mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-19 19:36:38 +00:00
1277 lines
38 KiB
C#
1277 lines
38 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.OpenGL.Image;
|
|
using Ryujinx.Graphics.OpenGL.Queries;
|
|
using Ryujinx.Graphics.Shader;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL
|
|
{
|
|
class Pipeline : IPipeline, IDisposable
|
|
{
|
|
private Program _program;
|
|
|
|
private bool _rasterizerDiscard;
|
|
|
|
private VertexArray _vertexArray;
|
|
private Framebuffer _framebuffer;
|
|
|
|
private IntPtr _indexBaseOffset;
|
|
|
|
private DrawElementsType _elementsType;
|
|
|
|
private PrimitiveType _primitiveType;
|
|
|
|
private int _stencilFrontMask;
|
|
private bool _depthMask;
|
|
private bool _depthTest;
|
|
private bool _hasDepthBuffer;
|
|
|
|
private int _boundDrawFramebuffer;
|
|
private int _boundReadFramebuffer;
|
|
|
|
private int[] _fpIsBgra = new int[8];
|
|
private float[] _fpRenderScale = new float[33];
|
|
private float[] _cpRenderScale = new float[32];
|
|
|
|
private TextureBase _unit0Texture;
|
|
private TextureBase _rtColor0Texture;
|
|
private TextureBase _rtDepthTexture;
|
|
|
|
private ClipOrigin _clipOrigin;
|
|
private ClipDepthMode _clipDepthMode;
|
|
|
|
private readonly uint[] _componentMasks;
|
|
|
|
private bool _scissor0Enable = false;
|
|
|
|
private bool _tfEnabled;
|
|
|
|
ColorF _blendConstant = new ColorF(0, 0, 0, 0);
|
|
|
|
internal Pipeline()
|
|
{
|
|
_rasterizerDiscard = false;
|
|
_clipOrigin = ClipOrigin.LowerLeft;
|
|
_clipDepthMode = ClipDepthMode.NegativeOneToOne;
|
|
|
|
_componentMasks = new uint[Constants.MaxRenderTargets];
|
|
|
|
for (int index = 0; index < Constants.MaxRenderTargets; index++)
|
|
{
|
|
_componentMasks[index] = 0xf;
|
|
}
|
|
|
|
for (int index = 0; index < _fpRenderScale.Length; index++)
|
|
{
|
|
_fpRenderScale[index] = 1f;
|
|
}
|
|
|
|
for (int index = 0; index < _cpRenderScale.Length; index++)
|
|
{
|
|
_cpRenderScale[index] = 1f;
|
|
}
|
|
}
|
|
|
|
public void Barrier()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
|
|
}
|
|
|
|
public void BeginTransformFeedback(PrimitiveTopology topology)
|
|
{
|
|
GL.BeginTransformFeedback(topology.ConvertToTfType());
|
|
_tfEnabled = true;
|
|
}
|
|
|
|
public void ClearRenderTargetColor(int index, uint componentMask, ColorF color)
|
|
{
|
|
GL.ColorMask(
|
|
index,
|
|
(componentMask & 1) != 0,
|
|
(componentMask & 2) != 0,
|
|
(componentMask & 4) != 0,
|
|
(componentMask & 8) != 0);
|
|
|
|
float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
|
|
|
|
GL.ClearBuffer(ClearBuffer.Color, index, colors);
|
|
|
|
RestoreComponentMask(index);
|
|
|
|
_framebuffer.SignalModified();
|
|
}
|
|
|
|
public void ClearRenderTargetDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
|
|
{
|
|
bool stencilMaskChanged =
|
|
stencilMask != 0 &&
|
|
stencilMask != _stencilFrontMask;
|
|
|
|
bool depthMaskChanged = depthMask && depthMask != _depthMask;
|
|
|
|
if (stencilMaskChanged)
|
|
{
|
|
GL.StencilMaskSeparate(StencilFace.Front, stencilMask);
|
|
}
|
|
|
|
if (depthMaskChanged)
|
|
{
|
|
GL.DepthMask(depthMask);
|
|
}
|
|
|
|
if (depthMask && stencilMask != 0)
|
|
{
|
|
GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
|
|
}
|
|
else if (depthMask)
|
|
{
|
|
GL.ClearBuffer(ClearBuffer.Depth, 0, ref depthValue);
|
|
}
|
|
else if (stencilMask != 0)
|
|
{
|
|
GL.ClearBuffer(ClearBuffer.Stencil, 0, ref stencilValue);
|
|
}
|
|
|
|
if (stencilMaskChanged)
|
|
{
|
|
GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
|
|
}
|
|
|
|
if (depthMaskChanged)
|
|
{
|
|
GL.DepthMask(_depthMask);
|
|
}
|
|
|
|
_framebuffer.SignalModified();
|
|
}
|
|
|
|
public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
|
|
{
|
|
Buffer.Copy(source, destination, srcOffset, dstOffset, size);
|
|
}
|
|
|
|
public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
Logger.PrintDebug(LogClass.Gpu, "Dispatch error, shader not linked.");
|
|
|
|
return;
|
|
}
|
|
|
|
PrepareForDispatch();
|
|
|
|
GL.DispatchCompute(groupsX, groupsY, groupsZ);
|
|
}
|
|
|
|
public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
Logger.PrintDebug(LogClass.Gpu, "Draw error, shader not linked.");
|
|
|
|
return;
|
|
}
|
|
|
|
PrepareForDraw();
|
|
|
|
if (_primitiveType == PrimitiveType.Quads)
|
|
{
|
|
DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
|
|
}
|
|
else if (_primitiveType == PrimitiveType.QuadStrip)
|
|
{
|
|
DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
|
|
}
|
|
else
|
|
{
|
|
DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance);
|
|
}
|
|
|
|
_framebuffer.SignalModified();
|
|
}
|
|
|
|
private void DrawQuadsImpl(
|
|
int vertexCount,
|
|
int instanceCount,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
// TODO: Instanced rendering.
