Low level graphics API prerequisites (#319)
* Add GalPipelineState and IGalPipeline * Separate UploadVertex call * Add ConstBuffer cache * Move Vertex Assembly into GalPipelineState * Move Uniform binds to GalPipelineState * Move framebuffer flip into a buffer * Rebase * Fix regression * Move clear values from VertexEndGl to ClearBuffers * Rename obscure names O->Old S->New
This commit is contained in:
parent
652238f526
commit
25dd5f4238
20 changed files with 854 additions and 702 deletions
73
Ryujinx.Graphics/Gal/GalPipelineState.cs
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73
Ryujinx.Graphics/Gal/GalPipelineState.cs
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@ -0,0 +1,73 @@
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namespace Ryujinx.Graphics.Gal
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{
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public struct GalVertexBinding
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{
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//VboKey shouldn't be here, but ARB_vertex_attrib_binding is core since 4.3
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public bool Enabled;
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public int Stride;
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public long VboKey;
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public GalVertexAttrib[] Attribs;
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}
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public class GalPipelineState
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{
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public const int Stages = 5;
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public const int ConstBuffersPerStage = 18;
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public long[][] ConstBufferKeys;
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public GalVertexBinding[] VertexBindings;
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public float FlipX;
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public float FlipY;
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public GalFrontFace FrontFace;
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public bool CullFaceEnabled;
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public GalCullFace CullFace;
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public bool DepthTestEnabled;
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public GalComparisonOp DepthFunc;
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public bool StencilTestEnabled;
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public GalComparisonOp StencilBackFuncFunc;
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public int StencilBackFuncRef;
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public uint StencilBackFuncMask;
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public GalStencilOp StencilBackOpFail;
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public GalStencilOp StencilBackOpZFail;
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public GalStencilOp StencilBackOpZPass;
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public uint StencilBackMask;
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public GalComparisonOp StencilFrontFuncFunc;
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public int StencilFrontFuncRef;
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public uint StencilFrontFuncMask;
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public GalStencilOp StencilFrontOpFail;
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public GalStencilOp StencilFrontOpZFail;
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public GalStencilOp StencilFrontOpZPass;
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public uint StencilFrontMask;
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public bool BlendEnabled;
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public bool BlendSeparateAlpha;
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public GalBlendEquation BlendEquationRgb;
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public GalBlendFactor BlendFuncSrcRgb;
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public GalBlendFactor BlendFuncDstRgb;
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public GalBlendEquation BlendEquationAlpha;
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public GalBlendFactor BlendFuncSrcAlpha;
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public GalBlendFactor BlendFuncDstAlpha;
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public bool PrimitiveRestartEnabled;
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public uint PrimitiveRestartIndex;
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public GalPipelineState()
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{
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ConstBufferKeys = new long[Stages][];
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for (int Stage = 0; Stage < Stages; Stage++)
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{
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ConstBufferKeys[Stage] = new long[ConstBuffersPerStage];
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}
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}
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}
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}
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@ -1,22 +0,0 @@
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namespace Ryujinx.Graphics.Gal
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{
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public interface IGalBlend
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{
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void Enable();
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void Disable();
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void Set(
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GalBlendEquation Equation,
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GalBlendFactor FuncSrc,
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GalBlendFactor FuncDst);
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void SetSeparate(
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GalBlendEquation EquationRgb,
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GalBlendEquation EquationAlpha,
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GalBlendFactor FuncSrcRgb,
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GalBlendFactor FuncDstRgb,
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GalBlendFactor FuncSrcAlpha,
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GalBlendFactor FuncDstAlpha);
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}
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}
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16
Ryujinx.Graphics/Gal/IGalConstBuffer.cs
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16
Ryujinx.Graphics/Gal/IGalConstBuffer.cs
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using System;
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namespace Ryujinx.Graphics.Gal
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{
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public interface IGalConstBuffer
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{
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void LockCache();
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void UnlockCache();
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void Create(long Key, long Size);
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bool IsCached(long Key, long Size);
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void SetData(long Key, long Size, IntPtr HostAddress);
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}
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}
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7
Ryujinx.Graphics/Gal/IGalPipeline.cs
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7
Ryujinx.Graphics/Gal/IGalPipeline.cs
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namespace Ryujinx.Graphics.Gal
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{
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public interface IGalPipeline
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{
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void Bind(GalPipelineState State);
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}
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}
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@ -7,52 +7,20 @@ namespace Ryujinx.Graphics.Gal
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void LockCaches();
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void UnlockCaches();
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void ClearBuffers(GalClearBufferFlags Flags);
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void ClearBuffers(
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GalClearBufferFlags Flags,
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float Red, float Green, float Blue, float Alpha,
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float Depth,
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int Stencil);
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bool IsVboCached(long Key, long DataSize);
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bool IsIboCached(long Key, long DataSize);
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void SetFrontFace(GalFrontFace FrontFace);
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void EnableCullFace();
