mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-09 16:51:43 +00:00
8750b90a7f
* Ensure that vertex attribute buffer index is valid on GPU * Remove vertex buffer validation code from OpenGL * Remove some fields that are no longer necessary
280 lines
8.8 KiB
C#
280 lines
8.8 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Graphics.GAL;
|
|
using System;
|
|
using System.Numerics;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL
|
|
{
|
|
class VertexArray : IDisposable
|
|
{
|
|
public int Handle { get; private set; }
|
|
|
|
private readonly VertexAttribDescriptor[] _vertexAttribs;
|
|
private readonly VertexBufferDescriptor[] _vertexBuffers;
|
|
|
|
private int _minVertexCount;
|
|
|
|
private uint _vertexAttribsInUse;
|
|
private uint _vertexBuffersInUse;
|
|
private uint _vertexBuffersLimited;
|
|
|
|
private BufferRange _indexBuffer;
|
|
private BufferHandle _tempIndexBuffer;
|
|
private BufferHandle _tempVertexBuffer;
|
|
private int _tempVertexBufferSize;
|
|
|
|
public VertexArray()
|
|
{
|
|
Handle = GL.GenVertexArray();
|
|
|
|
_vertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttribs];
|
|
_vertexBuffers = new VertexBufferDescriptor[Constants.MaxVertexBuffers];
|
|
|
|
_tempIndexBuffer = Buffer.Create();
|
|
}
|
|
|
|
public void Bind()
|
|
{
|
|
GL.BindVertexArray(Handle);
|
|
}
|
|
|
|
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
|
|
{
|
|
int minVertexCount = int.MaxValue;
|
|
|
|
int bindingIndex;
|
|
for (bindingIndex = 0; bindingIndex < vertexBuffers.Length; bindingIndex++)
|
|
{
|
|
VertexBufferDescriptor vb = vertexBuffers[bindingIndex];
|
|
|
|
if (vb.Buffer.Handle != BufferHandle.Null)
|
|
{
|
|
int vertexCount = vb.Stride <= 0 ? 0 : vb.Buffer.Size / vb.Stride;
|
|
if (minVertexCount > vertexCount)
|
|
{
|
|
minVertexCount = vertexCount;
|
|
}
|
|
|
|
GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
|
|
GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
|
|
_vertexBuffersInUse |= 1u << bindingIndex;
|
|
}
|
|
else
|
|
{
|
|
if ((_vertexBuffersInUse & (1u << bindingIndex)) != 0)
|
|
{
|
|
GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
|
|
_vertexBuffersInUse &= ~(1u << bindingIndex);
|
|
}
|
|
}
|
|
|
|
_vertexBuffers[bindingIndex] = vb;
|
|
}
|
|
|
|
_minVertexCount = minVertexCount;
|
|
}
|
|
|
|
public void SetVertexAttributes(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
|
|
{
|
|
int index = 0;
|
|
|
|
for (; index < vertexAttribs.Length; index++)
|
|
{
|
|
VertexAttribDescriptor attrib = vertexAttribs[index];
|
|
|
|
if (attrib.Equals(_vertexAttribs[index]))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format);
|
|
|
|
if (attrib.IsZero)
|
|
{
|
|
// Disabling the attribute causes the shader to read a constant value.
|
|
// We currently set the constant to (0, 0, 0, 0).
|
|
DisableVertexAttrib(index);
|
|
}
|
|
else
|
|
{
|
|
EnableVertexAttrib(index);
|
|
}
|
|
|
|
int offset = attrib.Offset;
|
|
int size = fmtInfo.Components;
|
|
|
|
bool isFloat = fmtInfo.PixelType == PixelType.Float ||
|
|
fmtInfo.PixelType == PixelType.HalfFloat;
|
|
|
|
if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled)
|
|
{
|
|
VertexAttribType type = (VertexAttribType)fmtInfo.PixelType;
|
|
|
|
GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset);
|
|
}
|
|
else
|
|
{
|
|
VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType;
|
|
|
|
GL.VertexAttribIFormat(index, size, type, offset);
|
|
}
|
|
|
|
GL.VertexAttribBinding(index, attrib.BufferIndex);
|
|
|
|
_vertexAttribs[index] = attrib;
|
|
}
|
|
|
|
for (; index < Constants.MaxVertexAttribs; index++)
|
|
{
|
|
DisableVertexAttrib(index);
|
|
}
|
|
}
|
|
|
|
public void SetIndexBuffer(BufferRange range)
|
|
{
|
|
_indexBuffer = range;
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, range.Handle.ToInt32());
|
|
}
|
|
|
|
public void SetRangeOfIndexBuffer()
|
|
{
|
|
Buffer.Resize(_tempIndexBuffer, _indexBuffer.Size);
|
|
Buffer.Copy(_indexBuffer.Handle, _tempIndexBuffer, _indexBuffer.Offset, 0, _indexBuffer.Size);
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tempIndexBuffer.ToInt32());
|
|
}
|
|
|
|
public void RestoreIndexBuffer()
|
|
{
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _indexBuffer.Handle.ToInt32());
|
|
}
|
|
|
|
public void PreDraw(int vertexCount)
|
|
{
|
|
LimitVertexBuffers(vertexCount);
|
|
}
|
|
|
|
public void PreDrawVbUnbounded()
|
|
{
|
|
UnlimitVertexBuffers();
|
|
}
|
|
|
|
public void LimitVertexBuffers(int vertexCount)
|
|
{
|
|
// Is it possible for the draw to fetch outside the bounds of any vertex buffer currently bound?