|
|
int quadsCount = vertexCount / 4;
|
|
|
|
int[] firsts = new int[quadsCount];
|
|
int[] counts = new int[quadsCount];
|
|
|
|
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
firsts[quadIndex] = firstVertex + quadIndex * 4;
|
|
counts[quadIndex] = 4;
|
|
}
|
|
|
|
GL.MultiDrawArrays(
|
|
PrimitiveType.TriangleFan,
|
|
firsts,
|
|
counts,
|
|
quadsCount);
|
|
}
|
|
|
|
private void DrawQuadStripImpl(
|
|
int vertexCount,
|
|
int instanceCount,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
int quadsCount = (vertexCount - 2) / 2;
|
|
|
|
if (firstInstance != 0 || instanceCount != 1)
|
|
{
|
|
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
GL.DrawArraysInstancedBaseInstance(PrimitiveType.TriangleFan, firstVertex + quadIndex * 2, 4, instanceCount, firstInstance);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int[] firsts = new int[quadsCount];
|
|
int[] counts = new int[quadsCount];
|
|
|
|
firsts[0] = firstVertex;
|
|
counts[0] = 4;
|
|
|
|
for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
firsts[quadIndex] = firstVertex + quadIndex * 2;
|
|
counts[quadIndex] = 4;
|
|
}
|
|
|
|
GL.MultiDrawArrays(
|
|
PrimitiveType.TriangleFan,
|
|
firsts,
|
|
counts,
|
|
quadsCount);
|
|
}
|
|
}
|
|
|
|
private void DrawImpl(
|
|
int vertexCount,
|
|
int instanceCount,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
if (firstInstance == 0 && instanceCount == 1)
|
|
{
|
|
GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
|
|
}
|
|
else if (firstInstance == 0)
|
|
{
|
|
GL.DrawArraysInstanced(_primitiveType, firstVertex, vertexCount, instanceCount);
|
|
}
|
|
else
|
|
{
|
|
GL.DrawArraysInstancedBaseInstance(
|
|
_primitiveType,
|
|
firstVertex,
|
|
vertexCount,
|
|
instanceCount,
|
|
firstInstance);
|
|
}
|
|
}
|
|
|
|
public void DrawIndexed(
|
|
int indexCount,
|
|
int instanceCount,
|
|
int firstIndex,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
Logger.PrintDebug(LogClass.Gpu, "Draw error, shader not linked.");
|
|
|
|
return;
|
|
}
|
|
|
|
PrepareForDraw();
|
|
|
|
int indexElemSize = 1;
|
|
|
|
switch (_elementsType)
|
|
{
|
|
case DrawElementsType.UnsignedShort: indexElemSize = 2; break;
|
|
case DrawElementsType.UnsignedInt: indexElemSize = 4; break;
|
|
}
|
|
|
|
IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
|
|
|
|
if (_primitiveType == PrimitiveType.Quads)
|
|
{
|
|
DrawQuadsIndexedImpl(
|
|
indexCount,
|
|
instanceCount,
|
|
indexBaseOffset,
|
|
indexElemSize,
|
|
firstVertex,
|
|
firstInstance);
|
|
}
|
|
else if (_primitiveType == PrimitiveType.QuadStrip)
|
|
{
|
|
DrawQuadStripIndexedImpl(
|
|
indexCount,
|
|
instanceCount,
|
|
indexBaseOffset,
|
|
indexElemSize,
|
|
firstVertex,
|
|
firstInstance);
|
|
}
|
|
else
|
|
{
|
|
DrawIndexedImpl(
|
|
indexCount,
|
|
instanceCount,
|
|
indexBaseOffset,
|
|
firstVertex,
|
|
firstInstance);
|
|
}
|
|
|
|
_framebuffer.SignalModified();
|
|
}
|
|
|
|
private void DrawQuadsIndexedImpl(
|
|
int indexCount,
|
|
int instanceCount,
|
|
IntPtr indexBaseOffset,
|
|
int indexElemSize,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
int quadsCount = indexCount / 4;
|
|
|
|
if (firstInstance != 0 || instanceCount != 1)
|
|
{
|
|
if (firstVertex != 0 && firstInstance != 0)
|
|
{
|
|
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
GL.DrawElementsInstancedBaseVertexBaseInstance(
|
|
PrimitiveType.TriangleFan,
|
|
4,
|
|
_elementsType,
|
|
indexBaseOffset + quadIndex * 4 * indexElemSize,
|
|
instanceCount,
|
|
firstVertex,
|
|
firstInstance);
|
|
}
|
|
}
|
|
else if (firstInstance != 0)
|
|
{
|
|