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void DisableCullFace();
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void SetCullFace(GalCullFace CullFace);
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void EnableDepthTest();
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void DisableDepthTest();
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void SetDepthFunction(GalComparisonOp Func);
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void SetClearDepth(float Depth);
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void EnableStencilTest();
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void DisableStencilTest();
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void SetStencilFunction(bool IsFrontFace, GalComparisonOp Func, int Ref, int Mask);
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void SetStencilOp(bool IsFrontFace, GalStencilOp Fail, GalStencilOp ZFail, GalStencilOp ZPass);
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void SetStencilMask(bool IsFrontFace, int Mask);
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void SetClearStencil(int Stencil);
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void EnablePrimitiveRestart();
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void DisablePrimitiveRestart();
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void SetPrimitiveRestartIndex(uint Index);
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void CreateVbo(long Key, int DataSize, IntPtr HostAddress);
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void CreateIbo(long Key, int DataSize, IntPtr HostAddress);
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void SetVertexArray(int Stride, long VboKey, GalVertexAttrib[] Attribs);
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void SetIndexArray(int Size, GalIndexFormat Format);
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void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType);
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@ -8,7 +8,7 @@ namespace Ryujinx.Graphics.Gal
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void RunActions();
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IGalBlend Blend { get; }
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IGalConstBuffer Buffer { get; }
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IGalFrameBuffer FrameBuffer { get; }
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@ -16,6 +16,8 @@ namespace Ryujinx.Graphics.Gal
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IGalShader Shader { get; }
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IGalPipeline Pipeline { get; }
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IGalTexture Texture { get; }
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}
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}
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@ -11,12 +11,8 @@ namespace Ryujinx.Graphics.Gal
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IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key);
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void SetConstBuffer(long Key, int Cbuf, int DataSize, IntPtr HostAddress);
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void EnsureTextureBinding(string UniformName, int Value);
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void SetFlip(float X, float Y);
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void Bind(long Key);
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void Unbind(GalShaderType Type);
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@ -1,49 +0,0 @@
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using OpenTK.Graphics.OpenGL;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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public class OGLBlend : IGalBlend
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{
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public void Enable()
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{
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GL.Enable(EnableCap.Blend);
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}
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public void Disable()
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{
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GL.Disable(EnableCap.Blend);
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}
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public void Set(
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GalBlendEquation Equation,
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GalBlendFactor FuncSrc,
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GalBlendFactor FuncDst)
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{
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GL.BlendEquation(
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OGLEnumConverter.GetBlendEquation(Equation));
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GL.BlendFunc(
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OGLEnumConverter.GetBlendFactor(FuncSrc),
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OGLEnumConverter.GetBlendFactor(FuncDst));
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}
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public void SetSeparate(
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GalBlendEquation EquationRgb,
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GalBlendEquation EquationAlpha,
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GalBlendFactor FuncSrcRgb,
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GalBlendFactor FuncDstRgb,
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GalBlendFactor FuncSrcAlpha,
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GalBlendFactor FuncDstAlpha)
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{
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GL.BlendEquationSeparate(
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OGLEnumConverter.GetBlendEquation(EquationRgb),
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OGLEnumConverter.GetBlendEquation(EquationAlpha));
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GL.BlendFuncSeparate(
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(BlendingFactorSrc)OGLEnumConverter.GetBlendFactor(FuncSrcRgb),
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(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(FuncDstRgb),
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(BlendingFactorSrc)OGLEnumConverter.GetBlendFactor(FuncSrcAlpha),
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(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(FuncDstAlpha));
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}
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}
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}
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66
Ryujinx.Graphics/Gal/OpenGL/OGLConstBuffer.cs
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66
Ryujinx.Graphics/Gal/OpenGL/OGLConstBuffer.cs
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using OpenTK.Graphics.OpenGL;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLConstBuffer : IGalConstBuffer
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{
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private OGLCachedResource<OGLStreamBuffer> Cache;
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public OGLConstBuffer()
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{
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Cache = new OGLCachedResource<OGLStreamBuffer>(DeleteBuffer);
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}
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public void LockCache()
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{
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Cache.Lock();
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}
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public void UnlockCache()
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{
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Cache.Unlock();
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}
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public void Create(long Key, long Size)
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{
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OGLStreamBuffer Buffer = new OGLStreamBuffer(BufferTarget.UniformBuffer, Size);
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Cache.AddOrUpdate(Key, Buffer, Size);
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}
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public bool IsCached(long Key, long Size)
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{
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return Cache.TryGetSize(Key, out long CachedSize) && CachedSize == Size;
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}
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public void SetData(long Key, long Size, IntPtr HostAddress)
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{
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if (!Cache.TryGetValue(Key, out OGLStreamBuffer Buffer))
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{
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throw new InvalidOperationException();
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}
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Buffer.SetData(Size, HostAddress);
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}
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public bool TryGetUbo(long Key, out int UboHandle)
