0
0
Fork 0
This repository has been archived on 2024-10-12. You can view files and clone it, but cannot push or open issues or pull requests.
ryujinx-final/Ryujinx.Graphics.OpenGL/GraphicsPipeline.cs

719 lines
21 KiB
C#
Raw Normal View History

2019-10-13 06:02:07 +00:00
using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.GAL.Blend;
using Ryujinx.Graphics.GAL.Color;
using Ryujinx.Graphics.GAL.DepthStencil;
using Ryujinx.Graphics.GAL.InputAssembler;
using Ryujinx.Graphics.Shader;
using System;
namespace Ryujinx.Graphics.OpenGL
{
class GraphicsPipeline : IGraphicsPipeline
{
private Program _program;
private VertexArray _vertexArray;
private Framebuffer _framebuffer;
private IntPtr _indexBaseOffset;
private DrawElementsType _elementsType;
private PrimitiveType _primitiveType;
private int _stencilFrontMask;
private bool _depthMask;
private bool _depthTest;
private bool _hasDepthBuffer;
private TextureView _unit0Texture;
private ClipOrigin _clipOrigin;
private uint[] _componentMasks;
internal GraphicsPipeline()
{
_clipOrigin = ClipOrigin.LowerLeft;
}
public void BindBlendState(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());
GL.Enable(IndexedEnableCap.Blend, index);
}
public void BindIndexBuffer(BufferRange buffer, IndexType type)
{
_elementsType = type.Convert();
_indexBaseOffset = (IntPtr)buffer.Offset;
EnsureVertexArray();
_vertexArray.SetIndexBuffer((Buffer)buffer.Buffer);
}
public void BindProgram(IProgram program)
{
_program = (Program)program;
_program.Bind();
}
public void BindSampler(int index, ShaderStage stage, ISampler sampler)
{
int unit = _program.GetTextureUnit(stage, index);
if (unit != -1 && sampler != null)
{
((Sampler)sampler).Bind(unit);
}
}
public void BindTexture(int index, ShaderStage stage, ITexture texture)
{
int unit = _program.GetTextureUnit(stage, index);
if (unit != -1 && texture != null)
{
if (unit == 0)
{
_unit0Texture = ((TextureView)texture);
}
else
{
((TextureView)texture).Bind(unit);
}
}
}
public void BindStorageBuffers(int index, ShaderStage stage, BufferRange[] buffers)
{
BindBuffers(index, stage, buffers, isStorage: true);
}
public void BindUniformBuffers(int index, ShaderStage stage, BufferRange[] buffers)
{
BindBuffers(index, stage, buffers, isStorage: false);
}
private void BindBuffers(int index, ShaderStage stage, BufferRange[] buffers, bool isStorage)
{
for (int bufferIndex = 0; bufferIndex < buffers.Length; bufferIndex++, index++)
{
int bindingPoint = isStorage
? _program.GetStorageBufferBindingPoint(stage, index)
: _program.GetUniformBufferBindingPoint(stage, index);
if (bindingPoint == -1)
{
continue;
}
BufferRange buffer = buffers[bufferIndex];
BufferRangeTarget target = isStorage
? BufferRangeTarget.ShaderStorageBuffer
: BufferRangeTarget.UniformBuffer;
if (buffer.Buffer == null)
{
GL.BindBufferRange(target, bindingPoint, 0, IntPtr.Zero, 0);
continue;
}
int bufferHandle = ((Buffer)buffer.Buffer).Handle;
IntPtr bufferOffset = (IntPtr)buffer.Offset;
GL.BindBufferRange(
target,
bindingPoint,
bufferHandle,
bufferOffset,
buffer.Size);
}
}
public void BindVertexAttribs(VertexAttribDescriptor[] vertexAttribs)
{
EnsureVertexArray();
_vertexArray.SetVertexAttributes(vertexAttribs);
}
public void BindVertexBuffers(VertexBufferDescriptor[] vertexBuffers)
{
EnsureVertexArray();
_vertexArray.SetVertexBuffers(vertexBuffers);
}
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(ClearBuffer.Color, index, colors);
RestoreComponentMask(index);
}
public void ClearRenderTargetColor(int index, uint componentMask, ColorSI color)
{
GL.ColorMask(
index,
(componentMask & 1u) != 0,
(componentMask & 2u) != 0,
(componentMask & 4u) != 0,
(componentMask & 8u) != 0);
int[] colors = new int[] { color.Red, color.Green, color.Blue, color.Alpha };
GL.ClearBuffer(ClearBuffer.Color, index, colors);
RestoreComponentMask(index);
}
public void ClearRenderTargetColor(int index, uint componentMask, ColorUI color)
{
GL.ColorMask(
index,
(componentMask & 1u) != 0,
(componentMask & 2u) != 0,
(componentMask & 4u) != 0,
(componentMask & 8u) != 0);
uint[] colors = new uint[] { color.Red, color.Green, color.Blue, color.Alpha };
GL.ClearBuffer(ClearBuffer.Color, index, colors);
RestoreComponentMask(index);
}
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(ClearBuffer.Depth, 0, ref depthValue);
}
else if (stencilMask != 0)
{
GL.ClearBuffer(ClearBuffer.Stencil, 0, ref stencilValue);
}
if (stencilMaskChanged)
{
GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
}
if (depthMaskChanged)
{
GL.DepthMask(_depthMask);
}
}
public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
{
if (!_program.IsLinked)
{
return;
}
PrepareForDraw();
if (firstInstance == 0 && instanceCount == 1)
