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https://github.com/Ryujinx/Ryujinx.git
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Implement DrawTexture functionality (#2747)
* Implement DrawTexture functionality * Non-NVIDIA support * Disable some features that should not affect draw texture (slow path) * Remove space from shader source * Match 2D engine names * Fix resolution scale and add missing XML docs * Disable transform feedback for draw texture fallback
This commit is contained in:
parent
bc00a251dd
commit
611bec6e44
14 changed files with 421 additions and 14 deletions
18
Ryujinx.Graphics.GAL/Extents2DF.cs
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18
Ryujinx.Graphics.GAL/Extents2DF.cs
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@ -0,0 +1,18 @@
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namespace Ryujinx.Graphics.GAL
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{
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public struct Extents2DF
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{
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public float X1 { get; }
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public float Y1 { get; }
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public float X2 { get; }
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public float Y2 { get; }
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public Extents2DF(float x1, float y1, float x2, float y2)
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{
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X1 = x1;
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Y1 = y1;
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X2 = x2;
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Y2 = y2;
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}
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}
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}
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@ -32,6 +32,7 @@ namespace Ryujinx.Graphics.GAL
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int firstIndex,
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int firstVertex,
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int firstInstance);
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void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion);
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void EndTransformFeedback();
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@ -143,6 +143,8 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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DrawCommand.Run(ref GetCommand<DrawCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.DrawIndexed] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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DrawIndexedCommand.Run(ref GetCommand<DrawIndexedCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.DrawTexture] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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DrawTextureCommand.Run(ref GetCommand<DrawTextureCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.EndHostConditionalRendering] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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EndHostConditionalRenderingCommand.Run(renderer);
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_lookup[(int)CommandType.EndTransformFeedback] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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@ -53,6 +53,7 @@
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DispatchCompute,
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Draw,
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DrawIndexed,
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DrawTexture,
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EndHostConditionalRendering,
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EndTransformFeedback,
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MultiDrawIndirectCount,
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@ -0,0 +1,31 @@
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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struct DrawTextureCommand : IGALCommand
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{
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public CommandType CommandType => CommandType.DrawTexture;
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private TableRef<ITexture> _texture;
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private TableRef<ISampler> _sampler;
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private Extents2DF _srcRegion;
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private Extents2DF _dstRegion;
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public void Set(TableRef<ITexture> texture, TableRef<ISampler> sampler, Extents2DF srcRegion, Extents2DF dstRegion)
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{
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_texture = texture;
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_sampler = sampler;
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_srcRegion = srcRegion;
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_dstRegion = dstRegion;
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}
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public static void Run(ref DrawTextureCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.DrawTexture(
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command._texture.GetAs<ThreadedTexture>(threaded)?.Base,
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command._sampler.GetAs<ThreadedSampler>(threaded)?.Base,
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command._srcRegion,
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command._dstRegion);
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}
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}
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}
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@ -83,6 +83,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
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{
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_renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
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_renderer.QueueCommand();
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}
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public void EndHostConditionalRendering()
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{
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_renderer.New<EndHostConditionalRenderingCommand>();
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@ -319,6 +319,65 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_drawState.DrawIndexed = oldDrawIndexed;
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}
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/// <summary>
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/// Performs a texture draw with a source texture and sampler ID, along with source
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/// and destination coordinates and sizes.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="argument">Method call argument</param>
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public void DrawTexture(ThreedClass engine, int argument)
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{
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static float FixedToFloat(int fixedValue)
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{
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return fixedValue * (1f / 4096);
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}
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float dstX0 = FixedToFloat(_state.State.DrawTextureDstX);
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float dstY0 = FixedToFloat(_state.State.DrawTextureDstY);
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float dstWidth = FixedToFloat(_state.State.DrawTextureDstWidth);
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float dstHeight = FixedToFloat(_state.State.DrawTextureDstHeight);
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// TODO: Confirm behaviour on hardware.
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// When this is active, the origin appears to be on the bottom.
