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ryujinx-fork/Ryujinx.Graphics/Gal/OpenGL/OGLPipeline.cs
gdkchan 9cbcbaa90c Fix XMAD shader instruction, gl_FrontFacing and enable face culling (#583)
* Fix XMAD shader instruction implementation

* Fix gl_FrontFacing constant value

* Enable face culling again

* Fix typo
2019-02-15 14:23:14 +11:00

819 lines
No EOL
33 KiB
C#

using OpenTK.Graphics.OpenGL;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLPipeline : IGalPipeline
{
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> FloatAttribTypes =
new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
{
{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Float },
{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.Float },
{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.HalfFloat },
{ GalVertexAttribSize._32_32, VertexAttribPointerType.Float },
{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.HalfFloat },
{ GalVertexAttribSize._16_16, VertexAttribPointerType.HalfFloat },
{ GalVertexAttribSize._32, VertexAttribPointerType.Float },
{ GalVertexAttribSize._16, VertexAttribPointerType.HalfFloat }
};
private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> SignedAttribTypes =
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.Int2101010Rev }
};
private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> UnsignedAttribTypes =
new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
{
{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.UnsignedInt },
{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.UnsignedInt },
{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.UnsignedShort },
{ GalVertexAttribSize._32_32, VertexAttribPointerType.UnsignedInt },
{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.UnsignedShort },
{ GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.UnsignedByte },
{ GalVertexAttribSize._16_16, VertexAttribPointerType.UnsignedShort },
{ GalVertexAttribSize._32, VertexAttribPointerType.UnsignedInt },
{ GalVertexAttribSize._8_8_8, VertexAttribPointerType.UnsignedByte },
{ GalVertexAttribSize._8_8, VertexAttribPointerType.UnsignedByte },
{ GalVertexAttribSize._16, VertexAttribPointerType.UnsignedShort },
{ GalVertexAttribSize._8, VertexAttribPointerType.UnsignedByte },
{ GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.UnsignedInt2101010Rev },
{ GalVertexAttribSize._11_11_10, VertexAttribPointerType.UnsignedInt10F11F11FRev }
};
private GalPipelineState Old;
private OGLConstBuffer Buffer;
private OGLRenderTarget RenderTarget;
private OGLRasterizer Rasterizer;
private OGLShader Shader;
private int VaoHandle;
public OGLPipeline(
OGLConstBuffer Buffer,
OGLRenderTarget RenderTarget,
OGLRasterizer Rasterizer,
OGLShader Shader)
{
this.Buffer = Buffer;
this.RenderTarget = RenderTarget;
this.Rasterizer = Rasterizer;
this.Shader = Shader;
//These values match OpenGL's defaults
Old = new GalPipelineState
{
FrontFace = GalFrontFace.CCW,
CullFaceEnabled = false,
CullFace = GalCullFace.Back,
DepthTestEnabled = false,
DepthWriteEnabled = true,
DepthFunc = GalComparisonOp.Less,
DepthRangeNear = 0,
DepthRangeFar = 1,
StencilTestEnabled = false,
StencilBackFuncFunc = GalComparisonOp.Always,
StencilBackFuncRef = 0,
StencilBackFuncMask = UInt32.MaxValue,
StencilBackOpFail = GalStencilOp.Keep,
StencilBackOpZFail = GalStencilOp.Keep,
StencilBackOpZPass = GalStencilOp.Keep,
StencilBackMask = UInt32.MaxValue,
StencilFrontFuncFunc = GalComparisonOp.Always,
StencilFrontFuncRef = 0,
StencilFrontFuncMask = UInt32.MaxValue,
StencilFrontOpFail = GalStencilOp.Keep,
StencilFrontOpZFail = GalStencilOp.Keep,
StencilFrontOpZPass = GalStencilOp.Keep,
StencilFrontMask = UInt32.MaxValue,
BlendIndependent = false,
PrimitiveRestartEnabled = false,
PrimitiveRestartIndex = 0
};
for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
{
Old.Blends[Index] = BlendState.Default;