|
|
|
|
if (vertexCount <= _minVertexCount)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If the draw can fetch out of bounds, let's ensure that it will only fetch zeros rather than memory garbage.
|
|
|
|
int currentTempVbOffset = 0;
|
|
uint buffersInUse = _vertexBuffersInUse;
|
|
|
|
while (buffersInUse != 0)
|
|
{
|
|
int vbIndex = BitOperations.TrailingZeroCount(buffersInUse);
|
|
|
|
ref var vb = ref _vertexBuffers[vbIndex];
|
|
|
|
int requiredSize = vertexCount * vb.Stride;
|
|
|
|
if (vb.Buffer.Size < requiredSize)
|
|
{
|
|
BufferHandle tempVertexBuffer = EnsureTempVertexBufferSize(currentTempVbOffset + requiredSize);
|
|
|
|
Buffer.Copy(vb.Buffer.Handle, tempVertexBuffer, vb.Buffer.Offset, currentTempVbOffset, vb.Buffer.Size);
|
|
Buffer.Clear(tempVertexBuffer, currentTempVbOffset + vb.Buffer.Size, requiredSize - vb.Buffer.Size, 0);
|
|
|
|
GL.BindVertexBuffer(vbIndex, tempVertexBuffer.ToInt32(), (IntPtr)currentTempVbOffset, vb.Stride);
|
|
|
|
currentTempVbOffset += requiredSize;
|
|
_vertexBuffersLimited |= 1u << vbIndex;
|
|
}
|
|
|
|
buffersInUse &= ~(1u << vbIndex);
|
|
}
|
|
}
|
|
|
|
private BufferHandle EnsureTempVertexBufferSize(int size)
|
|
{
|
|
BufferHandle tempVertexBuffer = _tempVertexBuffer;
|
|
|
|
if (_tempVertexBufferSize < size)
|
|
{
|
|
_tempVertexBufferSize = size;
|
|
|
|
if (tempVertexBuffer == BufferHandle.Null)
|
|
{
|
|
tempVertexBuffer = Buffer.Create(size);
|
|
_tempVertexBuffer = tempVertexBuffer;
|
|
return tempVertexBuffer;
|
|
}
|
|
|
|
Buffer.Resize(_tempVertexBuffer, size);
|
|
}
|
|
|
|
return tempVertexBuffer;
|
|
}
|
|
|
|
public void UnlimitVertexBuffers()
|
|
{
|
|
uint buffersLimited = _vertexBuffersLimited;
|
|
|
|
if (buffersLimited == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
while (buffersLimited != 0)
|
|
{
|
|
int vbIndex = BitOperations.TrailingZeroCount(buffersLimited);
|
|
|
|
ref var vb = ref _vertexBuffers[vbIndex];
|
|
|
|
GL.BindVertexBuffer(vbIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
|
|
|
|
buffersLimited &= ~(1u << vbIndex);
|
|
}
|
|
|
|
_vertexBuffersLimited = 0;
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void EnableVertexAttrib(int index)
|
|
{
|
|
uint mask = 1u << index;
|
|
|
|
if ((_vertexAttribsInUse & mask) == 0)
|
|
{
|
|
_vertexAttribsInUse |= mask;
|
|
GL.EnableVertexAttribArray(index);
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void DisableVertexAttrib(int index)
|
|
{
|
|
uint mask = 1u << index;
|
|
|
|
if ((_vertexAttribsInUse & mask) != 0)
|
|
{
|
|
_vertexAttribsInUse &= ~mask;
|
|
GL.DisableVertexAttribArray(index);
|
|
GL.VertexAttrib4(index, 0f, 0f, 0f, 1f);
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (Handle != 0)
|
|
{
|
|
GL.DeleteVertexArray(Handle);
|
|
|
|
Handle = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|