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
GL.DrawElementsInstancedBaseInstance(
|
|
PrimitiveType.TriangleFan,
|
|
4,
|
|
_elementsType,
|
|
indexBaseOffset + quadIndex * 4 * indexElemSize,
|
|
instanceCount,
|
|
firstInstance);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
GL.DrawElementsInstanced(
|
|
PrimitiveType.TriangleFan,
|
|
4,
|
|
_elementsType,
|
|
indexBaseOffset + quadIndex * 4 * indexElemSize,
|
|
instanceCount);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
IntPtr[] indices = new IntPtr[quadsCount];
|
|
|
|
int[] counts = new int[quadsCount];
|
|
|
|
int[] baseVertices = new int[quadsCount];
|
|
|
|
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
|
|
|
|
counts[quadIndex] = 4;
|
|
|
|
baseVertices[quadIndex] = firstVertex;
|
|
}
|
|
|
|
GL.MultiDrawElementsBaseVertex(
|
|
PrimitiveType.TriangleFan,
|
|
counts,
|
|
_elementsType,
|
|
indices,
|
|
quadsCount,
|
|
baseVertices);
|
|
}
|
|
}
|
|
|
|
private void DrawQuadStripIndexedImpl(
|
|
int indexCount,
|
|
int instanceCount,
|
|
IntPtr indexBaseOffset,
|
|
int indexElemSize,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
// TODO: Instanced rendering.
|
|
int quadsCount = (indexCount - 2) / 2;
|
|
|
|
IntPtr[] indices = new IntPtr[quadsCount];
|
|
|
|
int[] counts = new int[quadsCount];
|
|
|
|
int[] baseVertices = new int[quadsCount];
|
|
|
|
indices[0] = indexBaseOffset;
|
|
|
|
counts[0] = 4;
|
|
|
|
baseVertices[0] = firstVertex;
|
|
|
|
for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize;
|
|
|
|
counts[quadIndex] = 4;
|
|
|
|
baseVertices[quadIndex] = firstVertex;
|
|
}
|
|
|
|
GL.MultiDrawElementsBaseVertex(
|
|
PrimitiveType.TriangleFan,
|
|
counts,
|
|
_elementsType,
|
|
indices,
|
|
quadsCount,
|
|
baseVertices);
|
|
}
|
|
|
|
private void DrawIndexedImpl(
|
|
int indexCount,
|
|
int instanceCount,
|
|
IntPtr indexBaseOffset,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
|
|
{
|
|
GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);
|
|
}
|
|
else if (firstInstance == 0 && instanceCount == 1)
|
|
{
|
|
GL.DrawElementsBaseVertex(
|
|
_primitiveType,
|
|
indexCount,
|
|
_elementsType,
|
|
indexBaseOffset,
|
|
firstVertex);
|
|
}
|
|
else if (firstInstance == 0 && firstVertex == 0)
|
|
{
|
|
GL.DrawElementsInstanced(
|
|
_primitiveType,
|
|
indexCount,
|
|
_elementsType,
|
|
indexBaseOffset,
|
|
instanceCount);
|
|
}
|
|
else if (firstInstance == 0)
|
|
{
|
|
GL.DrawElementsInstancedBaseVertex(
|
|
_primitiveType,
|
|
indexCount,
|
|
_elementsType,
|
|
indexBaseOffset,
|
|
instanceCount,
|
|
firstVertex);
|
|
}
|
|
else if (firstVertex == 0)
|
|
{
|
|
GL.DrawElementsInstancedBaseInstance(
|
|
_primitiveType,
|
|
indexCount,
|
|
_elementsType,
|
|
indexBaseOffset,
|
|
instanceCount,
|
|
firstInstance);
|
|
}
|
|
else
|
|
{
|
|
GL.DrawElementsInstancedBaseVertexBaseInstance(
|
|
_primitiveType,
|
|
indexCount,
|
|
_elementsType,
|
|
indexBaseOffset,
|
|
instanceCount,
|
|
firstVertex,
|
|
firstInstance);
|
|
}
|
|
}
|
|
|
|
public void EndTransformFeedback()
|
|
{
|
|
GL.EndTransformFeedback();
|
|
_tfEnabled = false;
|
|
}
|
|
|
|
public void SetBlendState(int index, BlendDescriptor blend)
|
|
{
|
|
if (!blend.Enable)
|
|
{
|
|
GL.Disable(IndexedEnableCap.Blend, index);
|
|
|
|
return;
|
|
}
|
|
|
|
GL.BlendEquationSeparate(
|
|
index,
|
|
blend.ColorOp.Convert(),
|
|
blend.AlphaOp.Convert());
|
|
|
|
GL.BlendFuncSeparate(
|
|
index,
|
|
(BlendingFactorSrc)blend.ColorSrcFactor.Convert(),
|
|
(BlendingFactorDest)blend.ColorDstFactor.Convert(),
|
|
(BlendingFactorSrc)blend.AlphaSrcFactor.Convert(),
|
|
