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

182 lines
No EOL
5.5 KiB
C#

using OpenTK;
using OpenTK.Graphics.OpenGL;
using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLFrameBuffer
{
private struct FrameBuffer
{
public int FbHandle;
public int RbHandle;
public int TexHandle;
}
private struct ShaderProgram
{
public int Handle;
public int VpHandle;
public int FpHandle;
}
private FrameBuffer[] Fbs;
private ShaderProgram Shader;
private bool IsInitialized;
private int VaoHandle;
private int VboHandle;
public OGLFrameBuffer()
{
Fbs = new FrameBuffer[16];
Shader = new ShaderProgram();
}
public void Set(int Index, int Width, int Height)
{
if (Fbs[Index].FbHandle != 0)
{
return;
}
Fbs[Index].FbHandle = GL.GenFramebuffer();
Fbs[Index].RbHandle = GL.GenRenderbuffer();
Fbs[Index].TexHandle = GL.GenTexture();
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fbs[Index].FbHandle);
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Fbs[Index].RbHandle);
GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.Depth24Stencil8, 1280, 720);
GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthStencilAttachment, RenderbufferTarget.Renderbuffer, Fbs[Index].RbHandle);
GL.BindTexture(TextureTarget.Texture2D, Fbs[Index].TexHandle);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, 1280, 720, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, Fbs[Index].TexHandle, 0);
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
}
public void Bind(int Index)
{
if (Fbs[Index].FbHandle == 0)
{
return;
}
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fbs[Index].FbHandle);
}
public void Draw(int Index)
{
if (Fbs[Index].FbHandle == 0)
{
return;
}
EnsureInitialized();
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
GL.BindTexture(TextureTarget.Texture2D, Fbs[Index].TexHandle);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindVertexArray(VaoHandle);
GL.UseProgram(Shader.Handle);
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
}
private void EnsureInitialized()
{
if (!IsInitialized)
{
IsInitialized = true;
SetupShader();
SetupVertex();
}
}
private void SetupShader()
{
Shader.VpHandle = GL.CreateShader(ShaderType.VertexShader);
Shader.FpHandle = GL.CreateShader(ShaderType.FragmentShader);
string VpSource = EmbeddedResource.GetString("GlFbVtxShader");
string FpSource = EmbeddedResource.GetString("GlFbFragShader");
GL.ShaderSource(Shader.VpHandle, VpSource);
GL.ShaderSource(Shader.FpHandle, FpSource);
GL.CompileShader(Shader.VpHandle);
GL.CompileShader(Shader.FpHandle);
Shader.Handle = GL.CreateProgram();
GL.AttachShader(Shader.Handle, Shader.VpHandle);
GL.AttachShader(Shader.Handle, Shader.FpHandle);
GL.LinkProgram(Shader.Handle);
GL.UseProgram(Shader.Handle);
Matrix2 Transform = Matrix2.CreateScale(1, -1);
int TexUniformLocation = GL.GetUniformLocation(Shader.Handle, "tex");
GL.Uniform1(TexUniformLocation, 0);
int WindowSizeUniformLocation = GL.GetUniformLocation(Shader.Handle, "window_size");
GL.Uniform2(WindowSizeUniformLocation, new Vector2(1280.0f, 720.0f));
int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
}
private void SetupVertex()
{
VaoHandle = GL.GenVertexArray();
VboHandle = GL.GenBuffer();
float[] Buffer = new float[]
{
-1, 1, 0, 0,
1, 1, 1, 0,
-1, -1, 0, 1,
1, -1, 1, 1
};
IntPtr Length = new IntPtr(Buffer.Length * 4);
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindVertexArray(VaoHandle);
GL.EnableVertexAttribArray(0);
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 16, 0);
GL.EnableVertexAttribArray(1);
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 16, 8);
}
}
}