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{
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if (Cache.TryGetValue(Key, out OGLStreamBuffer Buffer))
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{
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UboHandle = Buffer.Handle;
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return true;
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}
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UboHandle = 0;
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return false;
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}
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private static void DeleteBuffer(OGLStreamBuffer Buffer)
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{
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Buffer.Dispose();
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}
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}
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}
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379
Ryujinx.Graphics/Gal/OpenGL/OGLPipeline.cs
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379
Ryujinx.Graphics/Gal/OpenGL/OGLPipeline.cs
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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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class OGLPipeline : IGalPipeline
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{
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private static Dictionary<GalVertexAttribSize, int> AttribElements =
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new Dictionary<GalVertexAttribSize, int>()
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{
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{ GalVertexAttribSize._32_32_32_32, 4 },
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{ GalVertexAttribSize._32_32_32, 3 },
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{ GalVertexAttribSize._16_16_16_16, 4 },
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{ GalVertexAttribSize._32_32, 2 },
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{ GalVertexAttribSize._16_16_16, 3 },
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{ GalVertexAttribSize._8_8_8_8, 4 },
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{ GalVertexAttribSize._16_16, 2 },
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{ GalVertexAttribSize._32, 1 },
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{ GalVertexAttribSize._8_8_8, 3 },
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{ GalVertexAttribSize._8_8, 2 },
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{ GalVertexAttribSize._16, 1 },
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{ GalVertexAttribSize._8, 1 },
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{ GalVertexAttribSize._10_10_10_2, 4 },
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{ GalVertexAttribSize._11_11_10, 3 }
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};
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private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> AttribTypes =
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new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
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{
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{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._32_32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._16_16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._8_8_8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._8_8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.Int }, //?
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{ GalVertexAttribSize._11_11_10, VertexAttribPointerType.Int } //?
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};
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private GalPipelineState Old;
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private OGLConstBuffer Buffer;
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private OGLRasterizer Rasterizer;
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private OGLShader Shader;
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private int VaoHandle;
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public OGLPipeline(OGLConstBuffer Buffer, OGLRasterizer Rasterizer, OGLShader Shader)
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{
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this.Buffer = Buffer;
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this.Rasterizer = Rasterizer;
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this.Shader = Shader;
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//These values match OpenGL's defaults
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Old = new GalPipelineState
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{
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FrontFace = GalFrontFace.CCW,
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CullFaceEnabled = false,
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CullFace = GalCullFace.Back,
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DepthTestEnabled = false,
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DepthFunc = GalComparisonOp.Less,
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StencilTestEnabled = false,
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StencilBackFuncFunc = GalComparisonOp.Always,
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StencilBackFuncRef = 0,
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StencilBackFuncMask = UInt32.MaxValue,
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StencilBackOpFail = GalStencilOp.Keep,
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StencilBackOpZFail = GalStencilOp.Keep,
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StencilBackOpZPass = GalStencilOp.Keep,
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StencilBackMask = UInt32.MaxValue,
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StencilFrontFuncFunc = GalComparisonOp.Always,
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StencilFrontFuncRef = 0,
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StencilFrontFuncMask = UInt32.MaxValue,
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StencilFrontOpFail = GalStencilOp.Keep,
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StencilFrontOpZFail = GalStencilOp.Keep,
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StencilFrontOpZPass = GalStencilOp.Keep,
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StencilFrontMask = UInt32.MaxValue,
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BlendEnabled = false,
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BlendSeparateAlpha = false,
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BlendEquationRgb = 0,
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BlendFuncSrcRgb = GalBlendFactor.One,
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BlendFuncDstRgb = GalBlendFactor.Zero,
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BlendEquationAlpha = 0,
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BlendFuncSrcAlpha = GalBlendFactor.One,
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BlendFuncDstAlpha = GalBlendFactor.Zero,
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PrimitiveRestartEnabled = false,
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PrimitiveRestartIndex = 0
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};
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}
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public void Bind(GalPipelineState New)
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{
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BindConstBuffers(New);
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BindVertexLayout(New);
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if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY)
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{
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Shader.SetFlip(New.FlipX, New.FlipY);
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}
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//Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
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//if (New.FrontFace != O.FrontFace)
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//{
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// GL.FrontFace(OGLEnumConverter.GetFrontFace(New.FrontFace));
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//}
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//if (New.CullFaceEnabled != O.CullFaceEnabled)
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//{
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// Enable(EnableCap.CullFace, New.CullFaceEnabled);
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//}
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//if (New.CullFaceEnabled)
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//{
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// if (New.CullFace != O.CullFace)
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// {
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// GL.CullFace(OGLEnumConverter.GetCullFace(New.CullFace));
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// }
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//}
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if (New.DepthTestEnabled != Old.DepthTestEnabled)
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{