(BlendingFactorDest)blend.AlphaDstFactor.Convert());
|
|
|
|
if (_blendConstant != blend.BlendConstant)
|
|
{
|
|
_blendConstant = blend.BlendConstant;
|
|
|
|
GL.BlendColor(
|
|
blend.BlendConstant.Red,
|
|
blend.BlendConstant.Green,
|
|
blend.BlendConstant.Blue,
|
|
blend.BlendConstant.Alpha);
|
|
}
|
|
|
|
GL.Enable(IndexedEnableCap.Blend, index);
|
|
}
|
|
|
|
public void SetLogicOpState(bool enable, LogicalOp op)
|
|
{
|
|
if (enable)
|
|
{
|
|
GL.Enable(EnableCap.ColorLogicOp);
|
|
|
|
GL.LogicOp((LogicOp)op.Convert());
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.ColorLogicOp);
|
|
}
|
|
}
|
|
|
|
public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
|
|
{
|
|
if ((enables & PolygonModeMask.Point) != 0)
|
|
{
|
|
GL.Enable(EnableCap.PolygonOffsetPoint);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.PolygonOffsetPoint);
|
|
}
|
|
|
|
if ((enables & PolygonModeMask.Line) != 0)
|
|
{
|
|
GL.Enable(EnableCap.PolygonOffsetLine);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.PolygonOffsetLine);
|
|
}
|
|
|
|
if ((enables & PolygonModeMask.Fill) != 0)
|
|
{
|
|
GL.Enable(EnableCap.PolygonOffsetFill);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.PolygonOffsetFill);
|
|
}
|
|
|
|
if (enables == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (HwCapabilities.SupportsPolygonOffsetClamp)
|
|
{
|
|
GL.PolygonOffsetClamp(factor, units, clamp);
|
|
}
|
|
else
|
|
{
|
|
GL.PolygonOffset(factor, units);
|
|
}
|
|
}
|
|
|
|
public void SetDepthClamp(bool clamp)
|
|
{
|
|
if (!clamp)
|
|
{
|
|
GL.Disable(EnableCap.DepthClamp);
|
|
return;
|
|
}
|
|
|
|
GL.Enable(EnableCap.DepthClamp);
|
|
}
|
|
|
|
public void SetDepthMode(DepthMode mode)
|
|
{
|
|
ClipDepthMode depthMode = mode.Convert();
|
|
|
|
if (_clipDepthMode != depthMode)
|
|
{
|
|
_clipDepthMode = depthMode;
|
|
|
|
GL.ClipControl(_clipOrigin, depthMode);
|
|
}
|
|
}
|
|
|
|
public void SetDepthTest(DepthTestDescriptor depthTest)
|
|
{
|
|
GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
|
|
|
|
_depthMask = depthTest.WriteEnable;
|
|
_depthTest = depthTest.TestEnable;
|
|
|
|
UpdateDepthTest();
|
|
}
|
|
|
|
public void SetFaceCulling(bool enable, Face face)
|
|
{
|
|
if (!enable)
|
|
{
|
|
GL.Disable(EnableCap.CullFace);
|
|
|
|
return;
|
|
}
|
|
|
|
GL.CullFace(face.Convert());
|
|
|
|
GL.Enable(EnableCap.CullFace);
|
|
}
|
|
|
|
public void SetFrontFace(FrontFace frontFace)
|
|
{
|
|
GL.FrontFace(frontFace.Convert());
|
|
}
|
|
|
|
public void SetImage(int index, ShaderStage stage, ITexture texture)
|
|
{
|
|
int unit = _program.GetImageUnit(stage, index);
|
|
|
|
if (unit != -1 && texture != null)
|
|
{
|
|
TextureBase texBase = (TextureBase)texture;
|
|
|
|
FormatInfo formatInfo = FormatTable.GetFormatInfo(texBase.Format);
|
|
|
|
SizedInternalFormat format = (SizedInternalFormat)formatInfo.PixelInternalFormat;
|
|
|
|
GL.BindImageTexture(unit, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
|
|
}
|
|
}
|
|
|
|
public void SetIndexBuffer(BufferRange buffer, IndexType type)
|
|
{
|
|
_elementsType = type.Convert();
|
|
|
|
_indexBaseOffset = (IntPtr)buffer.Offset;
|
|
|
|
EnsureVertexArray();
|
|
|
|
_vertexArray.SetIndexBuffer(buffer.Handle);
|
|
}
|
|
|
|
public void SetOrigin(Origin origin)
|
|
{
|
|
ClipOrigin clipOrigin = origin == Origin.UpperLeft ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft;
|
|
|
|
SetOrigin(clipOrigin);
|
|
}
|
|
|
|
public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
|
|
{
|
|
// GL_POINT_SPRITE was deprecated in core profile 3.2+ and causes GL_INVALID_ENUM when set.