Old.ColorMasks[Index] = ColorMaskState.Default;
}
}
public void Bind(GalPipelineState New)
{
BindConstBuffers(New);
BindVertexLayout(New);
if (New.FramebufferSrgb != Old.FramebufferSrgb)
{
Enable(EnableCap.FramebufferSrgb, New.FramebufferSrgb);
RenderTarget.FramebufferSrgb = New.FramebufferSrgb;
}
if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY || New.Instance != Old.Instance)
{
Shader.SetExtraData(New.FlipX, New.FlipY, New.Instance);
}
if (New.FrontFace != Old.FrontFace)
{
GL.FrontFace(OGLEnumConverter.GetFrontFace(New.FrontFace));
}
if (New.CullFaceEnabled != Old.CullFaceEnabled)
{
Enable(EnableCap.CullFace, New.CullFaceEnabled);
}
if (New.CullFaceEnabled)
{
if (New.CullFace != Old.CullFace)
{
GL.CullFace(OGLEnumConverter.GetCullFace(New.CullFace));
}
}
if (New.DepthTestEnabled != Old.DepthTestEnabled)
{
Enable(EnableCap.DepthTest, New.DepthTestEnabled);
}
if (New.DepthWriteEnabled != Old.DepthWriteEnabled)
{
GL.DepthMask(New.DepthWriteEnabled);
}
if (New.DepthTestEnabled)
{
if (New.DepthFunc != Old.DepthFunc)
{
GL.DepthFunc(OGLEnumConverter.GetDepthFunc(New.DepthFunc));
}
}
if (New.DepthRangeNear != Old.DepthRangeNear ||
New.DepthRangeFar != Old.DepthRangeFar)
{
GL.DepthRange(New.DepthRangeNear, New.DepthRangeFar);
}
if (New.StencilTestEnabled != Old.StencilTestEnabled)
{
Enable(EnableCap.StencilTest, New.StencilTestEnabled);
}
if (New.StencilTwoSideEnabled != Old.StencilTwoSideEnabled)
{
Enable((EnableCap)All.StencilTestTwoSideExt, New.StencilTwoSideEnabled);
}
if (New.StencilTestEnabled)
{
if (New.StencilBackFuncFunc != Old.StencilBackFuncFunc ||
New.StencilBackFuncRef != Old.StencilBackFuncRef ||
New.StencilBackFuncMask != Old.StencilBackFuncMask)
{
GL.StencilFuncSeparate(
StencilFace.Back,
OGLEnumConverter.GetStencilFunc(New.StencilBackFuncFunc),
New.StencilBackFuncRef,
New.StencilBackFuncMask);
}
if (New.StencilBackOpFail != Old.StencilBackOpFail ||
New.StencilBackOpZFail != Old.StencilBackOpZFail ||
New.StencilBackOpZPass != Old.StencilBackOpZPass)
{
GL.StencilOpSeparate(
StencilFace.Back,
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);
}
}
// Scissor Test
bool forceUpdate;
for (int Index = 0; Index < New.ScissorTestCount; Index++)
{
forceUpdate = false;
if (New.ScissorTestEnabled[Index])
{
// If there is only 1 scissor test, geometry shaders are disabled so the scissor test applies to all viewports
if (New.ScissorTestCount == 1)
{
GL.Enable(EnableCap.ScissorTest);
}
else
{
GL.Enable(IndexedEnableCap.ScissorTest, Index);
}
forceUpdate = true;
}
else
{
GL.Disable(IndexedEnableCap.ScissorTest, Index);
}
if (New.ScissorTestEnabled[Index] &&
(New.ScissorTestX[Index] != Old.ScissorTestX[Index] ||
New.ScissorTestY[Index] != Old.ScissorTestY[Index] ||
New.ScissorTestWidth[Index] != Old.ScissorTestWidth[Index] ||
New.ScissorTestHeight[Index] != Old.ScissorTestHeight[Index] ||
forceUpdate)) // Force update intentionally last to reduce if comparisons
{
// If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
if (New.ScissorTestCount == 1)
{
GL.Scissor(New.ScissorTestX[Index], New.ScissorTestY[Index],
New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
}
else
{
GL.ScissorIndexed(Index, New.ScissorTestX[Index], New.ScissorTestY[Index],
New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
}
}
}
if (New.BlendIndependent)
{
for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
{
SetBlendState(Index, New.Blends[Index], Old.Blends[Index]);
}
}
else
{
if (New.BlendIndependent != Old.BlendIndependent)
{
SetAllBlendState(New.Blends[0]);
}
else
{
SetBlendState(New.Blends[0], Old.Blends[0]);
}
}
if (New.ColorMaskCommon)
{
if (New.ColorMaskCommon != Old.ColorMaskCommon || !New.ColorMasks[0].Equals(Old.ColorMasks[0]))
{
GL.ColorMask(
New.ColorMasks[0].Red,
New.ColorMasks[0].Green,
New.ColorMasks[0].Blue,
New.ColorMasks[0].Alpha);
}
}
else
{
for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