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Enable(EnableCap.DepthTest, New.DepthTestEnabled);
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}
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if (New.DepthTestEnabled)
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{
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if (New.DepthFunc != Old.DepthFunc)
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{
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GL.DepthFunc(OGLEnumConverter.GetDepthFunc(New.DepthFunc));
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}
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}
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if (New.StencilTestEnabled != Old.StencilTestEnabled)
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{
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Enable(EnableCap.StencilTest, New.StencilTestEnabled);
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}
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if (New.StencilTestEnabled)
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{
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if (New.StencilBackFuncFunc != Old.StencilBackFuncFunc ||
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New.StencilBackFuncRef != Old.StencilBackFuncRef ||
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New.StencilBackFuncMask != Old.StencilBackFuncMask)
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{
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GL.StencilFuncSeparate(
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StencilFace.Back,
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OGLEnumConverter.GetStencilFunc(New.StencilBackFuncFunc),
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New.StencilBackFuncRef,
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New.StencilBackFuncMask);
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}
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if (New.StencilBackOpFail != Old.StencilBackOpFail ||
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New.StencilBackOpZFail != Old.StencilBackOpZFail ||
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New.StencilBackOpZPass != Old.StencilBackOpZPass)
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{
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GL.StencilOpSeparate(
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StencilFace.Back,
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||||
OGLEnumConverter.GetStencilOp(New.StencilBackOpFail),
|
||||
OGLEnumConverter.GetStencilOp(New.StencilBackOpZFail),
|
||||
OGLEnumConverter.GetStencilOp(New.StencilBackOpZPass));
|
||||
}
|
||||
|
||||
if (New.StencilBackMask != Old.StencilBackMask)
|
||||
{
|
||||
GL.StencilMaskSeparate(StencilFace.Back, New.StencilBackMask);
|
||||
}
|
||||
|
||||
if (New.StencilFrontFuncFunc != Old.StencilFrontFuncFunc ||
|
||||
New.StencilFrontFuncRef != Old.StencilFrontFuncRef ||
|
||||
New.StencilFrontFuncMask != Old.StencilFrontFuncMask)
|
||||
{
|
||||
GL.StencilFuncSeparate(
|
||||
StencilFace.Front,
|
||||
OGLEnumConverter.GetStencilFunc(New.StencilFrontFuncFunc),
|
||||
New.StencilFrontFuncRef,
|
||||
New.StencilFrontFuncMask);
|
||||
}
|
||||
|
||||
if (New.StencilFrontOpFail != Old.StencilFrontOpFail ||
|
||||
New.StencilFrontOpZFail != Old.StencilFrontOpZFail ||
|
||||
New.StencilFrontOpZPass != Old.StencilFrontOpZPass)
|
||||
{
|
||||
GL.StencilOpSeparate(
|
||||
StencilFace.Front,
|
||||
OGLEnumConverter.GetStencilOp(New.StencilFrontOpFail),
|
||||
OGLEnumConverter.GetStencilOp(New.StencilFrontOpZFail),
|
||||
OGLEnumConverter.GetStencilOp(New.StencilFrontOpZPass));
|
||||
}
|
||||
|
||||
if (New.StencilFrontMask != Old.StencilFrontMask)
|
||||
{
|
||||
GL.StencilMaskSeparate(StencilFace.Front, New.StencilFrontMask);
|
||||
}
|
||||
}
|
||||
|
||||
if (New.BlendEnabled != Old.BlendEnabled)
|
||||
{
|
||||
Enable(EnableCap.Blend, New.BlendEnabled);
|
||||
}
|
||||
|
||||
if (New.BlendEnabled)
|
||||
{
|
||||
if (New.BlendSeparateAlpha)
|
||||
{
|
||||
if (New.BlendEquationRgb != Old.BlendEquationRgb ||
|
||||
New.BlendEquationAlpha != Old.BlendEquationAlpha)
|
||||
{
|
||||
GL.BlendEquationSeparate(
|
||||
OGLEnumConverter.GetBlendEquation(New.BlendEquationRgb),
|
||||
OGLEnumConverter.GetBlendEquation(New.BlendEquationAlpha));
|
||||
}
|
||||
|
||||
if (New.BlendFuncSrcRgb != Old.BlendFuncSrcRgb ||
|
||||
New.BlendFuncDstRgb != Old.BlendFuncDstRgb ||
|
||||
New.BlendFuncSrcAlpha != Old.BlendFuncSrcAlpha ||
|
||||
New.BlendFuncDstAlpha != Old.BlendFuncDstAlpha)
|
||||
{
|
||||
GL.BlendFuncSeparate(
|
||||
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcRgb),
|
||||
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.BlendFuncDstRgb),
|
||||
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcAlpha),
|
||||
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.BlendFuncDstAlpha));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (New.BlendEquationRgb != Old.BlendEquationRgb)
|
||||
{
|
||||
GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.BlendEquationRgb));
|
||||
}
|
||||
|
||||
if (New.BlendFuncSrcRgb != Old.BlendFuncSrcRgb ||
|
||||
New.BlendFuncDstRgb != Old.BlendFuncDstRgb)
|
||||
{
|
||||
GL.BlendFunc(
|
||||
OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcRgb),
|
||||
OGLEnumConverter.GetBlendFactor(New.BlendFuncDstRgb));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (New.PrimitiveRestartEnabled != Old.PrimitiveRestartEnabled)
|
||||
{
|
||||
Enable(EnableCap.PrimitiveRestart, New.PrimitiveRestartEnabled);
|
||||
}
|
||||
|
||||
if (New.PrimitiveRestartEnabled)
|
||||
{
|
||||
if (New.PrimitiveRestartIndex != Old.PrimitiveRestartIndex)
|
||||
{
|
||||
GL.PrimitiveRestartIndex(New.PrimitiveRestartIndex);
|
||||
}
|
||||
}
|
||||
|
||||
Old = New;
|
||||
}
|
||||
|
||||
private void BindConstBuffers(GalPipelineState New)
|
||||
{
|
||||
//Index 0 is reserved
|
||||
int FreeBinding = 1;
|
||||
|
||||
void BindIfNotNull(OGLShaderStage Stage)
|
||||
{
|
||||
if (Stage != null)
|
||||
{
|
||||
foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
|
||||
{
|
||||
long Key = New.ConstBufferKeys[(int)Stage.Type][DeclInfo.Cbuf];
|
||||
|
||||
if (Key != 0 && Buffer.TryGetUbo(Key, out int UboHandle))
|
||||
{
|
||||
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, UboHandle);
|
||||
}
|
||||
|
||||
FreeBinding++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BindIfNotNull(Shader.Current.Vertex);
|
||||
BindIfNotNull(Shader.Current.TessControl);
|
||||
BindIfNotNull(Shader.Current.TessEvaluation);
|
||||
BindIfNotNull(Shader.Current.Geometry);
|
||||
BindIfNotNull(Shader.Current.Fragment);
|
||||
}
|
||||
|
||||
private void BindVertexLayout(GalPipelineState New)
|
||||
{
|
||||
foreach (GalVertexBinding Binding in New.VertexBindings)
|
||||
{
|
||||
if (!Binding.Enabled || !Rasterizer.TryGetVbo(Binding.VboKey, out int VboHandle))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (VaoHandle == 0)
|
||||
{
|
||||
VaoHandle = GL.GenVertexArray();
|
||||
|
||||
//Vertex arrays shouldn't be used anywhere else in OpenGL's backend
|
||||
//if you want to use it, move this line out of the if
|
||||
GL.BindVertexArray(VaoHandle);
|
||||
}
|
||||
|
||||
foreach (GalVertexAttrib Attrib in Binding.Attribs)
|
||||
{
|
||||
GL.EnableVertexAttribArray(Attrib.Index);
|
||||
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, 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;
|
||||
|
||||
if (Attrib.Type == GalVertexAttribType.Sint ||
|
||||
Attrib.Type == GalVertexAttribType.Uint)
|
||||
{
|
||||
IntPtr Pointer = new IntPtr(Offset);
|
||||
|
||||
VertexAttribIntegerType IType = (VertexAttribIntegerType)Type;
|
||||
|
||||
GL.VertexAttribIPointer(Attrib.Index, Size, IType, Binding.Stride, Pointer);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Binding.Stride, Offset);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Enable(EnableCap Cap, bool Enabled)
|
||||
{
|
||||
if (Enabled)
|
||||
{
|
||||
GL.Enable(Cap);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.Disable(Cap);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -6,46 +6,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
{
|
||||
public class OGLRasterizer : IGalRasterizer
|
||||
{
|
||||
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 int VaoHandle;
|
||||
|
||||
private int[] VertexBuffers;
|
||||
|
||||
private OGLCachedResource<int> VboCache;
|
||||
|
@ -83,7 +43,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
IboCache.Unlock();
|
||||
}
|
||||
|
||||
public void ClearBuffers(GalClearBufferFlags Flags)
|
||||
public void ClearBuffers(
|
||||
GalClearBufferFlags Flags,
|
||||
float Red, float Green, float Blue, float Alpha,
|
||||
float Depth,
|
||||
int Stencil)
|
||||
{
|
||||
ClearBufferMask Mask = ClearBufferMask.ColorBufferBit;
|
||||
|
||||
|
@ -103,6 +67,12 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
Mask |= ClearBufferMask.StencilBufferBit;
|
||||
}
|
||||
|
||||
GL.ClearColor(Red, Green, Blue, Alpha);
|
||||
|
||||
GL.ClearDepth(Depth);
|
||||
|
||||
GL.ClearStencil(Stencil);
|
||||
|
||||
GL.Clear(Mask);
|
||||
|
||||
GL.ColorMask(true, true, true, true);
|
||||
|
@ -118,99 +88,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
return IboCache.TryGetSize(Key, out long Size) && Size == DataSize;
|
||||
}
|
||||
|
||||
public void SetFrontFace(GalFrontFace FrontFace)
|
||||
{
|
||||
GL.FrontFace(OGLEnumConverter.GetFrontFace(FrontFace));
|
||||
}
|
||||
|
||||
public void EnableCullFace()
|
||||
{
|
||||
GL.Enable(EnableCap.CullFace);
|
||||
}
|
||||
|
||||
public void DisableCullFace()
|
||||
{
|
||||
GL.Disable(EnableCap.CullFace);
|
||||
}
|
||||
|
||||