|
|
// As we don't know if the current context is core or compat, it's safer to keep this code.
|
|
if (enablePointSprite)
|
|
{
|
|
GL.Enable(EnableCap.PointSprite);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.PointSprite);
|
|
}
|
|
|
|
if (isProgramPointSize)
|
|
{
|
|
GL.Enable(EnableCap.ProgramPointSize);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.ProgramPointSize);
|
|
}
|
|
|
|
GL.PointParameter(origin == Origin.LowerLeft
|
|
? PointSpriteCoordOriginParameter.LowerLeft
|
|
: PointSpriteCoordOriginParameter.UpperLeft);
|
|
|
|
// Games seem to set point size to 0 which generates a GL_INVALID_VALUE
|
|
// From the spec, GL_INVALID_VALUE is generated if size is less than or equal to 0.
|
|
GL.PointSize(Math.Max(float.Epsilon, size));
|
|
}
|
|
|
|
public void SetPrimitiveRestart(bool enable, int index)
|
|
{
|
|
if (!enable)
|
|
{
|
|
GL.Disable(EnableCap.PrimitiveRestart);
|
|
|
|
return;
|
|
}
|
|
|
|
GL.PrimitiveRestartIndex(index);
|
|
|
|
GL.Enable(EnableCap.PrimitiveRestart);
|
|
}
|
|
|
|
public void SetPrimitiveTopology(PrimitiveTopology topology)
|
|
{
|
|
_primitiveType = topology.Convert();
|
|
}
|
|
|
|
public void SetProgram(IProgram program)
|
|
{
|
|
_program = (Program)program;
|
|
|
|
if (_tfEnabled)
|
|
{
|
|
GL.PauseTransformFeedback();
|
|
_program.Bind();
|
|
GL.ResumeTransformFeedback();
|
|
}
|
|
else
|
|
{
|
|
_program.Bind();
|
|
}
|
|
|
|
UpdateFpIsBgra();
|
|
SetRenderTargetScale(_fpRenderScale[0]);
|
|
}
|
|
|
|
public void SetRasterizerDiscard(bool discard)
|
|
{
|
|
if (discard)
|
|
{
|
|
GL.Enable(EnableCap.RasterizerDiscard);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.RasterizerDiscard);
|
|
}
|
|
|
|
_rasterizerDiscard = discard;
|
|
}
|
|
|
|
public void SetRenderTargetScale(float scale)
|
|
{
|
|
_fpRenderScale[0] = scale;
|
|
|
|
if (_program != null && _program.FragmentRenderScaleUniform != -1)
|
|
{
|
|
GL.Uniform1(_program.FragmentRenderScaleUniform, 1, _fpRenderScale); // Just the first element.
