mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-11 03:06:38 +00:00
366 lines
No EOL
10 KiB
C#
366 lines
No EOL
10 KiB
C#
using OpenTK;
|
|
using OpenTK.Graphics.OpenGL;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Gal.OpenGL
|
|
{
|
|
class OGLFrameBuffer
|
|
{
|
|
private struct Rect
|
|
{
|
|
public int X { get; private set; }
|
|
public int Y { get; private set; }
|
|
public int Width { get; private set; }
|
|
public int Height { get; private set; }
|
|
|
|
public Rect(int X, int Y, int Width, int Height)
|
|
{
|
|
this.X = X;
|
|
this.Y = Y;
|
|
this.Width = Width;
|
|
this.Height = Height;
|
|
}
|
|
}
|
|
|
|
private class FrameBuffer
|
|
{
|
|
public int Width { get; set; }
|
|
public int Height { get; set; }
|
|
|
|
public int Handle { get; private set; }
|
|
public int RbHandle { get; private set; }
|
|
public int TexHandle { get; private set; }
|
|
|
|
public FrameBuffer(int Width, int Height)
|
|
{
|
|
this.Width = Width;
|
|
this.Height = Height;
|
|
|
|
Handle = GL.GenFramebuffer();
|
|
RbHandle = GL.GenRenderbuffer();
|
|
TexHandle = GL.GenTexture();
|
|
}
|
|
}
|
|
|
|
private struct ShaderProgram
|
|
{
|
|
public int Handle;
|
|
public int VpHandle;
|
|
public int FpHandle;
|
|
}
|
|
|
|
private Dictionary<long, FrameBuffer> Fbs;
|
|
|
|
private ShaderProgram Shader;
|
|
|
|
private Rect Viewport;
|
|
|
|
private bool IsInitialized;
|
|
|
|
private int RawFbTexWidth;
|
|
private int RawFbTexHeight;
|
|
private int RawFbTexHandle;
|
|
|
|
private int CurrFbHandle;
|
|
private int CurrTexHandle;
|
|
|
|
private int VaoHandle;
|
|
private int VboHandle;
|
|
|
|
public OGLFrameBuffer()
|
|
{
|
|
Fbs = new Dictionary<long, FrameBuffer>();
|
|
|
|
Shader = new ShaderProgram();
|
|
}
|
|
|
|
public void Create(long Tag, int Width, int Height)
|
|
{
|
|
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
|
|
{
|
|
if (Fb.Width != Width ||
|
|
Fb.Height != Height)
|
|
{
|
|
SetupTexture(Fb.TexHandle, Width, Height);
|
|
|
|
Fb.Width = Width;
|
|
Fb.Height = Height;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
Fb = new FrameBuffer(Width, Height);
|
|
|
|
SetupTexture(Fb.TexHandle, Width, Height);
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
|
|
|
|
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Fb.RbHandle);
|
|
|
|
GL.RenderbufferStorage(
|
|
RenderbufferTarget.Renderbuffer,
|
|
RenderbufferStorage.Depth24Stencil8,
|
|
Width,
|
|
Height);
|
|
|
|
GL.FramebufferRenderbuffer(
|
|
FramebufferTarget.Framebuffer,
|
|
FramebufferAttachment.DepthStencilAttachment,
|
|
RenderbufferTarget.Renderbuffer,
|
|
Fb.RbHandle);
|
|
|
|
GL.FramebufferTexture(
|
|
FramebufferTarget.Framebuffer,
|
|
FramebufferAttachment.ColorAttachment0,
|
|
Fb.TexHandle,
|
|
0);
|
|
|
|
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
|
|
|
|
Fbs.Add(Tag, Fb);
|
|
}
|
|
|
|
public void Bind(long Tag)
|
|
{
|
|
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
|
|
{
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
|
|
|
|
CurrFbHandle = Fb.Handle;
|
|
}
|
|
}
|
|
|
|
public void BindTexture(long Tag, int Index)
|
|
{
|
|
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
|
|
{
|
|
GL.ActiveTexture(TextureUnit.Texture0 + Index);
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);
|
|
}
|
|
}