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if (_state.State.YControl.HasFlag(YControl.NegateY))
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{
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dstY0 -= dstHeight;
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}
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float dstX1 = dstX0 + dstWidth;
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float dstY1 = dstY0 + dstHeight;
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float srcX0 = FixedToFloat(_state.State.DrawTextureSrcX);
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float srcY0 = FixedToFloat(_state.State.DrawTextureSrcY);
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float srcX1 = ((float)_state.State.DrawTextureDuDx / (1UL << 32)) * dstWidth + srcX0;
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float srcY1 = ((float)_state.State.DrawTextureDvDy / (1UL << 32)) * dstHeight + srcY0;
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engine.UpdateState();
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int textureId = _state.State.DrawTextureTextureId;
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int samplerId = _state.State.DrawTextureSamplerId;
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(var texture, var sampler) = _channel.TextureManager.GetGraphicsTextureAndSampler(textureId, samplerId);
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srcX0 *= texture.ScaleFactor;
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srcY0 *= texture.ScaleFactor;
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srcX1 *= texture.ScaleFactor;
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srcY1 *= texture.ScaleFactor;
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float dstScale = _channel.TextureManager.RenderTargetScale;
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dstX0 *= dstScale;
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dstY0 *= dstScale;
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dstX1 *= dstScale;
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dstY1 *= dstScale;
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_context.Renderer.Pipeline.DrawTexture(
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texture?.HostTexture,
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sampler?.HostSampler,
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new Extents2DF(srcX0, srcY0, srcX1, srcY1),
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new Extents2DF(dstX0, dstY0, dstX1, dstY1));
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}
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/// <summary>
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/// Performs a indirect multi-draw, with parameters from a GPU buffer.
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/// </summary>
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@ -36,6 +36,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{ nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
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{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
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{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
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{ nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
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{ nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
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{ nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
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{ nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
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@ -251,6 +252,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_context.Renderer.Pipeline.TextureBarrierTiled();
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}
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/// <summary>
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/// Draws a texture, without needing to specify shader programs.
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/// </summary>
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/// <param name="argument">Method call argument</param>
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private void DrawTexture(int argument)
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{
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_drawManager.DrawTexture(this, argument);
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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@ -743,7 +743,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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public fixed uint ReservedF94[19];
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public RtDepthStencilState RtDepthStencilState;
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public ScreenScissorState ScreenScissorState;
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public fixed uint ReservedFFC[89];
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public fixed uint ReservedFFC[33];
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public int DrawTextureDstX;
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public int DrawTextureDstY;
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public int DrawTextureDstWidth;
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public int DrawTextureDstHeight;
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public long DrawTextureDuDx;
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public long DrawTextureDvDy;
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public int DrawTextureSamplerId;
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public int DrawTextureTextureId;
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public int DrawTextureSrcX;
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public int DrawTextureSrcY;
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public fixed uint Reserved10B0[44];
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public Array16<VertexAttribState> VertexAttribState;
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public fixed uint Reserved11A0[31];
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public RtControl RtControl;
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@ -201,6 +201,22 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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/// <summary>
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/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
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/// </summary>
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/// <param name="textureId">ID of the texture</param>
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/// <param name="samplerId">ID of the sampler</param>
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public (Texture, Sampler) GetTextureAndSampler(int textureId, int samplerId)
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{
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ulong texturePoolAddress = _texturePoolAddress;
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TexturePool texturePool = texturePoolAddress != 0
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? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
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: null;
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return (texturePool.Get(textureId), _samplerPool.Get(samplerId));
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}
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/// <summary>
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/// Updates the texture scale for a given texture or image.
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/// </summary>
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RenderTargetScale = targetScale;
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}
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/// <summary>
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/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
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/// </summary>
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/// <param name="textureId">ID of the texture</param>
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/// <param name="samplerId">ID of the sampler</param>
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public (Texture, Sampler) GetGraphicsTextureAndSampler(int textureId, int samplerId)
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{
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return _gpBindingsManager.GetTextureAndSampler(textureId, samplerId);
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}
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/// <summary>
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/// Commits bindings on the compute pipeline.
