
if (texture == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (binding == 0)
|
|
{
|
|
_unit0Texture = (TextureBase)texture;
|
|
}
|
|
else
|
|
{
|
|
((TextureBase)texture).Bind(binding);
|
|
}
|
|
}
|
|
|
|
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<BufferRange> 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(int first, ReadOnlySpan<Viewport> viewports)
|
|
{
|
|
float[] viewportArray = new float[viewports.Length * 4];
|
|
|
|
double[] depthRangeArray = new double[viewports.Length * 2];
|
|
|
|
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(first, viewports.Length, viewportArray);
|
|
|
|
GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
|
|
}
|
|
|
|
public void TextureBarrier()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
|
|
}
|
|
|
|
public void TextureBarrierTiled()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
|
|
}
|
|
|
|
private void SetBuffers(ReadOnlySpan<BufferRange> buffers, bool isStorage)
|
|
{
|
|
BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer;
|
|
|
|
for (int index = 0; index < buffers.Length; index++)
|
|
{
|
|
BufferRange buffer = buffers[index];
|
|
|
|
if (buffer.Handle == BufferHandle.Null)
|
|
{
|
|
GL.BindBufferRange(target, index, 0, IntPtr.Zero, 0);
|
|
continue;
|
|
}
|
|
|
|
GL.BindBufferRange(target, index, 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);
|
|
}
|
|
|
|
private void UpdateFpIsBgra()
|
|
{
|
|
if (_program != null)
|
|
{
|
|
GL.Uniform1(_program.FragmentIsBgraUniform, 8, _fpIsBgra);
|
|
}
|
|
}
|
|
|
|
public void UpdateRenderScale(ShaderStage stage, float[] scales, int textureCount, int imageCount)
|
|
{
|
|
if (_program != null)
|
|
{
|
|
switch (stage)
|
|
{
|
|
case ShaderStage.Fragment:
|
|
if (_program.FragmentRenderScaleUniform != -1)
|
|
{
|
|
Array.Copy(scales, 0, _fpRenderScale, 1, textureCount + imageCount);
|
|
GL.Uniform1(_program.FragmentRenderScaleUniform, 1 + textureCount + imageCount, _fpRenderScale);
|
|
}
|
|
break;
|
|
|
|
case ShaderStage.Compute:
|
|
if (_program.ComputeRenderScaleUniform != -1)
|
|
{
|
|
Array.Copy(scales, 0, _cpRenderScale, 0, textureCount + imageCount);
|
|
GL.Uniform1(_program.ComputeRenderScaleUniform, textureCount + imageCount, _cpRenderScale);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void PrepareForDispatch()
|
|
{
|
|
if (_unit0Texture != null)
|
|
{
|
|
_unit0Texture.Bind(0);
|
|
}
|
|
}
|
|
|
|
private void PreDraw()
|
|
{
|
|
DrawCount++;
|
|
|
|
_vertexArray.Validate();
|
|
|
|
if (_unit0Texture != null)
|
|
{
|
|
_unit0Texture.Bind(0);
|
|
}
|
|
}
|
|
|
|
private void PostDraw()
|
|
{
|
|
_framebuffer?.SignalModified();
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void RestoreComponentMask(int index)
|
|
{
|
|
// If the bound render target is bgra, swap the red and blue masks.
|
|
uint redMask = _fpIsBgra[index] == 0 ? 1u : 4u;
|
|
uint blueMask = _fpIsBgra[index] == 0 ? 4u : 1u;
|
|
|
|
GL.ColorMask(
|
|
index,
|
|
(_componentMasks[index] & redMask) != 0,
|
|
(_componentMasks[index] & 2u) != 0,
|
|
(_componentMasks[index] & blueMask) != 0,
|
|
(_componentMasks[index] & 8u) != 0);
|
|
}
|
|
|
|
public void RestoreScissor0Enable()
|
|
{
|
|
if ((_scissorEnables & 1u) != 0)
|
|
{
|
|
GL.Enable(IndexedEnableCap.ScissorTest, 0);
|
|
}
|
|
}
|
|
|
|
public void RestoreRasterizerDiscard()
|
|
{
|
|
if (_rasterizerDiscard)
|
|
{
|
|
GL.Enable(EnableCap.RasterizerDiscard);
|
|
}
|
|
}
|
|
|
|
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 (evt.Disposed)
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
|
|
{
|
|
GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
|
|
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();
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
|
|
{
|
|
if (_tfbs[i] != BufferHandle.Null)
|
|
{
|
|
Buffer.Delete(_tfbs[i]);
|
|
_tfbs[i] = BufferHandle.Null;
|
|
}
|
|
}
|
|
|
|
_framebuffer?.Dispose();
|
|
_vertexArray?.Dispose();
|
|
}
|
|
}
|
|
}
|