{
if (!New.ColorMasks[Index].Equals(Old.ColorMasks[Index]))
{
GL.ColorMask(
Index,
New.ColorMasks[Index].Red,
New.ColorMasks[Index].Green,
New.ColorMasks[Index].Blue,
New.ColorMasks[Index].Alpha);
}
}
}
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 SetAllBlendState(BlendState New)
{
Enable(EnableCap.Blend, New.Enabled);
if (New.Enabled)
{
if (New.SeparateAlpha)
{
GL.BlendEquationSeparate(
OGLEnumConverter.GetBlendEquation(New.EquationRgb),
OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
GL.BlendFuncSeparate(
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
}
else
{
GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.EquationRgb));
GL.BlendFunc(
OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
}
}
}
private void SetBlendState(BlendState New, BlendState Old)
{
if (New.Enabled != Old.Enabled)
{
Enable(EnableCap.Blend, New.Enabled);
}
if (New.Enabled)
{
if (New.SeparateAlpha)
{
if (New.EquationRgb != Old.EquationRgb ||
New.EquationAlpha != Old.EquationAlpha)
{
GL.BlendEquationSeparate(
OGLEnumConverter.GetBlendEquation(New.EquationRgb),
OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
}
if (New.FuncSrcRgb != Old.FuncSrcRgb ||
New.FuncDstRgb != Old.FuncDstRgb ||
New.FuncSrcAlpha != Old.FuncSrcAlpha ||
New.FuncDstAlpha != Old.FuncDstAlpha)
{
GL.BlendFuncSeparate(
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
}
}
else
{
if (New.EquationRgb != Old.EquationRgb)
{
GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.EquationRgb));
}
if (New.FuncSrcRgb != Old.FuncSrcRgb ||
New.FuncDstRgb != Old.FuncDstRgb)
{
GL.BlendFunc(
OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
}
}
}
}
private void SetBlendState(int Index, BlendState New, BlendState Old)
{
if (New.Enabled != Old.Enabled)
{
Enable(IndexedEnableCap.Blend, Index, New.Enabled);
}
if (New.Enabled)
{
if (New.SeparateAlpha)
{
if (New.EquationRgb != Old.EquationRgb ||
New.EquationAlpha != Old.EquationAlpha)
{
GL.BlendEquationSeparate(
Index,
OGLEnumConverter.GetBlendEquation(New.EquationRgb),
OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
}
if (New.FuncSrcRgb != Old.FuncSrcRgb ||
New.FuncDstRgb != Old.FuncDstRgb ||
New.FuncSrcAlpha != Old.FuncSrcAlpha ||
New.FuncDstAlpha != Old.FuncDstAlpha)
{
GL.BlendFuncSeparate(
Index,
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
}
}
else
{
if (New.EquationRgb != Old.EquationRgb)
{
GL.BlendEquation(Index, OGLEnumConverter.GetBlendEquation(New.EquationRgb));
}
if (New.FuncSrcRgb != Old.FuncSrcRgb ||
New.FuncDstRgb != Old.FuncDstRgb)
{
GL.BlendFunc(
Index,
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
}
}
}
}
private void BindConstBuffers(GalPipelineState New)
{
int FreeBinding = OGLShader.ReservedCbufCount;
void BindIfNotNull(OGLShaderStage Stage)
{
if (Stage != null)
{
foreach (ShaderDeclInfo DeclInfo in Stage.ConstBufferUsage)
{
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)
{
//Skip uninitialized attributes.
if (Attrib.Size == 0)
{
continue;
}
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 = GetType(FloatAttribTypes, Attrib);
}
else
{
if (Unsigned)
{
Type = GetType(UnsignedAttribTypes, Attrib);
}
else
{
Type = GetType(SignedAttribTypes, Attrib);
}
}
if (!AttribElements.TryGetValue(Attrib.Size, out int Size))
{
throw new InvalidOperationException("Invalid attribute size \"" + Attrib.Size + "\"!");
}
int Offset = Attrib.Offset;
if (Binding.Stride != 0)
{
GL.EnableVertexAttribArray(Attrib.Index);
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);
}
}
else
{
GL.DisableVertexAttribArray(Attrib.Index);
SetConstAttrib(Attrib);
}
if (Binding.Instanced && Binding.Divisor != 0)
{
GL.VertexAttribDivisor(Attrib.Index, 1);
}
else
{
GL.VertexAttribDivisor(Attrib.Index, 0);
}
}
}
}
private static VertexAttribPointerType GetType(Dictionary<GalVertexAttribSize, VertexAttribPointerType> Dict, GalVertexAttrib Attrib)
{