|
|
}
|
|
}
|
|
|
|
public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
|
|
{
|
|
for (int index = 0; index < componentMasks.Length; index++)
|
|
{
|
|
_componentMasks[index] = componentMasks[index];
|
|
|
|
RestoreComponentMask(index);
|
|
}
|
|
}
|
|
|
|
public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
|
|
{
|
|
EnsureFramebuffer();
|
|
|
|
_rtColor0Texture = (TextureBase)colors[0];
|
|
_rtDepthTexture = (TextureBase)depthStencil;
|
|
|
|
for (int index = 0; index < colors.Length; index++)
|
|
{
|
|
TextureView color = (TextureView)colors[index];
|
|
|
|
_framebuffer.AttachColor(index, color);
|
|
|
|
_fpIsBgra[index] = color != null && color.Format.IsBgra8() ? 1 : 0;
|
|
}
|
|
|
|
UpdateFpIsBgra();
|
|
|
|
TextureView depthStencilView = (TextureView)depthStencil;
|
|
|
|
_framebuffer.AttachDepthStencil(depthStencilView);
|
|
_framebuffer.SetDrawBuffers(colors.Length);
|
|
|
|
_hasDepthBuffer = depthStencil != null && depthStencilView.Format != Format.S8Uint;
|
|
|
|
UpdateDepthTest();
|
|
}
|
|
|
|
public void SetSampler(int index, ShaderStage stage, ISampler sampler)
|
|
{
|
|
int unit = _program.GetTextureUnit(stage, index);
|
|
|
|
if (unit != -1 && sampler != null)
|
|
{
|
|
((Sampler)sampler).Bind(unit);
|
|
}
|
|
}
|
|
|
|
public void SetScissorEnable(int index, bool enable)
|
|
{
|
|
if (enable)
|
|
{
|
|
GL.Enable(IndexedEnableCap.ScissorTest, index);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(IndexedEnableCap.ScissorTest, index);
|
|
}
|
|
|
|
if (index == 0)
|
|
{
|
|
_scissor0Enable = enable;
|
|
}
|
|
}
|
|
|
|
public void SetScissor(int index, int x, int y, int width, int height)
|
|
{
|
|
GL.ScissorIndexed(index, x, y, width, height);
|
|
}
|
|
|
|
public void SetStencilTest(StencilTestDescriptor stencilTest)
|
|
{
|
|
if (!stencilTest.TestEnable)
|
|
{
|
|
GL.Disable(EnableCap.StencilTest);
|
|
|
|
return;
|
|
}
|
|
|
|
GL.StencilOpSeparate(
|
|
StencilFace.Front,
|
|
stencilTest.FrontSFail.Convert(),
|
|
stencilTest.FrontDpFail.Convert(),
|
|
stencilTest.FrontDpPass.Convert());
|
|
|
|
GL.StencilFuncSeparate(
|
|
StencilFace.Front,
|
|
(StencilFunction)stencilTest.FrontFunc.Convert(),
|
|
stencilTest.FrontFuncRef,
|
|
stencilTest.FrontFuncMask);
|
|
|
|
GL.StencilMaskSeparate(StencilFace.Front, stencilTest.FrontMask);
|
|
|
|
GL.StencilOpSeparate(
|
|
StencilFace.Back,
|
|
stencilTest.BackSFail.Convert(),
|
|
stencilTest.BackDpFail.Convert(),
|
|
stencilTest.BackDpPass.Convert());
|
|
|
|
GL.StencilFuncSeparate(
|
|
StencilFace.Back,
|
|
(StencilFunction)stencilTest.BackFunc.Convert(),
|
|
stencilTest.BackFuncRef,
|
|
stencilTest.BackFuncMask);
|
|
|
|
GL.StencilMaskSeparate(StencilFace.Back, stencilTest.BackMask);
|
|
|
|
GL.Enable(EnableCap.StencilTest);
|
|
|
|
_stencilFrontMask = stencilTest.FrontMask;
|
|
}
|
|
|
|
public void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer)
|
|
{
|
|
SetBuffer(index, stage, buffer, isStorage: true);
|
|
}
|
|
|
|
public void SetTexture(int index, ShaderStage stage, ITexture texture)
|
|
{
|
|
int unit = _program.GetTextureUnit(stage, index);
|
|
|
|
if (unit != -1 && texture != null)
|
|
{
|
|
if (unit == 0)
|
|
{
|
|
_unit0Texture = (TextureBase)texture;
|
|
}
|
|
else
|
|
{
|
|
((TextureBase)texture).Bind(unit);
|
|
}
|
|
|
|
// Update scale factor for bound textures.
|
|
|
|
switch (stage)
|
|
{
|
|
case ShaderStage.Fragment:
|
|
if (_program.FragmentRenderScaleUniform != -1)
|
|
{
|
|
// Only update and send sampled texture scales if the shader uses them.
|
|
bool interpolate = false;
|
|
float scale = texture.ScaleFactor;
|
|
|
|
if (scale != 1)
|
|
{
|
|
TextureBase activeTarget = _rtColor0Texture ?? _rtDepthTexture;
|
|
|
|
if (activeTarget != null && activeTarget.Width / (float)texture.Width == activeTarget.Height / (float)texture.Height)
|
|
{
|
|
// If the texture's size is a multiple of the sampler size,
|
|
// enable interpolation using gl_FragCoord.