public void SetCullFace(GalCullFace CullFace)
|
||||
{
|
||||
GL.CullFace(OGLEnumConverter.GetCullFace(CullFace));
|
||||
}
|
||||
|
||||
public void EnableDepthTest()
|
||||
{
|
||||
GL.Enable(EnableCap.DepthTest);
|
||||
}
|
||||
|
||||
public void DisableDepthTest()
|
||||
{
|
||||
GL.Disable(EnableCap.DepthTest);
|
||||
}
|
||||
|
||||
public void SetDepthFunction(GalComparisonOp Func)
|
||||
{
|
||||
GL.DepthFunc(OGLEnumConverter.GetDepthFunc(Func));
|
||||
}
|
||||
|
||||
public void SetClearDepth(float Depth)
|
||||
{
|
||||
GL.ClearDepth(Depth);
|
||||
}
|
||||
|
||||
public void EnableStencilTest()
|
||||
{
|
||||
GL.Enable(EnableCap.StencilTest);
|
||||
}
|
||||
|
||||
public void DisableStencilTest()
|
||||
{
|
||||
GL.Disable(EnableCap.StencilTest);
|
||||
}
|
||||
|
||||
public void SetStencilFunction(bool IsFrontFace, GalComparisonOp Func, int Ref, int Mask)
|
||||
{
|
||||
GL.StencilFuncSeparate(
|
||||
IsFrontFace ? StencilFace.Front : StencilFace.Back,
|
||||
OGLEnumConverter.GetStencilFunc(Func),
|
||||
Ref,
|
||||
Mask);
|
||||
}
|
||||
|
||||
public void SetStencilOp(bool IsFrontFace, GalStencilOp Fail, GalStencilOp ZFail, GalStencilOp ZPass)
|
||||
{
|
||||
GL.StencilOpSeparate(
|
||||
IsFrontFace ? StencilFace.Front : StencilFace.Back,
|
||||
OGLEnumConverter.GetStencilOp(Fail),
|
||||
OGLEnumConverter.GetStencilOp(ZFail),
|
||||
OGLEnumConverter.GetStencilOp(ZPass));
|
||||
}
|
||||
|
||||
public void SetStencilMask(bool IsFrontFace, int Mask)
|
||||
{
|
||||
GL.StencilMaskSeparate(IsFrontFace ? StencilFace.Front : StencilFace.Back, Mask);
|
||||
}
|
||||
|
||||
public void SetClearStencil(int Stencil)
|
||||
{
|
||||
GL.ClearStencil(Stencil);
|
||||
}
|
||||
|
||||
public void EnablePrimitiveRestart()
|
||||
{
|
||||
GL.Enable(EnableCap.PrimitiveRestart);
|
||||
}
|
||||
|
||||
public void DisablePrimitiveRestart()
|
||||
{
|
||||
GL.Disable(EnableCap.PrimitiveRestart);
|
||||
}
|
||||
|
||||
public void SetPrimitiveRestartIndex(uint Index)
|
||||
{
|
||||
GL.PrimitiveRestartIndex(Index);
|
||||
}
|
||||
|
||||
public void CreateVbo(long Key, int DataSize, IntPtr HostAddress)
|
||||
{
|
||||
int Handle = GL.GenBuffer();
|
||||
|
@ -235,65 +112,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
GL.BufferData(BufferTarget.ElementArrayBuffer, Length, HostAddress, BufferUsageHint.StreamDraw);
|
||||
}
|
||||
|
||||
public void SetVertexArray(int Stride, long VboKey, GalVertexAttrib[] Attribs)
|
||||
{
|
||||
if (!VboCache.TryGetValue(VboKey, out int VboHandle))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (VaoHandle == 0)
|
||||
{
|
||||
VaoHandle = GL.GenVertexArray();
|
||||
}
|
||||
|
||||
GL.BindVertexArray(VaoHandle);
|
||||
|
||||
foreach (GalVertexAttrib Attrib in Attribs)
|
||||
{
|
||||
GL.EnableVertexAttribArray(Attrib.Index);
|
||||
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, 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;
|
||||
|
||||
if (Attrib.Type == GalVertexAttribType.Sint ||
|
||||
Attrib.Type == GalVertexAttribType.Uint)
|
||||
{
|
||||
IntPtr Pointer = new IntPtr(Offset);
|
||||
|
||||
VertexAttribIntegerType IType = (VertexAttribIntegerType)Type;
|
||||
|
||||
GL.VertexAttribIPointer(Attrib.Index, Size, IType, Stride, Pointer);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Stride, Offset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetIndexArray(int Size, GalIndexFormat Format)
|
||||
{
|
||||
IndexBuffer.Type = OGLEnumConverter.GetDrawElementsType(Format);
|
||||
|
@ -310,8 +128,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
return;
|
||||
}
|
||||
|
||||
GL.BindVertexArray(VaoHandle);
|
||||
|
||||
GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
|
||||
}
|
||||
|
||||
|
@ -324,8 +140,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);
|
||||
|
||||
GL.BindVertexArray(VaoHandle);
|
||||
|
||||
GL.BindBuffer(BufferTarget.ElementArrayBuffer, IboHandle);
|
||||
|
||||
First <<= IndexBuffer.ElemSizeLog2;
|
||||
|
@ -341,5 +155,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
GL.DrawElements(Mode, IndexBuffer.Count, IndexBuffer.Type, First);
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryGetVbo(long VboKey, out int VboHandle)
|
||||
{
|
||||
return VboCache.TryGetValue(VboKey, out VboHandle);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -5,7 +5,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
{
|
||||
public class OGLRenderer : IGalRenderer
|
||||
{
|
||||
public IGalBlend Blend { get; private set; }
|
||||
public IGalConstBuffer Buffer { get; private set; }
|
||||
|
||||
public IGalFrameBuffer FrameBuffer { get; private set; }
|
||||
|
||||
|
@ -13,19 +13,23 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
public IGalShader Shader { get; private set; }
|
||||
|
||||
public IGalPipeline Pipeline { get; private set; }
|
||||
|
||||
public IGalTexture Texture { get; private set; }
|
||||
|
||||
private ConcurrentQueue<Action> ActionsQueue;
|
||||
|
||||
public OGLRenderer()
|
||||
{
|
||||
Blend = new OGLBlend();
|
||||
Buffer = new OGLConstBuffer();
|
||||
|
||||
FrameBuffer = new OGLFrameBuffer();
|
||||
|
||||
Rasterizer = new OGLRasterizer();
|
||||
|
||||
Shader = new OGLShader();
|
||||
Shader = new OGLShader(Buffer as OGLConstBuffer);
|
||||
|
||||
Pipeline = new OGLPipeline(Buffer as OGLConstBuffer, Rasterizer as OGLRasterizer, Shader as OGLShader);
|
||||
|
||||
Texture = new OGLTexture();
|
||||
|
||||
|
|
|
@ -5,96 +5,29 @@ using System.Collections.Concurrent;
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
using Buffer = System.Buffer;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.OpenGL
|
||||
{
|
||||
public class OGLShader : IGalShader
|
||||
class OGLShader : IGalShader
|
||||
{
|
||||
private class ShaderStage : IDisposable
|
||||
{
|
||||
public int Handle { get; private set; }
|
||||
public OGLShaderProgram Current;
|
||||
|
||||
public bool IsCompiled { get; private set; }
|
||||
private ConcurrentDictionary<long, OGLShaderStage> Stages;
|
||||
|
||||
public GalShaderType Type { get; private set; }
|
||||
|
||||
public string Code { get; private set; }
|
||||
|
||||
public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
|
||||
public IEnumerable<ShaderDeclInfo> UniformUsage { get; private set; }
|
||||
|
||||
public ShaderStage(
|
||||
GalShaderType Type,
|
||||
string Code,
|
||||
IEnumerable<ShaderDeclInfo> TextureUsage,
|
||||
IEnumerable<ShaderDeclInfo> UniformUsage)
|
||||
{
|
||||
this.Type = Type;
|
||||
this.Code = Code;
|
||||
this.TextureUsage = TextureUsage;
|
||||
this.UniformUsage = UniformUsage;
|
||||
}
|
||||
|
||||
public void Compile()
|
||||
{
|
||||
if (Handle == 0)
|
||||
{
|
||||
Handle = GL.CreateShader(OGLEnumConverter.GetShaderType(Type));
|
||||
|
||||
CompileAndCheck(Handle, Code);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool Disposing)
|
||||
{
|
||||
if (Disposing && Handle != 0)
|
||||
{
|
||||
GL.DeleteShader(Handle);
|
||||
|
||||
Handle = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private struct ShaderProgram
|
||||
{
|
||||
public ShaderStage Vertex;
|
||||
public ShaderStage TessControl;
|
||||
public ShaderStage TessEvaluation;
|
||||
public ShaderStage Geometry;
|
||||
public ShaderStage Fragment;
|
||||
}
|
||||
|
||||
const int ConstBuffersPerStage = 18;
|
||||
|
||||
private ShaderProgram Current;
|
||||
|
||||
private ConcurrentDictionary<long, ShaderStage> Stages;
|
||||
|
||||
private Dictionary<ShaderProgram, int> Programs;
|
||||
private Dictionary<OGLShaderProgram, int> Programs;
|
||||
|
||||
public int CurrentProgramHandle { get; private set; }
|
||||
|
||||
private OGLStreamBuffer[][] ConstBuffers;
|
||||
private OGLConstBuffer Buffer;
|
||||
|
||||
public OGLShader()
|
||||
private int ExtraUboHandle;
|
||||
|
||||
public OGLShader(OGLConstBuffer Buffer)
|
||||
{
|
||||
Stages = new ConcurrentDictionary<long, ShaderStage>();
|
||||
this.Buffer = Buffer;
|
||||
|
||||
Programs = new Dictionary<ShaderProgram, int>();
|
||||
Stages = new ConcurrentDictionary<long, OGLShaderStage>();
|
||||
|
||||
ConstBuffers = new OGLStreamBuffer[5][];
|
||||
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
ConstBuffers[i] = new OGLStreamBuffer[ConstBuffersPerStage];
|
||||
}
|
||||
Programs = new Dictionary<OGLShaderProgram, int>();
|
||||
}
|
||||
|
||||
public void Create(IGalMemory Memory, long Key, GalShaderType Type)
|
||||
|
@ -107,7 +40,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, VpAPos, Key, true, Type));
|
||||
}
|
||||
|
||||
private ShaderStage ShaderStageFactory(
|
||||
private OGLShaderStage ShaderStageFactory(
|
||||
IGalMemory Memory,
|
||||
long Position,
|
||||
long PositionB,
|
||||
|
@ -136,7 +69,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
Program = Decompiler.Decompile(Memory, Position, Type);
|
||||
}
|
||||
|
||||
return new ShaderStage(
|
||||
return new OGLShaderStage(
|
||||
Type,
|
||||
Program.Code,
|
||||
Program.Textures,
|
||||
|
@ -145,7 +78,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
|
||||
{
|
||||
if (Stages.TryGetValue(Key, out ShaderStage Stage))
|
||||
if (Stages.TryGetValue(Key, out OGLShaderStage Stage))
|
||||
{
|
||||
return Stage.TextureUsage;
|
||||
}
|
||||
|
@ -153,21 +86,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
return Enumerable.Empty<ShaderDeclInfo>();
|
||||
}
|
||||
|
||||
public void SetConstBuffer(long Key, int Cbuf, int DataSize, IntPtr HostAddress)
|
||||
{
|
||||
if (Stages.TryGetValue(Key, out ShaderStage Stage))
|
||||
{
|
||||
foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
|
||||
{
|
||||
OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, Cbuf);
|
||||
|
||||
int Size = Math.Min(DataSize, Buffer.Size);
|
||||
|
||||
