mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-25 12:35:47 +00:00
60f2198a1e
* Attempt to support deswizzle of sparse tiled textures * Use correct frame buffer and viewport sizes, started to clean up the copy engine * Correct texture width alignment * Use Scale/Translate registers to calculate viewport rect * Allow texture copy between frame buffers
502 lines
No EOL
15 KiB
C#
502 lines
No EOL
15 KiB
C#
using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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public class OGLFrameBuffer : IGalFrameBuffer
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{
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private struct Rect
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{
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public int X { get; private set; }
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public int Y { get; private set; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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public Rect(int X, int Y, int Width, int Height)
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{
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this.X = X;
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this.Y = Y;
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this.Width = Width;
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this.Height = Height;
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}
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}
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private class FrameBuffer
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{
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public int Width { get; set; }
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public int Height { get; set; }
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public int Handle { get; private set; }
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public int RbHandle { get; private set; }
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public int TexHandle { get; private set; }
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public FrameBuffer(int Width, int Height)
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{
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this.Width = Width;
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this.Height = Height;
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Handle = GL.GenFramebuffer();
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RbHandle = GL.GenRenderbuffer();
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TexHandle = GL.GenTexture();
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}
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}
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private struct ShaderProgram
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{
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public int Handle;
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public int VpHandle;
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public int FpHandle;
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}
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private Dictionary<long, FrameBuffer> Fbs;
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private ShaderProgram Shader;
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private Rect Viewport;
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private Rect Window;
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private bool IsInitialized;
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private int RawFbTexWidth;
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private int RawFbTexHeight;
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private int RawFbTexHandle;
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private int CurrFbHandle;
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private int CurrTexHandle;
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private int VaoHandle;
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private int VboHandle;
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public OGLFrameBuffer()
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{
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Fbs = new Dictionary<long, FrameBuffer>();
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Shader = new ShaderProgram();
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}
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public void Create(long Key, int Width, int Height)
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{
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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if (Fb.Width != Width ||
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Fb.Height != Height)
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{
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SetupTexture(Fb.TexHandle, Width, Height);
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Fb.Width = Width;
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Fb.Height = Height;
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}
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return;
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}
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Fb = new FrameBuffer(Width, Height);
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SetupTexture(Fb.TexHandle, Width, Height);
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
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GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Fb.RbHandle);
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GL.RenderbufferStorage(
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RenderbufferTarget.Renderbuffer,
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RenderbufferStorage.Depth24Stencil8,
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Width,
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Height);
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GL.FramebufferRenderbuffer(
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FramebufferTarget.Framebuffer,
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FramebufferAttachment.DepthStencilAttachment,
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RenderbufferTarget.Renderbuffer,
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Fb.RbHandle);
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GL.FramebufferTexture(
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FramebufferTarget.Framebuffer,
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FramebufferAttachment.ColorAttachment0,
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Fb.TexHandle,
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0);
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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Fbs.Add(Key, Fb);
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}
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public void Bind(long Key)
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{
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
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CurrFbHandle = Fb.Handle;
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}
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}
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public void BindTexture(long Key, int Index)
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{
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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GL.ActiveTexture(TextureUnit.Texture0 + Index);
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GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);
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}
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}
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public void Set(long Key)
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{
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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CurrTexHandle = Fb.TexHandle;
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}
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}
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public void Set(byte[] Data, int Width, int Height)
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{
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if (RawFbTexHandle == 0)
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{
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RawFbTexHandle = GL.GenTexture();
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}
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if (RawFbTexWidth != Width ||
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RawFbTexHeight != Height)
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{
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SetupTexture(RawFbTexHandle, Width, Height);
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RawFbTexWidth = Width;
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RawFbTexHeight = Height;
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}
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, RawFbTexHandle);
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(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
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GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, Format, Type, Data);
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CurrTexHandle = RawFbTexHandle;
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}
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public void SetTransform(float SX, float SY, float Rotate, float TX, float TY)
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{
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EnsureInitialized();
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Matrix2 Transform;
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Transform = Matrix2.CreateScale(SX, SY);
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Transform *= Matrix2.CreateRotation(Rotate);
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Vector2 Offs = new Vector2(TX, TY);
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int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
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GL.UseProgram(Shader.Handle);
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int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
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GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
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int OffsetUniformLocation = GL.GetUniformLocation(Shader.Handle, "offset");
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GL.Uniform2(OffsetUniformLocation, ref Offs);
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GL.UseProgram(CurrentProgram);
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}
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public void SetWindowSize(int Width, int Height)
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{
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int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
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GL.UseProgram(Shader.Handle);
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int WindowSizeUniformLocation = GL.GetUniformLocation(Shader.Handle, "window_size");
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GL.Uniform2(WindowSizeUniformLocation, new Vector2(Width, Height));
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GL.UseProgram(CurrentProgram);
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Window = new Rect(0, 0, Width, Height);
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}
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public void SetViewport(int X, int Y, int Width, int Height)
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{
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Viewport = new Rect(X, Y, Width, Height);
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SetViewport(Viewport);
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}
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private void SetViewport(Rect Viewport)
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{
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GL.Viewport(
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Viewport.X,
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Viewport.Y,
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Viewport.Width,
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Viewport.Height);
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}
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public void Render()
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{
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if (CurrTexHandle != 0)
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{
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EnsureInitialized();
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//bool CullFaceEnable = GL.IsEnabled(EnableCap.CullFace);
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bool DepthTestEnable = GL.IsEnabled(EnableCap.DepthTest);
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bool StencilTestEnable = GL.IsEnabled(EnableCap.StencilTest);
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bool AlphaBlendEnable = GL.IsEnabled(EnableCap.Blend);
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//GL.Disable(EnableCap.CullFace);
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GL.Disable(EnableCap.DepthTest);
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GL.Disable(EnableCap.StencilTest);
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GL.Disable(EnableCap.Blend);
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, CurrTexHandle);
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int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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SetViewport(Window);
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GL.Clear(
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ClearBufferMask.ColorBufferBit |
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ClearBufferMask.DepthBufferBit);
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GL.BindVertexArray(VaoHandle);
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GL.UseProgram(Shader.Handle);
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GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
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//Restore the original state.