|
|
// (helps "invent" new integer values between scaled pixels)
|
|
interpolate = true;
|
|
}
|
|
}
|
|
|
|
_fpRenderScale[index + 1] = interpolate ? -scale : scale;
|
|
}
|
|
break;
|
|
|
|
case ShaderStage.Compute:
|
|
_cpRenderScale[index] = texture.ScaleFactor;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetTransformFeedbackBuffer(int index, BufferRange buffer)
|
|
{
|
|
const BufferRangeTarget target = BufferRangeTarget.TransformFeedbackBuffer;
|
|
|
|
if (_tfEnabled)
|
|
{
|
|
GL.PauseTransformFeedback();
|
|
GL.BindBufferRange(target, index, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
|
|
GL.ResumeTransformFeedback();
|
|
}
|
|
else
|
|
{
|
|
GL.BindBufferRange(target, index, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
|
|
}
|
|
}
|
|
|
|
public void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer)
|
|
{
|
|
SetBuffer(index, stage, buffer, isStorage: false);
|
|
}
|
|
|
|
public void SetUserClipDistance(int index, bool enableClip)
|
|
{
|
|
if (!enableClip)
|
|
{
|
|
GL.Disable(EnableCap.ClipDistance0 + index);
|
|
return;
|
|
}
|
|
|
|
GL.Enable(EnableCap.ClipDistance0 + index);
|
|
}
|
|
|
|
public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
|
|
{
|
|
EnsureVertexArray();
|
|
|
|
_vertexArray.SetVertexAttributes(vertexAttribs);
|
|
}
|
|
|
|
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
|
|
{
|
|
EnsureVertexArray();
|
|
|
|
_vertexArray.SetVertexBuffers(vertexBuffers);
|
|
}
|
|
|
|
public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
|
|
{
|
|
float[] viewportArray = new float[viewports.Length * 4];
|
|
|
|
double[] depthRangeArray = new double[viewports.Length * 2];
|
|
|
|
for (int index = 0; index < viewports.Length; index++)
|
|
{
|
|
int viewportElemIndex = index * 4;
|
|
|
|
Viewport viewport = viewports[index];
|
|
|
|
viewportArray[viewportElemIndex + 0] = viewport.Region.X;
|
|
viewportArray[viewportElemIndex + 1] = viewport.Region.Y;
|
|
|
|
if (HwCapabilities.SupportsViewportSwizzle)
|
|
{
|
|
GL.NV.ViewportSwizzle(
|
|
index,
|
|
viewport.SwizzleX.Convert(),
|
|
viewport.SwizzleY.Convert(),
|
|
viewport.SwizzleZ.Convert(),
|
|
viewport.SwizzleW.Convert());
|
|
}
|
|
|
|
viewportArray[viewportElemIndex + 2] = MathF.Abs(viewport.Region.Width);
|
|
viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height);
|
|
|
|
depthRangeArray[index * 2 + 0] = viewport.DepthNear;
|
|
depthRangeArray[index * 2 + 1] = viewport.DepthFar;
|
|
}
|
|
|
|
GL.ViewportArray(first, viewports.Length, viewportArray);
|
|
|
|
GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
|
|
}
|
|
|
|
public void TextureBarrier()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
|
|
}
|
|
|
|
public void TextureBarrierTiled()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
|
|
}
|
|
|
|
private void SetBuffer(int index, ShaderStage stage, BufferRange buffer, bool isStorage)
|
|
{
|
|
int bindingPoint = isStorage
|
|
? _program.GetStorageBufferBindingPoint(stage, index)
|
|
: _program.GetUniformBufferBindingPoint(stage, index);
|
|
|
|
if (bindingPoint == -1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
BufferRangeTarget target = isStorage
|
|
? BufferRangeTarget.ShaderStorageBuffer
|
|
: BufferRangeTarget.UniformBuffer;
|
|
|
|
if (buffer.Handle == null)
|
|
{
|
|
GL.BindBufferRange(target, bindingPoint, 0, IntPtr.Zero, 0);
|
|
|
|
return;
|
|
}
|
|
|
|
IntPtr bufferOffset = (IntPtr)buffer.Offset;
|
|
|
|
GL.BindBufferRange(target, bindingPoint, buffer.Handle.ToInt32(), bufferOffset, buffer.Size);
|
|
}
|
|
|
|
private void SetOrigin(ClipOrigin origin)
|
|
{
|
|
if (_clipOrigin != origin)
|
|
{
|
|
_clipOrigin = origin;
|
|
|
|
GL.ClipControl(origin, _clipDepthMode);
|
|
}
|
|
}
|
|
|
|
private void EnsureVertexArray()
|
|
{
|
|
if (_vertexArray == null)
|
|
{
|
|
_vertexArray = new VertexArray();
|
|
|
|
_vertexArray.Bind();
|
|
}
|
|
}
|
|
|
|
private void EnsureFramebuffer()
|
|
{
|
|
if (_framebuffer == null)
|
|
{
|
|
_framebuffer = new Framebuffer();
|
|
|
|
int boundHandle = _framebuffer.Bind();
|
|
_boundDrawFramebuffer = _boundReadFramebuffer = boundHandle;
|
|
|
|
GL.Enable(EnableCap.FramebufferSrgb);
|
|
}
|
|
}
|
|
|
|
internal (int drawHandle, int readHandle) GetBoundFramebuffers()
|
|
{
|
|
return (_boundDrawFramebuffer, _boundReadFramebuffer);
|
|
}
|
|
|
|
private void UpdateFpIsBgra()
|
|
{
|
|
if (_program != null)
|
|
{
|
|
GL.Uniform1(_program.FragmentIsBgraUniform, 8, _fpIsBgra);
|
|
}
|
|
}
|
|
|
|
private void UpdateDepthTest()
|
|
{
|
|
// Enabling depth operations is only valid when we have
|
|
// a depth buffer, otherwise it's not allowed.
