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Ryujinx/Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs
gdkchan b9aa3966c0 Merge shader branch, adding support for GLSL decompilation, a macro
interpreter, and a rewrite of the GPU code.
2018-04-08 16:41:38 -03:00

231 lines
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7.7 KiB
C#

using OpenTK.Graphics.OpenGL;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLRasterizer
{
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> AttribTypes =
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.Int }, //?
{ GalVertexAttribSize._11_11_10, VertexAttribPointerType.Int } //?
};
private struct VbInfo
{
public int VaoHandle;
public int VboHandle;
public int PrimCount;
}
private struct IbInfo
{
public int IboHandle;
public int Count;
public DrawElementsType Type;
}
private VbInfo[] VertexBuffers;
private IbInfo IndexBuffer;
public OGLRasterizer()
{
VertexBuffers = new VbInfo[32];
IndexBuffer = new IbInfo();
}
public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
{
ClearBufferMask Mask = 0;
//OpenGL doesn't support clearing just a single color channel,
//so we can't just clear all channels...
if (Flags.HasFlag(GalClearBufferFlags.ColorRed) &&
Flags.HasFlag(GalClearBufferFlags.ColorGreen) &&
Flags.HasFlag(GalClearBufferFlags.ColorBlue) &&
Flags.HasFlag(GalClearBufferFlags.ColorAlpha))
{
Mask = ClearBufferMask.ColorBufferBit;
}
if (Flags.HasFlag(GalClearBufferFlags.Depth))
{
Mask |= ClearBufferMask.DepthBufferBit;
}
if (Flags.HasFlag(GalClearBufferFlags.Stencil))
{
Mask |= ClearBufferMask.StencilBufferBit;
}
GL.Clear(Mask);
}
public void SetVertexArray(int VbIndex, int Stride, byte[] Buffer, GalVertexAttrib[] Attribs)
{
EnsureVbInitialized(VbIndex);
VertexBuffers[VbIndex].PrimCount = Buffer.Length / Stride;
VbInfo Vb = VertexBuffers[VbIndex];
IntPtr Length = new IntPtr(Buffer.Length);
GL.BindBuffer(BufferTarget.ArrayBuffer, Vb.VboHandle);
GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindVertexArray(Vb.VaoHandle);
for (int Attr = 0; Attr < 16; Attr++)
{
GL.DisableVertexAttribArray(Attr);
}
for (int Index = 0; Index < Attribs.Length; Index++)
{
GalVertexAttrib Attrib = Attribs[Index];
GL.EnableVertexAttribArray(Index);
GL.BindBuffer(BufferTarget.ArrayBuffer, Vb.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 = VertexAttribPointerType.Float;
}
else
{
Type = AttribTypes[Attrib.Size] + (Unsigned ? 1 : 0);
}
int Size = AttribElements[Attrib.Size];
int Offset = Attrib.Offset;
GL.VertexAttribPointer(Index, Size, Type, Normalize, Stride, Offset);
}
GL.BindVertexArray(0);
}
public void SetIndexArray(byte[] Buffer, GalIndexFormat Format)
{
EnsureIbInitialized();
IndexBuffer.Type = OGLEnumConverter.GetDrawElementsType(Format);
IndexBuffer.Count = Buffer.Length >> (int)Format;
IntPtr Length = new IntPtr(Buffer.Length);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer.IboHandle);
GL.BufferData(BufferTarget.ElementArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
}
public void DrawArrays(int VbIndex, GalPrimitiveType PrimType)
{
VbInfo Vb = VertexBuffers[VbIndex];
if (Vb.PrimCount == 0)
{
return;
}
GL.BindVertexArray(Vb.VaoHandle);
GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), 0, Vb.PrimCount);
}
public void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType)
{
VbInfo Vb = VertexBuffers[VbIndex];
if (Vb.PrimCount == 0)
{
return;
}
PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);
GL.BindVertexArray(Vb.VaoHandle);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer.IboHandle);
GL.DrawElements(Mode, IndexBuffer.Count, IndexBuffer.Type, First);
}
private void EnsureVbInitialized(int VbIndex)
{
VbInfo Vb = VertexBuffers[VbIndex];
if (Vb.VaoHandle == 0)
{
Vb.VaoHandle = GL.GenVertexArray();
}
if (Vb.VboHandle == 0)
{
Vb.VboHandle = GL.GenBuffer();
}
VertexBuffers[VbIndex] = Vb;
}
private void EnsureIbInitialized()
{
if (IndexBuffer.IboHandle == 0)
{
IndexBuffer.IboHandle = GL.GenBuffer();
}
}
}
}