{
if (_primitiveType == PrimitiveType.Quads)
{
for (int offset = 0; offset < vertexCount; offset += 4)
{
GL.DrawArrays(PrimitiveType.TriangleFan, firstVertex + offset, 4);
}
}
else if (_primitiveType == PrimitiveType.QuadStrip)
{
GL.DrawArrays(PrimitiveType.TriangleFan, firstVertex, 4);
for (int offset = 2; offset < vertexCount; offset += 2)
{
GL.DrawArrays(PrimitiveType.TriangleFan, firstVertex + offset, 4);
}
}
else
{
GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
}
// 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)
{
return;
}
PrepareForDraw();
int firstIndexOffset = firstIndex;
switch (_elementsType)
{
case DrawElementsType.UnsignedShort: firstIndexOffset *= 2; break;
case DrawElementsType.UnsignedInt: firstIndexOffset *= 4; break;
}
IntPtr indexBaseOffset = _indexBaseOffset + firstIndexOffset;
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 DrawIndirect(BufferRange buffer, ulong offset, int drawCount, int stride)
{
}
public void DrawIndexedIndirect(BufferRange buffer, ulong offset, int drawCount, int stride)
{
}
public void SetBlendColor(ColorF color)
{
GL.BlendColor(color.Red, color.Green, color.Blue, color.Alpha);
}
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;
}
GL.PolygonOffset(factor, units);
// GL.PolygonOffsetClamp(factor, units, clamp);
}
public void SetDepthTest(DepthTestDescriptor depthTest)
{
GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
_depthMask = depthTest.WriteEnable;
_depthTest = depthTest.TestEnable;
UpdateDepthTest();
}
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)
{
GL.FrontFace(frontFace.Convert());
}
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 SetRenderTargetColorMasks(uint[] componentMasks)
{
_componentMasks = (uint[])componentMasks.Clone();
for (int index = 0; index < componentMasks.Length; index++)
{
RestoreComponentMask(index);
}
}
public void SetRenderTargets(ITexture color3D, ITexture depthStencil)
{
EnsureFramebuffer();
TextureView color = (TextureView)color3D;
for (int index = 0; index < color.DepthOrLayers; index++)
{
_framebuffer.AttachColor(index, color, index);
}
TextureView depthStencilView = (TextureView)depthStencil;
_framebuffer.AttachDepthStencil(depthStencilView);
_framebuffer.SetDrawBuffers(color.DepthOrLayers);
_hasDepthBuffer = depthStencil != null && depthStencilView.Format != Format.S8Uint;
UpdateDepthTest();
}
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);
}
TextureView depthStencilView = (TextureView)depthStencil;
_framebuffer.AttachDepthStencil(depthStencilView);
_framebuffer.SetDrawBuffers(colors.Length);
_hasDepthBuffer = depthStencil != null && depthStencilView.Format != Format.S8Uint;
UpdateDepthTest();
}
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 SetViewports(int first, Viewport[] viewports)
{
bool flipY = false;
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;
// OpenGL does not support per-viewport flipping, so
// instead we decide that based on the viewport 0 value.
// It will apply to all viewports.
if (index == 0)
{
flipY = viewport.Region.Height < 0;
}
if (viewport.SwizzleY == ViewportSwizzle.NegativeY)
{
flipY = !flipY;
}
viewportArray[viewportElemIndex + 2] = MathF.Abs(viewport.Region.Width);
viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height);
depthRangeArray[index * 2 + 0] = viewport.DepthNear;
depthRangeArray[index * 2 + 1] = viewport.DepthFar;
}
GL.ViewportArray(first, viewports.Length, viewportArray);
GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
}
private void SetOrigin(ClipOrigin origin)
{
if (_clipOrigin != origin)
{
_clipOrigin = origin;
GL.ClipControl(origin, ClipDepthMode.NegativeOneToOne);
}
}
private void EnsureVertexArray()
{
if (_vertexArray == null)
{
_vertexArray = new VertexArray();
_vertexArray.Bind();
}
}
private void EnsureFramebuffer()
{
if (_framebuffer == null)
{
_framebuffer = new Framebuffer();
_framebuffer.Bind();
GL.Enable(EnableCap.FramebufferSrgb);
}
}
private void UpdateDepthTest()
{
// Enabling depth operations is only valid when we have
// a depth buffer, otherwise it's not allowed.
if (_hasDepthBuffer)
{
if (_depthTest)
{
GL.Enable(EnableCap.DepthTest);
}
else
{
GL.Disable(EnableCap.DepthTest);
}
GL.DepthMask(_depthMask);
}
else
{
GL.Disable(EnableCap.DepthTest);
GL.DepthMask(false);
}
}
private void PrepareForDraw()
{
_vertexArray.Validate();
if (_unit0Texture != null)
{
_unit0Texture.Bind(0);
}
}
private void RestoreComponentMask(int index)
{
GL.ColorMask(
index,
(_componentMasks[index] & 1u) != 0,
(_componentMasks[index] & 2u) != 0,
(_componentMasks[index] & 4u) != 0,
(_componentMasks[index] & 8u) != 0);
}
public void RebindProgram()
{
_program?.Bind();
}
}
}