|
|
if (_hasDepthBuffer)
|
|
{
|
|
if (_depthTest)
|
|
{
|
|
GL.Enable(EnableCap.DepthTest);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.DepthTest);
|
|
}
|
|
|
|
GL.DepthMask(_depthMask);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.DepthTest);
|
|
|
|
GL.DepthMask(false);
|
|
}
|
|
}
|
|
|
|
public void UpdateRenderScale(ShaderStage stage, int textureCount)
|
|
{
|
|
if (_program != null)
|
|
{
|
|
switch (stage)
|
|
{
|
|
case ShaderStage.Fragment:
|
|
if (_program.FragmentRenderScaleUniform != -1)
|
|
{
|
|
GL.Uniform1(_program.FragmentRenderScaleUniform, textureCount + 1, _fpRenderScale);
|
|
}
|
|
break;
|
|
|
|
case ShaderStage.Compute:
|
|
if (_program.ComputeRenderScaleUniform != -1)
|
|
{
|
|
GL.Uniform1(_program.ComputeRenderScaleUniform, textureCount, _cpRenderScale);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void PrepareForDispatch()
|
|
{
|
|
if (_unit0Texture != null)
|
|
{
|
|
_unit0Texture.Bind(0);
|
|
}
|
|
}
|
|
|
|
private void PrepareForDraw()
|
|
{
|
|
_vertexArray.Validate();
|
|
|
|
if (_unit0Texture != null)
|
|
{
|
|
_unit0Texture.Bind(0);
|
|
}
|
|
}
|
|
|
|
private void RestoreComponentMask(int index)
|
|
{
|
|
GL.ColorMask(
|
|
index,
|
|
(_componentMasks[index] & 1u) != 0,
|
|
(_componentMasks[index] & 2u) != 0,
|
|
(_componentMasks[index] & 4u) != 0,
|
|
(_componentMasks[index] & 8u) != 0);
|
|
}
|
|
|
|
public void RestoreScissor0Enable()
|
|
{
|
|
if (_scissor0Enable)
|
|
{
|
|
GL.Enable(IndexedEnableCap.ScissorTest, 0);
|
|
}
|
|
}
|
|
|
|
public void RestoreRasterizerDiscard()
|
|
{
|
|
if (_rasterizerDiscard)
|
|
{
|
|
GL.Enable(EnableCap.RasterizerDiscard);
|
|
}
|
|
}
|
|
|
|
public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
|
|
{
|
|
if (value is CounterQueueEvent)
|
|
{
|
|
// Compare an event and a constant value.
|
|
CounterQueueEvent evt = (CounterQueueEvent)value;
|
|
|
|
// Easy host conditional rendering when the check matches what GL can do:
|
|
// - Event is of type samples passed.
|
|
// - Result is not a combination of multiple queries.
|
|
// - Comparing against 0.
|
|
// - Event has not already been flushed.
|
|
|
|
if (evt.Disposed)
|
|
{
|
|
// If the event has been flushed, then just use the values on the CPU.
|
|
// The query object may already be repurposed for another draw (eg. begin + end).
|
|
return false;
|
|
}
|
|
|
|
if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
|
|
{
|
|
GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// The GPU will flush the queries to CPU and evaluate the condition there instead.
|
|
|
|
GL.Flush(); // The thread will be stalled manually flushing the counter, so flush GL commands now.
|
|
return false;
|
|
}
|
|
|
|
public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
|
|
{
|
|
GL.Flush(); // The GPU thread will be stalled manually flushing the counter, so flush GL commands now.
|
|
return false; // We don't currently have a way to compare two counters for conditional rendering.
|
|
}
|
|
|
|
public void EndHostConditionalRendering()
|
|
{
|
|
GL.EndConditionalRender();
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
_framebuffer?.Dispose();
|
|
_vertexArray?.Dispose();
|
|
}
|
|
}
|
|
}
|