mirror of
https://github.com/ryujinx-mirror/ryujinx.git
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726de8c46a
* Add multiple color outputs for fragment shaders * Add registers and gal enums * Use textures for framebuffers and split color and zeta framebuffers * Abstract texture and framebuffer targets as an image * Share images between framebuffers and textures * Unstub formats * Add some formats * Disable multiple attachments * Cache framebuffer attachments * Handle format types * Add some rendertarget formats * Code cleanup * Fixup half float types * Address feedback * Disable multiple attachments in shaders * Add A4B4G4R4 image format * Add reversed section for image enums
124 lines
4 KiB
C#
124 lines
4 KiB
C#
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 ImageHandler
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{
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//TODO: Use a variable value here
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public const int MaxBpp = 16;
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private static int CopyBuffer = 0;
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private static int CopyBufferSize = 0;
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public GalImage Image { get; private set; }
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public int Width => Image.Width;
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public int Height => Image.Height;
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public GalImageFormat Format => Image.Format;
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public PixelInternalFormat InternalFormat { get; private set; }
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public PixelFormat PixelFormat { get; private set; }
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public PixelType PixelType { get; private set; }
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public int Handle { get; private set; }
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private bool Initialized;
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public ImageHandler()
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{
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Handle = GL.GenTexture();
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}
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public ImageHandler(int Handle, GalImage Image)
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{
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this.Handle = Handle;
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this.Image = Image;
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}
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public void EnsureSetup(GalImage Image)
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{
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if (Width != Image.Width ||
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Height != Image.Height ||
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Format != Image.Format ||
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!Initialized)
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{
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(PixelInternalFormat InternalFormat, PixelFormat PixelFormat, PixelType PixelType) =
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OGLEnumConverter.GetImageFormat(Image.Format);
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GL.BindTexture(TextureTarget.Texture2D, Handle);
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if (Initialized)
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{
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if (CopyBuffer == 0)
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{
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CopyBuffer = GL.GenBuffer();
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}
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int MaxWidth = Math.Max(Image.Width, Width);
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int MaxHeight = Math.Max(Image.Height, Height);
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int CurrentSize = MaxWidth * MaxHeight * MaxBpp;
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GL.BindBuffer(BufferTarget.PixelPackBuffer, CopyBuffer);
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GL.BindBuffer(BufferTarget.PixelUnpackBuffer, CopyBuffer);
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if (CopyBufferSize < CurrentSize)
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{
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CopyBufferSize = CurrentSize;
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GL.BufferData(BufferTarget.PixelPackBuffer, CurrentSize, IntPtr.Zero, BufferUsageHint.StreamCopy);
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}
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GL.GetTexImage(TextureTarget.Texture2D, 0, this.PixelFormat, this.PixelType, IntPtr.Zero);
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GL.DeleteTexture(Handle);
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Handle = GL.GenTexture();
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GL.BindTexture(TextureTarget.Texture2D, Handle);
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}
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const int MinFilter = (int)TextureMinFilter.Linear;
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const int MagFilter = (int)TextureMagFilter.Linear;
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
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const int Level = 0;
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const int Border = 0;
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GL.TexImage2D(
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TextureTarget.Texture2D,
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Level,
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InternalFormat,
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Image.Width,
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Image.Height,
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Border,
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PixelFormat,
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PixelType,
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IntPtr.Zero);
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if (Initialized)
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{
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GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
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GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
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}
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this.Image = Image;
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this.InternalFormat = InternalFormat;
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this.PixelFormat = PixelFormat;
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this.PixelType = PixelType;
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Initialized = true;
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}
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}
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public bool HasColor { get => ImageFormatConverter.HasColor(Format); }
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public bool HasDepth { get => ImageFormatConverter.HasDepth(Format); }
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public bool HasStencil { get => ImageFormatConverter.HasStencil(Format); }
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}
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}
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