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/// </summary>
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138
Ryujinx.Graphics.OpenGL/DrawTextureEmulation.cs
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138
Ryujinx.Graphics.OpenGL/DrawTextureEmulation.cs
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.OpenGL.Image;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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class DrawTextureEmulation
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{
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private const string VertexShader = @"#version 430 core
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uniform float srcX0;
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uniform float srcY0;
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uniform float srcX1;
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uniform float srcY1;
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layout (location = 0) out vec2 texcoord;
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void main()
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{
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bool x1 = (gl_VertexID & 1) != 0;
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bool y1 = (gl_VertexID & 2) != 0;
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gl_Position = vec4(x1 ? 1 : -1, y1 ? -1 : 1, 0, 1);
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texcoord = vec2(x1 ? srcX1 : srcX0, y1 ? srcY1 : srcY0);
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}";
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private const string FragmentShader = @"#version 430 core
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layout (location = 0) uniform sampler2D tex;
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layout (location = 0) in vec2 texcoord;
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layout (location = 0) out vec4 colour;
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void main()
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{
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colour = texture(tex, texcoord);
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}";
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private int _vsHandle;
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private int _fsHandle;
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private int _programHandle;
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private int _uniformSrcX0Location;
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private int _uniformSrcY0Location;
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private int _uniformSrcX1Location;
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private int _uniformSrcY1Location;
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private bool _initialized;
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public void Draw(
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TextureView texture,
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Sampler sampler,
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float x0,
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float y0,
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float x1,
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float y1,
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float s0,
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float t0,
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float s1,
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float t1)
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{
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EnsureInitialized();
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GL.UseProgram(_programHandle);
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texture.Bind(0);
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sampler.Bind(0);
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if (x0 > x1)
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{
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float temp = s0;
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s0 = s1;
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s1 = temp;
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}
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if (y0 > y1)
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{
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float temp = t0;
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t0 = t1;
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t1 = temp;
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}
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GL.Uniform1(_uniformSrcX0Location, s0);
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GL.Uniform1(_uniformSrcY0Location, t0);
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GL.Uniform1(_uniformSrcX1Location, s1);
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GL.Uniform1(_uniformSrcY1Location, t1);
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GL.ViewportIndexed(0, MathF.Min(x0, x1), MathF.Min(y0, y1), MathF.Abs(x1 - x0), MathF.Abs(y1 - y0));
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GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
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}
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private void EnsureInitialized()
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{
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if (_initialized)
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{
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return;
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}
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_initialized = true;
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_vsHandle = GL.CreateShader(ShaderType.VertexShader);
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_fsHandle = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(_vsHandle, VertexShader);