Buffer.SetData(Size, HostAddress);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void EnsureTextureBinding(string UniformName, int Value)
|
||||
{
|
||||
BindProgram();
|
||||
|
@ -177,24 +95,33 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
GL.Uniform1(Location, Value);
|
||||
}
|
||||
|
||||
public void SetFlip(float X, float Y)
|
||||
public unsafe void SetFlip(float X, float Y)
|
||||
{
|
||||
BindProgram();
|
||||
|
||||
int Location = GL.GetUniformLocation(CurrentProgramHandle, GlslDecl.FlipUniformName);
|
||||
EnsureExtraBlock();
|
||||
|
||||
GL.Uniform2(Location, X, Y);
|
||||
GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
|
||||
|
||||
float* Data = stackalloc float[4];
|
||||
Data[0] = X;
|
||||
Data[1] = Y;
|
||||
|
||||
//Invalidate buffer
|
||||
GL.BufferData(BufferTarget.UniformBuffer, 4 * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
|
||||
|
||||
GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, 4 * sizeof(float), (IntPtr)Data);
|
||||
}
|
||||
|
||||
public void Bind(long Key)
|
||||
{
|
||||
if (Stages.TryGetValue(Key, out ShaderStage Stage))
|
||||
if (Stages.TryGetValue(Key, out OGLShaderStage Stage))
|
||||
{
|
||||
Bind(Stage);
|
||||
}
|
||||
}
|
||||
|
||||
private void Bind(ShaderStage Stage)
|
||||
private void Bind(OGLShaderStage Stage)
|
||||
{
|
||||
if (Stage.Type == GalShaderType.Geometry)
|
||||
{
|
||||
|
@ -257,15 +184,24 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
GL.UseProgram(Handle);
|
||||
|
||||
if (CurrentProgramHandle != Handle)
|
||||
{
|
||||
BindUniformBuffers(Handle);
|
||||
}
|
||||
|
||||
CurrentProgramHandle = Handle;
|
||||
}
|
||||
|
||||
private void AttachIfNotNull(int ProgramHandle, ShaderStage Stage)
|
||||
private void EnsureExtraBlock()
|
||||
{
|
||||
if (ExtraUboHandle == 0)
|
||||
{
|
||||
ExtraUboHandle = GL.GenBuffer();
|
||||
|
||||
GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
|
||||
|
||||
GL.BufferData(BufferTarget.UniformBuffer, 4 * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
|
||||
|
||||
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, ExtraUboHandle);
|
||||
}
|
||||
}
|
||||
|
||||
private void AttachIfNotNull(int ProgramHandle, OGLShaderStage Stage)
|
||||
{
|
||||
if (Stage != null)
|
||||
{
|
||||
|
@ -277,9 +213,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
private void BindUniformBlocks(int ProgramHandle)
|
||||
{
|
||||
int FreeBinding = 0;
|
||||
int ExtraBlockindex = GL.GetUniformBlockIndex(ProgramHandle, GlslDecl.ExtraUniformBlockName);
|
||||
|
||||
void BindUniformBlocksIfNotNull(ShaderStage Stage)
|
||||
GL.UniformBlockBinding(ProgramHandle, ExtraBlockindex, 0);
|
||||
|
||||
//First index is reserved
|
||||
int FreeBinding = 1;
|
||||
|
||||
void BindUniformBlocksIfNotNull(OGLShaderStage Stage)
|
||||
{
|
||||
if (Stage != null)
|
||||
{
|
||||
|
@ -307,71 +248,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
BindUniformBlocksIfNotNull(Current.Fragment);
|
||||
}
|
||||
|
||||
private void BindUniformBuffers(int ProgramHandle)
|
||||
{
|
||||
int FreeBinding = 0;
|
||||
|
||||
void BindUniformBuffersIfNotNull(ShaderStage Stage)
|
||||
{
|
||||
if (Stage != null)
|
||||
{
|
||||
foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
|
||||
{
|
||||
OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, DeclInfo.Cbuf);
|
||||
|
||||
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, Buffer.Handle);
|
||||
|
||||
FreeBinding++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BindUniformBuffersIfNotNull(Current.Vertex);
|
||||
BindUniformBuffersIfNotNull(Current.TessControl);
|
||||
BindUniformBuffersIfNotNull(Current.TessEvaluation);
|
||||
BindUniformBuffersIfNotNull(Current.Geometry);
|
||||
BindUniformBuffersIfNotNull(Current.Fragment);
|
||||
}
|
||||
|
||||
private OGLStreamBuffer GetConstBuffer(GalShaderType StageType, int Cbuf)
|
||||
{
|
||||
int StageIndex = (int)StageType;
|
||||
|
||||
OGLStreamBuffer Buffer = ConstBuffers[StageIndex][Cbuf];
|
||||
|
||||
if (Buffer == null)
|
||||
{
|
||||
//Allocate a maximum of 64 KiB
|
||||
int Size = Math.Min(GL.GetInteger(GetPName.MaxUniformBlockSize), 64 * 1024);
|
||||
|
||||
Buffer = new OGLStreamBuffer(BufferTarget.UniformBuffer, Size);
|
||||
|
||||
ConstBuffers[StageIndex][Cbuf] = Buffer;
|
||||
}
|
||||
|
||||
return Buffer;
|
||||
}
|
||||
|
||||
public static void CompileAndCheck(int Handle, string Code)
|
||||
{
|
||||
GL.ShaderSource(Handle, Code);
|
||||
GL.CompileShader(Handle);
|
||||
|
||||
CheckCompilation(Handle);
|
||||
}
|
||||
|
||||
private static void CheckCompilation(int Handle)
|
||||
{
|
||||
int Status = 0;
|
||||
|
||||
GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
|
||||
|
||||
if (Status == 0)
|
||||
{
|
||||
throw new ShaderException(GL.GetShaderInfoLog(Handle));
|
||||
}
|
||||
}
|
||||
|
||||
private static void CheckProgramLink(int Handle)
|
||||
{
|
||||
int Status = 0;
|
||||
|
|
86
Ryujinx.Graphics/Gal/OpenGL/OGLShaderProgram.cs
Normal file
86
Ryujinx.Graphics/Gal/OpenGL/OGLShaderProgram.cs
Normal file
|
@ -0,0 +1,86 @@
|
|||
using OpenTK.Graphics.OpenGL;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.OpenGL
|
||||
{
|
||||
struct OGLShaderProgram
|
||||
{
|
||||
public OGLShaderStage Vertex;
|
||||
public OGLShaderStage TessControl;
|
||||
public OGLShaderStage TessEvaluation;
|
||||
public OGLShaderStage Geometry;
|
||||
public OGLShaderStage Fragment;
|
||||
}
|
||||
|
||||
class OGLShaderStage : IDisposable
|
||||
{
|
||||
public int Handle { get; private set; }
|
||||
|
||||
public bool IsCompiled { get; private set; }
|
||||
|
||||
public GalShaderType Type { get; private set; }
|
||||
|
||||
public string Code { get; private set; }
|
||||
|
||||
public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
|
||||
public IEnumerable<ShaderDeclInfo> UniformUsage { get; private set; }
|
||||
|
||||
public OGLShaderStage(
|
||||
GalShaderType Type,
|
||||
string Code,
|
||||
IEnumerable<ShaderDeclInfo> TextureUsage,
|
||||
IEnumerable<ShaderDeclInfo> UniformUsage)
|
||||
{
|
||||
this.Type = Type;
|
||||
this.Code = Code;
|
||||
this.TextureUsage = TextureUsage;
|
||||
this.UniformUsage = UniformUsage;
|
||||
}
|
||||
|
||||
public void Compile()
|
||||
{
|
||||
if (Handle == 0)
|
||||
{
|
||||
Handle = GL.CreateShader(OGLEnumConverter.GetShaderType(Type));
|
||||
|
||||
CompileAndCheck(Handle, Code);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool Disposing)
|
||||
{
|
||||
if (Disposing && Handle != 0)
|
||||
{
|
||||
GL.DeleteShader(Handle);
|
||||
|
||||
Handle = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public static void CompileAndCheck(int Handle, string Code)
|
||||
{
|
||||
GL.ShaderSource(Handle, Code);
|
||||
GL.CompileShader(Handle);
|
||||
|
||||
CheckCompilation(Handle);
|
||||
}
|
||||
|
||||
private static void CheckCompilation(int Handle)
|
||||
{
|
||||
int Status = 0;
|
||||
|
||||
GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
|
||||
|
||||
if (Status == 0)
|
||||
{
|
||||
throw new ShaderException(GL.GetShaderInfoLog(Handle));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -7,11 +7,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
{
|
||||
public int Handle { get; protected set; }
|
||||
|
||||
public int Size { get; protected set; }
|
||||
public long Size { get; protected set; }
|
||||
|
||||
protected BufferTarget Target { get; private set; }
|
||||
|
||||
public OGLStreamBuffer(BufferTarget Target, int Size)
|
||||
public OGLStreamBuffer(BufferTarget Target, long Size)
|
||||
{
|
||||
this.Target = Target;
|
||||
this.Size = Size;
|
||||
|
@ -20,14 +20,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
GL.BindBuffer(Target, Handle);
|
||||
|
||||
GL.BufferData(Target, Size, IntPtr.Zero, BufferUsageHint.StreamDraw);
|
||||
GL.BufferData(Target, (IntPtr)Size, IntPtr.Zero, BufferUsageHint.StreamDraw);
|
||||
}
|
||||
|
||||
public void SetData(int Size, IntPtr HostAddress)
|
||||
public void SetData(long Size, IntPtr HostAddress)
|
||||
{
|
||||
GL.BindBuffer(Target, Handle);
|
||||
|
||||
GL.BufferSubData(Target, IntPtr.Zero, Size, HostAddress);
|
||||
GL.BufferSubData(Target, IntPtr.Zero, (IntPtr)Size, HostAddress);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
|
|
|
@ -35,6 +35,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
public const string FragmentOutputName = "FragColor";
|
||||
|
||||
public const string ExtraUniformBlockName = "Extra";
|
||||
public const string FlipUniformName = "flip";
|
||||
|
||||
public const string ProgramName = "program";
|
||||
|
|
|
@ -220,7 +220,11 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
{
|
||||
if (Decl.ShaderType == GalShaderType.Vertex)
|
||||
{
|
||||
SB.AppendLine("uniform vec2 " + GlslDecl.FlipUniformName + ";");
|
||||
SB.AppendLine("layout (std140) uniform " + GlslDecl.ExtraUniformBlockName + "{");
|
||||
|
||||
SB.AppendLine(IdentationStr + "vec2 " + GlslDecl.FlipUniformName + ";");
|
||||
|
||||
SB.AppendLine("};");
|
||||
}
|
||||
|
||||
SB.AppendLine();
|
||||
|
|
|
@ -84,35 +84,41 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
{
|
||||
LockCaches();
|
||||
|
||||
GalPipelineState State = new GalPipelineState();
|
||||
|
||||
SetFlip(State);
|
||||
SetFrontFace(State);
|
||||
SetCullFace(State);
|
||||
SetDepth(State);
|
||||
SetStencil(State);
|
||||
SetAlphaBlending(State);
|
||||
SetPrimitiveRestart(State);
|
||||
|
||||
SetFrameBuffer(Vmm, 0);
|
||||
|
||||
long[] Keys = UploadShaders(Vmm);
|
||||
|
||||
Gpu.Renderer.Shader.BindProgram();
|
||||
|
||||
//Note: Uncomment SetFrontFace SetCullFace when flipping issues are solved
|
||||
//SetFrontFace();
|
||||
//SetCullFace();
|
||||
SetDepth();
|
||||
SetStencil();
|
||||
SetAlphaBlending();
|
||||
SetPrimitiveRestart();