if (!Dict.TryGetValue(Attrib.Size, out VertexAttribPointerType Type))
{
ThrowUnsupportedAttrib(Attrib);
}
return Type;
}
private unsafe static void SetConstAttrib(GalVertexAttrib Attrib)
{
if (Attrib.Size == GalVertexAttribSize._10_10_10_2 ||
Attrib.Size == GalVertexAttribSize._11_11_10)
{
ThrowUnsupportedAttrib(Attrib);
}
fixed (byte* Ptr = Attrib.Data)
{
if (Attrib.Type == GalVertexAttribType.Unorm)
{
switch (Attrib.Size)
{
case GalVertexAttribSize._8:
case GalVertexAttribSize._8_8:
case GalVertexAttribSize._8_8_8:
case GalVertexAttribSize._8_8_8_8:
GL.VertexAttrib4N((uint)Attrib.Index, Ptr);
break;
case GalVertexAttribSize._16:
case GalVertexAttribSize._16_16:
case GalVertexAttribSize._16_16_16:
case GalVertexAttribSize._16_16_16_16:
GL.VertexAttrib4N((uint)Attrib.Index, (ushort*)Ptr);
break;
case GalVertexAttribSize._32:
case GalVertexAttribSize._32_32:
case GalVertexAttribSize._32_32_32:
case GalVertexAttribSize._32_32_32_32:
GL.VertexAttrib4N((uint)Attrib.Index, (uint*)Ptr);
break;
}
}
else if (Attrib.Type == GalVertexAttribType.Snorm)
{
switch (Attrib.Size)
{
case GalVertexAttribSize._8:
case GalVertexAttribSize._8_8:
case GalVertexAttribSize._8_8_8:
case GalVertexAttribSize._8_8_8_8:
GL.VertexAttrib4N((uint)Attrib.Index, (sbyte*)Ptr);
break;
case GalVertexAttribSize._16:
case GalVertexAttribSize._16_16:
case GalVertexAttribSize._16_16_16:
case GalVertexAttribSize._16_16_16_16:
GL.VertexAttrib4N((uint)Attrib.Index, (short*)Ptr);
break;
case GalVertexAttribSize._32:
case GalVertexAttribSize._32_32:
case GalVertexAttribSize._32_32_32:
case GalVertexAttribSize._32_32_32_32:
GL.VertexAttrib4N((uint)Attrib.Index, (int*)Ptr);
break;
}
}
else if (Attrib.Type == GalVertexAttribType.Uint)
{
switch (Attrib.Size)
{
case GalVertexAttribSize._8:
case GalVertexAttribSize._8_8:
case GalVertexAttribSize._8_8_8:
case GalVertexAttribSize._8_8_8_8:
GL.VertexAttribI4((uint)Attrib.Index, Ptr);
break;
case GalVertexAttribSize._16:
case GalVertexAttribSize._16_16:
case GalVertexAttribSize._16_16_16:
case GalVertexAttribSize._16_16_16_16:
GL.VertexAttribI4((uint)Attrib.Index, (ushort*)Ptr);
break;
case GalVertexAttribSize._32:
case GalVertexAttribSize._32_32:
case GalVertexAttribSize._32_32_32:
case GalVertexAttribSize._32_32_32_32:
GL.VertexAttribI4((uint)Attrib.Index, (uint*)Ptr);
break;
}
}
else if (Attrib.Type == GalVertexAttribType.Sint)
{
switch (Attrib.Size)
{
case GalVertexAttribSize._8:
case GalVertexAttribSize._8_8:
case GalVertexAttribSize._8_8_8:
case GalVertexAttribSize._8_8_8_8:
GL.VertexAttribI4((uint)Attrib.Index, (sbyte*)Ptr);
break;
case GalVertexAttribSize._16:
case GalVertexAttribSize._16_16:
case GalVertexAttribSize._16_16_16:
case GalVertexAttribSize._16_16_16_16:
GL.VertexAttribI4((uint)Attrib.Index, (short*)Ptr);
break;
case GalVertexAttribSize._32:
case GalVertexAttribSize._32_32:
case GalVertexAttribSize._32_32_32:
case GalVertexAttribSize._32_32_32_32:
GL.VertexAttribI4((uint)Attrib.Index, (int*)Ptr);
break;
}
}
else if (Attrib.Type == GalVertexAttribType.Float)
{
switch (Attrib.Size)
{
case GalVertexAttribSize._32:
case GalVertexAttribSize._32_32:
case GalVertexAttribSize._32_32_32:
case GalVertexAttribSize._32_32_32_32:
GL.VertexAttrib4(Attrib.Index, (float*)Ptr);
break;
default: ThrowUnsupportedAttrib(Attrib); break;
}
}
}
}
private static void ThrowUnsupportedAttrib(GalVertexAttrib Attrib)
{
throw new NotImplementedException("Unsupported size \"" + Attrib.Size + "\" on type \"" + Attrib.Type + "\"!");
}
private void Enable(EnableCap Cap, bool Enabled)
{
if (Enabled)
{
GL.Enable(Cap);
}
else
{
GL.Disable(Cap);
}
}
private void Enable(IndexedEnableCap Cap, int Index, bool Enabled)
{
if (Enabled)
{
GL.Enable(Cap, Index);
}
else
{
GL.Disable(Cap, Index);
}
}
public void ResetDepthMask()
{
Old.DepthWriteEnabled = true;
}
public void ResetColorMask(int Index)
{
Old.ColorMasks[Index] = ColorMaskState.Default;
}
}
}