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, CurrFbHandle);
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GL.UseProgram(CurrentProgram);
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//if (CullFaceEnable)
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//{
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// GL.Enable(EnableCap.CullFace);
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//}
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if (DepthTestEnable)
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{
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GL.Enable(EnableCap.DepthTest);
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}
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if (StencilTestEnable)
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{
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GL.Enable(EnableCap.StencilTest);
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}
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if (AlphaBlendEnable)
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{
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GL.Enable(EnableCap.Blend);
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}
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SetViewport(Viewport);
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}
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}
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public void Copy(
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long SrcKey,
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long DstKey,
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int SrcX0,
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int SrcY0,
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int SrcX1,
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int SrcY1,
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int DstX0,
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int DstY0,
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int DstX1,
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int DstY1)
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{
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if (Fbs.TryGetValue(SrcKey, out FrameBuffer SrcFb) &&
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Fbs.TryGetValue(DstKey, out FrameBuffer DstFb))
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{
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, SrcFb.Handle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, DstFb.Handle);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.BlitFramebuffer(
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SrcX0, SrcY0, SrcX1, SrcY1,
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DstX0, DstY0, DstX1, DstY1,
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ClearBufferMask.ColorBufferBit,
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BlitFramebufferFilter.Linear);
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}
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}
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public void GetBufferData(long Key, Action<byte[]> Callback)
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{
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, Fb.Handle);
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byte[] Data = new byte[Fb.Width * Fb.Height * 4];
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(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
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GL.ReadPixels(
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0,
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0,
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Fb.Width,
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Fb.Height,
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Format,
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Type,
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Data);
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Callback(Data);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, CurrFbHandle);
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}
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}
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public void SetBufferData(
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long Key,
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int Width,
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int Height,
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GalTextureFormat Format,
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byte[] Buffer)
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{
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);
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const int Level = 0;
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const int Border = 0;
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const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
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(PixelFormat GlFormat, PixelType Type) = OGLEnumConverter.GetTextureFormat(Format);
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GL.TexImage2D(
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TextureTarget.Texture2D,
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Level,
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InternalFmt,
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Width,
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Height,
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Border,
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GlFormat,
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Type,
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Buffer);
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}
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}
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private void EnsureInitialized()
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{
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if (!IsInitialized)
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{
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IsInitialized = true;
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SetupShader();
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SetupVertex();
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}
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}
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private void SetupShader()
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{
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Shader.VpHandle = GL.CreateShader(ShaderType.VertexShader);
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Shader.FpHandle = GL.CreateShader(ShaderType.FragmentShader);
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string VpSource = EmbeddedResource.GetString("GlFbVtxShader");
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string FpSource = EmbeddedResource.GetString("GlFbFragShader");
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GL.ShaderSource(Shader.VpHandle, VpSource);
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GL.ShaderSource(Shader.FpHandle, FpSource);
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GL.CompileShader(Shader.VpHandle);
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GL.CompileShader(Shader.FpHandle);
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Shader.Handle = GL.CreateProgram();
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GL.AttachShader(Shader.Handle, Shader.VpHandle);
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GL.AttachShader(Shader.Handle, Shader.FpHandle);
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GL.LinkProgram(Shader.Handle);
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GL.UseProgram(Shader.Handle);
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Matrix2 Transform = Matrix2.Identity;
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int TexUniformLocation = GL.GetUniformLocation(Shader.Handle, "tex");
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GL.Uniform1(TexUniformLocation, 0);
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int WindowSizeUniformLocation = GL.GetUniformLocation(Shader.Handle, "window_size");
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GL.Uniform2(WindowSizeUniformLocation, new Vector2(1280.0f, 720.0f));
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int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
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GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
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}
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private void SetupVertex()
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{
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VaoHandle = GL.GenVertexArray();
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VboHandle = GL.GenBuffer();
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float[] Buffer = new float[]
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{
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-1, 1, 0, 0,
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1, 1, 1, 0,
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-1, -1, 0, 1,
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1, -1, 1, 1
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};
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IntPtr Length = new IntPtr(Buffer.Length * 4);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.BindVertexArray(VaoHandle);
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GL.EnableVertexAttribArray(0);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 16, 0);
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GL.EnableVertexAttribArray(1);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 16, 8);
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}
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private void SetupTexture(int Handle, int Width, int Height)
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{
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GL.BindTexture(TextureTarget.Texture2D, Handle);
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const int MinFilter = (int)TextureMinFilter.Linear;
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const int MagFilter = (int)TextureMagFilter.Linear;
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
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(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
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const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
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const int Level = 0;
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const int Border = 0;
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GL.TexImage2D(
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TextureTarget.Texture2D,
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Level,
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InternalFmt,
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Width,
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Height,
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Border,
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Format,
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Type,
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IntPtr.Zero);
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}
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}
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} |