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Ryujinx/Ryujinx.Graphics.OpenGL/VertexArray.cs

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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
namespace Ryujinx.Graphics.OpenGL
{
class VertexArray : IDisposable
{
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public int Handle { get; private set; }
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private bool _needsAttribsUpdate;
private readonly VertexAttribDescriptor[] _vertexAttribs;
private readonly VertexBufferDescriptor[] _vertexBuffers;
private int _vertexAttribsCount;
private int _vertexBuffersCount;
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public VertexArray()
{
Handle = GL.GenVertexArray();
_vertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttribs];
_vertexBuffers = new VertexBufferDescriptor[Constants.MaxVertexBuffers];
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}
public void Bind()
{
GL.BindVertexArray(Handle);
}
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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{
int bindingIndex = 0;
for (int index = 0; index < vertexBuffers.Length; index++)
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{
VertexBufferDescriptor vb = vertexBuffers[index];
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if (vb.Buffer.Handle != BufferHandle.Null)
{
GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
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GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
}
else
{
GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
}
_vertexBuffers[index] = vb;
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bindingIndex++;
}
_vertexBuffersCount = bindingIndex;
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_needsAttribsUpdate = true;
}
public void SetVertexAttributes(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
int index = 0;
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for (; index < vertexAttribs.Length; index++)
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{
VertexAttribDescriptor attrib = vertexAttribs[index];
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FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format);
if (attrib.IsZero)
{
// Disabling the attribute causes the shader to read a constant value.
// The value is configurable, but by default is a vector of (0, 0, 0, 1).
GL.DisableVertexAttribArray(index);
}
else
{
GL.EnableVertexAttribArray(index);
}
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int offset = attrib.Offset;
int size = fmtInfo.Components;
bool isFloat = fmtInfo.PixelType == PixelType.Float ||
fmtInfo.PixelType == PixelType.HalfFloat;
if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled)
{
VertexAttribType type = (VertexAttribType)fmtInfo.PixelType;
GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset);
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}
else
{
VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType;
GL.VertexAttribIFormat(index, size, type, offset);
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}
GL.VertexAttribBinding(index, attrib.BufferIndex);
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_vertexAttribs[index] = attrib;
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}
_vertexAttribsCount = index;
for (; index < Constants.MaxVertexAttribs; index++)
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{
GL.DisableVertexAttribArray(index);
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}
}
public void SetIndexBuffer(BufferHandle buffer)
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{
GL.BindBuffer(BufferTarget.ElementArrayBuffer, buffer.ToInt32());
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}
public void Validate()
{
for (int attribIndex = 0; attribIndex < _vertexAttribsCount; attribIndex++)
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{
VertexAttribDescriptor attrib = _vertexAttribs[attribIndex];
if ((uint)attrib.BufferIndex >= _vertexBuffersCount)
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{
GL.DisableVertexAttribArray(attribIndex);
continue;
}
if (_vertexBuffers[attrib.BufferIndex].Buffer.Handle == BufferHandle.Null)
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{
GL.DisableVertexAttribArray(attribIndex);
continue;
}
if (_needsAttribsUpdate && !attrib.IsZero)
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{
GL.EnableVertexAttribArray(attribIndex);
}
}
_needsAttribsUpdate = false;
}
public void Dispose()
{
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if (Handle != 0)
{
GL.DeleteVertexArray(Handle);
Handle = 0;
}
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}
}
}