|
||||
UploadTextures(Vmm, State, Keys);
|
||||
UploadConstBuffers(Vmm, State);
|
||||
UploadVertexArrays(Vmm, State);
|
||||
|
||||
UploadTextures(Vmm, Keys);
|
||||
UploadUniforms(Vmm);
|
||||
UploadVertexArrays(Vmm);
|
||||
DispatchRender(Vmm, State);
|
||||
|
||||
UnlockCaches();
|
||||
}
|
||||
|
||||
private void LockCaches()
|
||||
{
|
||||
Gpu.Renderer.Buffer.LockCache();
|
||||
Gpu.Renderer.Rasterizer.LockCaches();
|
||||
Gpu.Renderer.Texture.LockCache();
|
||||
}
|
||||
|
||||
private void UnlockCaches()
|
||||
{
|
||||
Gpu.Renderer.Buffer.UnlockCache();
|
||||
Gpu.Renderer.Rasterizer.UnlockCaches();
|
||||
Gpu.Renderer.Texture.UnlockCache();
|
||||
}
|
||||
|
@ -125,9 +131,22 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
|
||||
GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
|
||||
|
||||
float Red = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 0);
|
||||
float Green = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 1);
|
||||
float Blue = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 2);
|
||||
float Alpha = ReadRegisterFloat(NvGpuEngine3dReg.ClearNColor + 3);
|
||||
|
||||
float Depth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
|
||||
|
||||
int Stencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
|
||||
|
||||
SetFrameBuffer(Vmm, FbIndex);
|
||||
|
||||
Gpu.Renderer.Rasterizer.ClearBuffers(Flags);
|
||||
Gpu.Renderer.Rasterizer.ClearBuffers(
|
||||
Flags,
|
||||
Red, Green, Blue, Alpha,
|
||||
Depth,
|
||||
Stencil);
|
||||
}
|
||||
|
||||
private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
|
||||
|
@ -185,6 +204,8 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
long VpAPos = BasePosition + (uint)VpAOffset;
|
||||
long VpBPos = BasePosition + (uint)VpBOffset;
|
||||
|
||||
Keys[(int)GalShaderType.Vertex] = VpBPos;
|
||||
|
||||
Gpu.Renderer.Shader.Create(Vmm, VpAPos, VpBPos, GalShaderType.Vertex);
|
||||
Gpu.Renderer.Shader.Bind(VpBPos);
|
||||
|
||||
|
@ -216,11 +237,6 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
Gpu.Renderer.Shader.Bind(Key);
|
||||
}
|
||||
|
||||
float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
|
||||
float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
|
||||
|
||||
Gpu.Renderer.Shader.SetFlip(SignX, SignY);
|
||||
|
||||
return Keys;
|
||||
}
|
||||
|
||||
|
@ -239,7 +255,13 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
throw new ArgumentOutOfRangeException(nameof(Program));
|
||||
}
|
||||
|
||||
private void SetFrontFace()
|
||||
private void SetFlip(GalPipelineState State)
|
||||
{
|
||||
State.FlipX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
|
||||
State.FlipY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
|
||||
}
|
||||
|
||||
private void SetFrontFace(GalPipelineState State)
|
||||
{
|
||||
float SignX = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleX);
|
||||
float SignY = GetFlipSign(NvGpuEngine3dReg.ViewportNScaleY);
|
||||
|
@ -261,198 +283,82 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
}
|
||||
}
|
||||
|
||||
Gpu.Renderer.Rasterizer.SetFrontFace(FrontFace);
|
||||
State.FrontFace = FrontFace;
|
||||
}
|
||||
|
||||
private void SetCullFace()
|
||||
private void SetCullFace(GalPipelineState State)
|
||||
{
|
||||
bool Enable = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
|
||||
State.CullFaceEnabled = (ReadRegister(NvGpuEngine3dReg.CullFaceEnable) & 1) != 0;
|
||||
|
||||
if (Enable)
|
||||
if (State.CullFaceEnabled)
|
||||
{
|
||||
Gpu.Renderer.Rasterizer.EnableCullFace();
|
||||
State.CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
|
||||
}
|
||||
else
|
||||
}
|
||||
|
||||
private void SetDepth(GalPipelineState State)
|
||||
{
|
||||
Gpu.Renderer.Rasterizer.DisableCullFace();
|
||||
}
|
||||
State.DepthTestEnabled = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
|
||||
|
||||
if (!Enable)
|
||||
if (State.DepthTestEnabled)
|
||||
{
|
||||
return;
|
||||
State.DepthFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
|
||||
}
|
||||
}
|
||||
|
||||
GalCullFace CullFace = (GalCullFace)ReadRegister(NvGpuEngine3dReg.CullFace);
|
||||
|
||||
Gpu.Renderer.Rasterizer.SetCullFace(CullFace);
|
||||
}
|
||||
|
||||
private void SetDepth()
|
||||
private void SetStencil(GalPipelineState State)
|
||||
{
|
||||
float ClearDepth = ReadRegisterFloat(NvGpuEngine3dReg.ClearDepth);
|
||||
State.StencilTestEnabled = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
|
||||
|
||||
Gpu.Renderer.Rasterizer.SetClearDepth(ClearDepth);
|
||||
|
||||
bool Enable = (ReadRegister(NvGpuEngine3dReg.DepthTestEnable) & 1) != 0;
|
||||
|
||||
if (Enable)
|
||||
if (State.StencilTestEnabled)
|
||||
{
|
||||
Gpu.Renderer.Rasterizer.EnableDepthTest();
|
||||
State.StencilBackFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilBackFuncFunc);
|
||||
State.StencilBackFuncRef = ReadRegister(NvGpuEngine3dReg.StencilBackFuncRef);
|
||||
State.StencilBackFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackFuncMask);
|
||||
State.StencilBackOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpFail);
|
||||
State.StencilBackOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZFail);
|
||||
State.StencilBackOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilBackOpZPass);
|
||||
State.StencilBackMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilBackMask);
|
||||
|
||||
State.StencilFrontFuncFunc = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncFunc);
|
||||
State.StencilFrontFuncRef = ReadRegister(NvGpuEngine3dReg.StencilFrontFuncRef);
|
||||
State.StencilFrontFuncMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontFuncMask);
|
||||
State.StencilFrontOpFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpFail);
|
||||
State.StencilFrontOpZFail = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZFail);
|
||||
State.StencilFrontOpZPass = (GalStencilOp)ReadRegister(NvGpuEngine3dReg.StencilFrontOpZPass);
|
||||
State.StencilFrontMask = (uint)ReadRegister(NvGpuEngine3dReg.StencilFrontMask);
|
||||
}
|
||||
else
|
||||
{
|
||||
Gpu.Renderer.Rasterizer.DisableDepthTest();
|
||||
}
|
||||
|
||||
if (!Enable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GalComparisonOp Func = (GalComparisonOp)ReadRegister(NvGpuEngine3dReg.DepthTestFunction);
|
||||
|
||||
Gpu.Renderer.Rasterizer.SetDepthFunction(Func);
|
||||
}
|
||||
|
||||
private void SetStencil()
|
||||
{
|
||||
int ClearStencil = ReadRegister(NvGpuEngine3dReg.ClearStencil);
|
||||
|
||||
Gpu.Renderer.Rasterizer.SetClearStencil(ClearStencil);
|
||||
|
||||
bool Enable = (ReadRegister(NvGpuEngine3dReg.StencilEnable) & 1) != 0;
|
||||
|
||||
if (Enable)
|
||||
{
|
||||
Gpu.Renderer.Rasterizer.EnableStencilTest();
|
||||
}
|
||||
else
|
||||
{
|
||||
Gpu.Renderer.Rasterizer.DisableStencilTest();
|
||||
}
|
||||
|
||||
if (!Enable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
void SetFaceStencil(
|
||||
bool IsFrontFace,
|
||||
NvGpuEngine3dReg Func,
|
||||
NvGpuEngine3dReg FuncRef,
|
||||
NvGpuEngine3dReg FuncMask,
|
||||
NvGpuEngine3dReg OpFail,
|
||||
NvGpuEngine3dReg OpZFail,
|
||||
NvGpuEngine3dReg OpZPass,
|
||||
NvGpuEngine3dReg Mask)
|
||||
{
|
||||
Gpu.Renderer.Rasterizer.SetStencilFunction(
|
||||
IsFrontFace,
|
||||
(GalComparisonOp)ReadRegister(Func),
|
||||
ReadRegister(FuncRef),
|
||||
ReadRegister(FuncMask));
|
||||
|
||||
Gpu.Renderer.Rasterizer.SetStencilOp(
|
||||
IsFrontFace,
|
||||
(GalStencilOp)ReadRegister(OpFail),
|
||||
(GalStencilOp)ReadRegister(OpZFail),
|
||||
(GalStencilOp)ReadRegister(OpZPass));
|
||||
|
||||
Gpu.Renderer.Rasterizer.SetStencilMask(IsFrontFace, ReadRegister(Mask));
|
||||
}
|
||||
|
||||
SetFaceStencil(false,
|
||||
NvGpuEngine3dReg.StencilBackFuncFunc,
|
||||
NvGpuEngine3dReg.StencilBackFuncRef,
|
||||
NvGpuEngine3dReg.StencilBackFuncMask,
|
||||
NvGpuEngine3dReg.StencilBackOpFail,
|
||||
NvGpuEngine3dReg.StencilBackOpZFail,
|
||||
NvGpuEngine3dReg.StencilBackOpZPass,
|
||||
NvGpuEngine3dReg.StencilBackMask);
|
||||
|
||||
SetFaceStencil(true,
|
||||
NvGpuEngine3dReg.StencilFrontFuncFunc,
|
||||
NvGpuEngine3dReg.StencilFrontFuncRef,
|
||||
NvGpuEngine3dReg.StencilFrontFuncMask,
|
||||
NvGpuEngine3dReg.StencilFrontOpFail,
|
||||
NvGpuEngine3dReg.StencilFrontOpZFail,
|
||||
NvGpuEngine3dReg.StencilFrontOpZPass,
|
||||
NvGpuEngine3dReg.StencilFrontMask);
|
||||
}
|
||||
|
||||
private void SetAlphaBlending()
|
||||
private void SetAlphaBlending(GalPipelineState State)
|
||||
{
|
||||
//TODO: Support independent blend properly.
|
||||
bool Enable = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
|
||||
State.BlendEnabled = (ReadRegister(NvGpuEngine3dReg.IBlendNEnable) & 1) != 0;
|
||||
|
||||
if (Enable)
|
||||
if (State.BlendEnabled)
|
||||
{
|
||||
Gpu.Renderer.Blend.Enable();
|
||||
State.BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
|
||||
|
||||
State.BlendEquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
|
||||
State.BlendFuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
|
||||
State.BlendFuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
|
||||
State.BlendEquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
|
||||
State.BlendFuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
|
||||
State.BlendFuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
|
||||
}
|
||||
else
|
||||
}
|
||||
|
||||
private void SetPrimitiveRestart(GalPipelineState State)
|
||||
{
|
||||
Gpu.Renderer.Blend.Disable();
|
||||
}
|
||||
State.PrimitiveRestartEnabled = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;
|
||||
|
||||
if (!Enable)
|
||||
if (State.PrimitiveRestartEnabled)
|
||||
{
|
||||
//If blend is not enabled, then the other values have no effect.
|
||||
//Note that if it is disabled, the register may contain invalid values.