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GL.ShaderSource(_fsHandle, FragmentShader);
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GL.CompileShader(_vsHandle);
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GL.CompileShader(_fsHandle);
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_programHandle = GL.CreateProgram();
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GL.AttachShader(_programHandle, _vsHandle);
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GL.AttachShader(_programHandle, _fsHandle);
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GL.LinkProgram(_programHandle);
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GL.DetachShader(_programHandle, _vsHandle);
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GL.DetachShader(_programHandle, _fsHandle);
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_uniformSrcX0Location = GL.GetUniformLocation(_programHandle, "srcX0");
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_uniformSrcY0Location = GL.GetUniformLocation(_programHandle, "srcY0");
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_uniformSrcX1Location = GL.GetUniformLocation(_programHandle, "srcX1");
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_uniformSrcY1Location = GL.GetUniformLocation(_programHandle, "srcY1");
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}
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public void Dispose()
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{
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if (!_initialized)
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{
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return;
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}
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GL.DeleteShader(_vsHandle);
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GL.DeleteShader(_fsHandle);
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GL.DeleteProgram(_programHandle);
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_initialized = false;
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}
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}
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}
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@ -6,6 +6,7 @@ namespace Ryujinx.Graphics.OpenGL
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static class HwCapabilities
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{
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private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
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private static readonly Lazy<bool> _supportsDrawTexture = new Lazy<bool>(() => HasExtension("GL_NV_draw_texture"));
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private static readonly Lazy<bool> _supportsFragmentShaderInterlock = new Lazy<bool>(() => HasExtension("GL_ARB_fragment_shader_interlock"));
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private static readonly Lazy<bool> _supportsFragmentShaderOrdering = new Lazy<bool>(() => HasExtension("GL_INTEL_fragment_shader_ordering"));
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private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
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@ -43,6 +44,7 @@ namespace Ryujinx.Graphics.OpenGL
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public static bool UsePersistentBufferForFlush => _gpuVendor.Value == GpuVendor.AmdWindows || _gpuVendor.Value == GpuVendor.Nvidia;
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public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
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public static bool SupportsDrawTexture => _supportsDrawTexture.Value;
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public static bool SupportsFragmentShaderInterlock => _supportsFragmentShaderInterlock.Value;
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public static bool SupportsFragmentShaderOrdering => _supportsFragmentShaderOrdering.Value;
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public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
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@ -12,6 +12,8 @@ namespace Ryujinx.Graphics.OpenGL
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{
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class Pipeline : IPipeline, IDisposable
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{
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private readonly DrawTextureEmulation _drawTexture;
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internal ulong DrawCount { get; private set; }
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private Program _program;
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@ -29,6 +31,12 @@ namespace Ryujinx.Graphics.OpenGL
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private int _stencilFrontMask;
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private bool _depthMask;
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private bool _depthTestEnable;
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private bool _stencilTestEnable;
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private bool _cullEnable;
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private float[] _viewportArray = Array.Empty<float>();
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private double[] _depthRangeArray = Array.Empty<double>();
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private int _boundDrawFramebuffer;
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private int _boundReadFramebuffer;
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@ -47,6 +55,7 @@ namespace Ryujinx.Graphics.OpenGL
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private Vector4<float>[] _renderScale = new Vector4<float>[65];
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private TextureBase _unit0Texture;