|
|
|
|
public void Set(long Tag)
|
|
{
|
|
if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
|
|
{
|
|
CurrTexHandle = Fb.TexHandle;
|
|
}
|
|
}
|
|
|
|
public void Set(byte[] Data, int Width, int Height)
|
|
{
|
|
if (RawFbTexHandle == 0)
|
|
{
|
|
RawFbTexHandle = GL.GenTexture();
|
|
}
|
|
|
|
if (RawFbTexWidth != Width ||
|
|
RawFbTexHeight != Height)
|
|
{
|
|
SetupTexture(RawFbTexHandle, Width, Height);
|
|
|
|
RawFbTexWidth = Width;
|
|
RawFbTexHeight = Height;
|
|
}
|
|
|
|
GL.ActiveTexture(TextureUnit.Texture0);
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, RawFbTexHandle);
|
|
|
|
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
|
|
|
|
GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, Format, Type, Data);
|
|
|
|
CurrTexHandle = RawFbTexHandle;
|
|
}
|
|
|
|
public void SetTransform(Matrix2 Transform, Vector2 Offs)
|
|
{
|
|
EnsureInitialized();
|
|
|
|
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
|
|
|
|
GL.UseProgram(Shader.Handle);
|
|
|
|
int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
|
|
|
|
GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
|
|
|
|
int OffsetUniformLocation = GL.GetUniformLocation(Shader.Handle, "offset");
|
|
|
|
GL.Uniform2(OffsetUniformLocation, ref Offs);
|
|
|
|
GL.UseProgram(CurrentProgram);
|
|
}
|
|
|
|
public void SetViewport(int X, int Y, int Width, int Height)
|
|
{
|
|
Viewport = new Rect(X, Y, Width, Height);
|
|
|
|
//TODO
|
|
}
|
|
|
|
public void Render()
|
|
{
|
|
if (CurrTexHandle != 0)
|
|
{
|
|
EnsureInitialized();
|
|
|
|
bool AlphaBlendEnable = GL.GetInteger(GetPName.Blend) != 0;
|
|
|
|
GL.Disable(EnableCap.Blend);
|
|
|
|
GL.ActiveTexture(TextureUnit.Texture0);
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, CurrTexHandle);
|
|
|
|
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
|
|
|
|
GL.Viewport(0, 0, 1280, 720);
|
|
|
|
GL.Clear(
|
|
ClearBufferMask.ColorBufferBit |
|
|
ClearBufferMask.DepthBufferBit);
|
|
|
|
GL.BindVertexArray(VaoHandle);
|
|
|
|
GL.UseProgram(Shader.Handle);
|
|
|
|
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
|
|
|
|
//Restore the original state.
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, CurrFbHandle);
|
|
|
|
GL.UseProgram(CurrentProgram);
|
|
|
|
if (AlphaBlendEnable)
|
|
{
|
|
GL.Enable(EnableCap.Blend);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SetViewport()
|
|
{
|
|
GL.Viewport(
|
|
Viewport.X,
|
|
Viewport.Y,
|
|
Viewport.Width,
|
|
Viewport.Height);
|
|
}
|
|
|
|
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.Identity;
|
|
|
|
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);
|
|
}
|
|
|
|
private void SetupTexture(int Handle, int Width, int Height)
|
|
{
|
|
GL.BindTexture(TextureTarget.Texture2D, Handle);
|
|
|
|
const int MinFilter = (int)TextureMinFilter.Linear;
|
|
const int MagFilter = (int)TextureMagFilter.Linear;
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
|
|
|
|
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
|
|
|
|
const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
|
|
|
|
const int Level = 0;
|
|
const int Border = 0;
|
|
|
|
GL.TexImage2D(
|
|
TextureTarget.Texture2D,
|
|
Level,
|
|
InternalFmt,
|
|
Width,
|
|
Height,
|
|
Border,
|
|
Format,
|
|
Type,
|
|
IntPtr.Zero);
|
|
}
|
|
}
|
|
} |