|
||||
return;
|
||||
}
|
||||
|
||||
bool BlendSeparateAlpha = (ReadRegister(NvGpuEngine3dReg.IBlendNSeparateAlpha) & 1) != 0;
|
||||
|
||||
GalBlendEquation EquationRgb = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationRgb);
|
||||
|
||||
GalBlendFactor FuncSrcRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcRgb);
|
||||
GalBlendFactor FuncDstRgb = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstRgb);
|
||||
|
||||
if (BlendSeparateAlpha)
|
||||
{
|
||||
GalBlendEquation EquationAlpha = (GalBlendEquation)ReadRegister(NvGpuEngine3dReg.IBlendNEquationAlpha);
|
||||
|
||||
GalBlendFactor FuncSrcAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncSrcAlpha);
|
||||
GalBlendFactor FuncDstAlpha = (GalBlendFactor)ReadRegister(NvGpuEngine3dReg.IBlendNFuncDstAlpha);
|
||||
|
||||
Gpu.Renderer.Blend.SetSeparate(
|
||||
EquationRgb,
|
||||
EquationAlpha,
|
||||
FuncSrcRgb,
|
||||
FuncDstRgb,
|
||||
FuncSrcAlpha,
|
||||
FuncDstAlpha);
|
||||
}
|
||||
else
|
||||
{
|
||||
Gpu.Renderer.Blend.Set(EquationRgb, FuncSrcRgb, FuncDstRgb);
|
||||
State.PrimitiveRestartIndex = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetPrimitiveRestart()
|
||||
{
|
||||
bool Enable = (ReadRegister(NvGpuEngine3dReg.PrimRestartEnable) & 1) != 0;
|
||||
|
||||
if (Enable)
|
||||
{
|
||||
Gpu.Renderer.Rasterizer.EnablePrimitiveRestart();
|
||||
}
|
||||
else
|
||||
{
|
||||
Gpu.Renderer.Rasterizer.DisablePrimitiveRestart();
|
||||
}
|
||||
|
||||
if (!Enable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
uint Index = (uint)ReadRegister(NvGpuEngine3dReg.PrimRestartIndex);
|
||||
|
||||
Gpu.Renderer.Rasterizer.SetPrimitiveRestartIndex(Index);
|
||||
}
|
||||
|
||||
private void UploadTextures(NvGpuVmm Vmm, long[] Keys)
|
||||
private void UploadTextures(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
|
||||
{
|
||||
long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
|
||||
|
||||
|
@ -546,45 +452,35 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
Gpu.Renderer.Texture.SetSampler(Sampler);
|
||||
}
|
||||
|
||||
private void UploadUniforms(NvGpuVmm Vmm)
|
||||
private void UploadConstBuffers(NvGpuVmm Vmm, GalPipelineState State)
|
||||
{
|
||||
long BasePosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
|
||||
|
||||
for (int Index = 0; Index < 5; Index++)
|
||||
for (int Stage = 0; Stage < State.ConstBufferKeys.Length; Stage++)
|
||||
{
|
||||
int Control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + (Index + 1) * 0x10);
|
||||
int Offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + (Index + 1) * 0x10);
|
||||
|
||||
//Note: Vertex Program (B) is always enabled.
|
||||
bool Enable = (Control & 1) != 0 || Index == 0;
|
||||
|
||||
if (!Enable)
|
||||
for (int Index = 0; Index < State.ConstBufferKeys[Stage].Length; Index++)
|
||||
{
|
||||
continue;
|
||||
ConstBuffer Cb = ConstBuffers[Stage][Index];
|
||||
|
||||
long Key = Cb.Position;
|
||||
|
||||
if (Cb.Enabled && QueryKeyUpload(Vmm, Key, Cb.Size, NvGpuBufferType.ConstBuffer))
|
||||
{
|
||||
IntPtr Source = Vmm.GetHostAddress(Key, Cb.Size);
|
||||
|
||||
Gpu.Renderer.Buffer.SetData(Key, Cb.Size, Source);
|
||||
}
|
||||
|
||||
for (int Cbuf = 0; Cbuf < ConstBuffers[Index].Length; Cbuf++)
|
||||
{
|
||||
ConstBuffer Cb = ConstBuffers[Index][Cbuf];
|
||||
|
||||
if (Cb.Enabled)
|
||||
{
|
||||
IntPtr DataAddress = Vmm.GetHostAddress(Cb.Position, Cb.Size);
|
||||
|
||||
Gpu.Renderer.Shader.SetConstBuffer(BasePosition + (uint)Offset, Cbuf, Cb.Size, DataAddress);
|
||||
}
|
||||
State.ConstBufferKeys[Stage][Index] = Key;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UploadVertexArrays(NvGpuVmm Vmm)
|
||||
private void UploadVertexArrays(NvGpuVmm Vmm, GalPipelineState State)
|
||||
{
|
||||
long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
|
||||
|
||||
long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
|
||||
|
||||
int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
|
||||
int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
|
||||
int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
|
||||
|
||||
GalIndexFormat IndexFormat = (GalIndexFormat)IndexEntryFmt;
|
||||
|
@ -634,10 +530,7 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
((Packed >> 31) & 0x1) != 0));
|
||||
}
|
||||
|
||||
int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
|
||||
int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
|
||||
|
||||
int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
|
||||
State.VertexBindings = new GalVertexBinding[32];
|
||||
|
||||
for (int Index = 0; Index < 32; Index++)
|
||||
{
|
||||
|
@ -650,14 +543,14 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
|
||||
bool Enable = (Control & 0x1000) != 0;
|
||||
|
||||
long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
|
||||
long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
|
||||
|
||||
if (!Enable)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
|
||||
long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
|
||||
|
||||
long VboKey = Vmm.GetPhysicalAddress(VertexPosition);
|
||||
|
||||
int Stride = Control & 0xfff;
|
||||
|
@ -673,19 +566,39 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, DataAddress);
|
||||
}
|
||||
|
||||
Gpu.Renderer.Rasterizer.SetVertexArray(Stride, VboKey, Attribs[Index].ToArray());
|
||||
State.VertexBindings[Index].Enabled = true;
|
||||
State.VertexBindings[Index].Stride = Stride;
|
||||
State.VertexBindings[Index].VboKey = VboKey;
|
||||
State.VertexBindings[Index].Attribs = Attribs[Index].ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
private void DispatchRender(NvGpuVmm Vmm, GalPipelineState State)
|
||||
{
|
||||
int IndexCount = ReadRegister(NvGpuEngine3dReg.IndexBatchCount);
|
||||
int PrimCtrl = ReadRegister(NvGpuEngine3dReg.VertexBeginGl);
|
||||
|
||||
GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
|
||||
|
||||
Gpu.Renderer.Pipeline.Bind(State);
|
||||
|
||||
if (IndexCount != 0)
|
||||
{
|
||||
int IndexEntryFmt = ReadRegister(NvGpuEngine3dReg.IndexArrayFormat);
|
||||
int IndexFirst = ReadRegister(NvGpuEngine3dReg.IndexBatchFirst);
|
||||
int VertexBase = ReadRegister(NvGpuEngine3dReg.VertexArrayElemBase);
|
||||
|
||||
long IndexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.IndexArrayAddress);
|
||||
|
||||
long IboKey = Vmm.GetPhysicalAddress(IndexPosition);
|
||||
|
||||
Gpu.Renderer.Rasterizer.DrawElements(IboKey, IndexFirst, VertexBase, PrimType);
|
||||
}
|
||||
else
|
||||
{
|
||||
int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
|
||||
int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
|
||||
|
||||
Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
|
||||
}
|
||||
}
|
||||
|
@ -741,10 +654,21 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
|
||||
long Position = MakeInt64From2xInt32(NvGpuEngine3dReg.ConstBufferAddress);
|
||||
|
||||
int Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
|
||||
|
||||
if (!Gpu.Renderer.Buffer.IsCached(Position, Size))
|
||||
{
|
||||
Gpu.Renderer.Buffer.Create(Position, Size);
|
||||
}
|
||||
|
||||
ConstBuffer Cb = ConstBuffers[Stage][Index];
|
||||
|
||||
if (Cb.Position != Position || Cb.Enabled != Enabled || Cb.Size != Size)
|
||||
{
|
||||
ConstBuffers[Stage][Index].Position = Position;
|
||||
ConstBuffers[Stage][Index].Enabled = Enabled;
|
||||
|
||||
ConstBuffers[Stage][Index].Size = ReadRegister(NvGpuEngine3dReg.ConstBufferSize);
|
||||
ConstBuffers[Stage][Index].Size = Size;
|
||||
}
|
||||
}
|
||||
|
||||
private float GetFlipSign(NvGpuEngine3dReg Reg)
|
||||
|
|
|
@ -16,6 +16,7 @@ namespace Ryujinx.HLE.Gpu.Engines
|
|||
ViewportNVert = 0x301,
|
||||
VertexArrayFirst = 0x35d,
|
||||
VertexArrayCount = 0x35e,
|
||||
ClearNColor = 0x360,
|
||||
ClearDepth = 0x364,
|
||||
ClearStencil = 0x368,
|
||||
StencilBackFuncRef = 0x3d5,
|
||||
|
|
|
@ -5,6 +5,7 @@ namespace Ryujinx.HLE.Gpu.Memory
|
|||
Index,
|
||||
Vertex,
|
||||
Texture,
|
||||
ConstBuffer,
|
||||
Count
|
||||
}
|
||||
}
|
Reference in a new issue