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private Sampler _unit0Sampler;
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private FrontFaceDirection _frontFace;
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private ClipOrigin _clipOrigin;
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@ -67,6 +76,7 @@ namespace Ryujinx.Graphics.OpenGL
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internal Pipeline()
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{
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_drawTexture = new DrawTextureEmulation();
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_rasterizerDiscard = false;
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_clipOrigin = ClipOrigin.LowerLeft;
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_clipDepthMode = ClipDepthMode.NegativeOneToOne;
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@ -544,6 +554,91 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
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{
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if (texture is TextureView view && sampler is Sampler samp)
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{
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if (HwCapabilities.SupportsDrawTexture)
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{
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GL.NV.DrawTexture(
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view.Handle,
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samp.Handle,
|
||||
dstRegion.X1,
|
||||
dstRegion.Y1,
|
||||
dstRegion.X2,
|
||||
dstRegion.Y2,
|
||||
0,
|
||||
srcRegion.X1 / view.Width,
|
||||
srcRegion.Y1 / view.Height,
|
||||
srcRegion.X2 / view.Width,
|
||||
srcRegion.Y2 / view.Height);
|
||||
}
|
||||
else
|
||||
{
|
||||
static void Disable(EnableCap cap, bool enabled)
|
||||
{
|
||||
if (enabled)
|
||||
{
|
||||
GL.Disable(cap);
|
||||
}
|
||||
}
|
||||
|
||||
static void Enable(EnableCap cap, bool enabled)
|
||||
{
|
||||
if (enabled)
|
||||
{
|
||||
GL.Enable(cap);
|
||||
}
|
||||
}
|
||||
|
||||
Disable(EnableCap.CullFace, _cullEnable);
|
||||
Disable(EnableCap.StencilTest, _stencilTestEnable);
|
||||
Disable(EnableCap.DepthTest, _depthTestEnable);
|
||||
|
||||
if (_depthMask)
|
||||
{
|
||||
GL.DepthMask(false);
|
||||
}
|
||||
|
||||
if (_tfEnabled)
|
||||
{
|
||||
GL.EndTransformFeedback();
|
||||
}
|
||||
|
||||
_drawTexture.Draw(
|
||||
view,
|
||||
samp,
|
||||
dstRegion.X1,
|
||||
dstRegion.Y1,
|
||||
dstRegion.X2,
|
||||
dstRegion.Y2,
|
||||
srcRegion.X1 / view.Width,
|
||||
srcRegion.Y1 / view.Height,
|
||||
srcRegion.X2 / view.Width,
|
||||
srcRegion.Y2 / view.Height);
|
||||
|
||||
_program?.Bind();
|
||||
_unit0Sampler?.Bind(0);
|
||||
|
||||
GL.ViewportArray(0, 1, _viewportArray);
|
||||
|
||||
Enable(EnableCap.CullFace, _cullEnable);
|
||||
Enable(EnableCap.StencilTest, _stencilTestEnable);
|
||||
Enable(EnableCap.DepthTest, _depthTestEnable);
|
||||
|
||||
if (_depthMask)
|
||||
{
|
||||
GL.DepthMask(true);
|
||||
}
|
||||
|
||||
if (_tfEnabled)
|
||||
{
|
||||
GL.BeginTransformFeedback(_tfTopology);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void EndTransformFeedback()
|
||||
{
|
||||
GL.EndTransformFeedback();
|
||||
|
@ -754,10 +849,13 @@ namespace Ryujinx.Graphics.OpenGL
|
|||
|
||||
GL.DepthMask(depthTest.WriteEnable);
|
||||
_depthMask = depthTest.WriteEnable;
|
||||
_depthTestEnable = depthTest.TestEnable;
|
||||
}
|
||||
|
||||
public void SetFaceCulling(bool enable, Face face)
|
||||
{
|
||||
_cullEnable = enable;
|
||||
|
||||
if (!enable)
|
||||
{
|
||||
GL.Disable(EnableCap.CullFace);
|
||||
|
@ -994,7 +1092,14 @@ namespace Ryujinx.Graphics.OpenGL
|
|||
return;
|
||||
}
|
||||
|
||||
((Sampler)sampler).Bind(binding);
|
||||
Sampler samp = (Sampler)sampler;
|
||||
|
||||
if (binding == 0)
|
||||
{
|
||||
_unit0Sampler = samp;
|
||||
}
|
||||
|
||||
samp.Bind(binding);
|
||||
}
|
||||
|
||||
public void SetScissor(int index, bool enable, int x, int y, int width, int height)
|
||||
|
@ -1023,6 +1128,8 @@ namespace Ryujinx.Graphics.OpenGL
|
|||
|
||||
public void SetStencilTest(StencilTestDescriptor stencilTest)
|
||||
{
|
||||
_stencilTestEnable = stencilTest.TestEnable;
|
||||
|
||||
if (!stencilTest.TestEnable)
|
||||
{
|
||||
GL.Disable(EnableCap.StencilTest);
|
||||
|
@ -1152,9 +1259,11 @@ namespace Ryujinx.Graphics.OpenGL
|
|||
|
||||
public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
|
||||
{
|
||||
float[] viewportArray = new float[viewports.Length * 4];
|
||||
Array.Resize(ref _viewportArray, viewports.Length * 4);
|
||||
Array.Resize(ref _depthRangeArray, viewports.Length * 2);
|
||||
|
||||
double[] depthRangeArray = new double[viewports.Length * 2];
|
||||
float[] viewportArray = _viewportArray;
|
||||
double[] depthRangeArray = _depthRangeArray;
|
||||
|
||||
for (int index = 0; index < viewports.Length; index++)
|
||||
{
|
||||
|
@ -1186,7 +1295,6 @@ namespace Ryujinx.Graphics.OpenGL
|
|||
SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
|
||||
|
||||
GL.ViewportArray(first, viewports.Length, viewportArray);
|
||||
|
||||
GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
|
||||
}
|
||||
|
||||
|
@ -1307,10 +1415,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||
|
||||
private void PrepareForDispatch()
|
||||
{
|
||||
if (_unit0Texture != null)
|
||||
{
|
||||
_unit0Texture.Bind(0);
|
||||
}
|
||||
_unit0Texture?.Bind(0);
|
||||
}
|
||||
|
||||
private void PreDraw()
|
||||
|
@ -1318,11 +1423,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||
DrawCount++;
|
||||
|
||||
_vertexArray.Validate();
|
||||
|
||||
if (_unit0Texture != null)
|
||||
{
|
||||
_unit0Texture.Bind(0);
|
||||
}
|
||||
_unit0Texture?.Bind(0);
|
||||
}
|
||||
|
||||
private void PostDraw()
|
||||
|
@ -1438,6 +1539,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||
_activeConditionalRender?.ReleaseHostAccess();
|
||||
_framebuffer?.Dispose();
|
||||
_vertexArray?.Dispose();
|
||||
_drawTexture.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue