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Ryujinx/Ryujinx.Graphics.OpenGL/Framebuffer.cs

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using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.OpenGL.Image;
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.OpenGL
{
class Framebuffer : IDisposable
{
public int Handle { get; private set; }
private int _clearFbHandle;
private bool _clearFbInitialized;
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private FramebufferAttachment _lastDsAttachment;
private readonly TextureView[] _colors;
private TextureView _depthStencil;
private int _colorsCount;
private bool _dualSourceBlend;
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public Framebuffer()
{
Handle = GL.GenFramebuffer();
_clearFbHandle = GL.GenFramebuffer();
_colors = new TextureView[8];
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}
public int Bind()
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{
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Handle);
return Handle;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void AttachColor(int index, TextureView color)
{
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if (_colors[index] == color)
{
return;
}
FramebufferAttachment attachment = FramebufferAttachment.ColorAttachment0 + index;
GL.FramebufferTexture(FramebufferTarget.Framebuffer, attachment, color?.Handle ?? 0, 0);
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_colors[index] = color;
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}
public void AttachDepthStencil(TextureView depthStencil)
{
// Detach the last depth/stencil buffer if there is any.
if (_lastDsAttachment != 0)
{
GL.FramebufferTexture(FramebufferTarget.Framebuffer, _lastDsAttachment, 0, 0);
}
if (depthStencil != null)
{
FramebufferAttachment attachment = GetAttachment(depthStencil.Format);
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GL.FramebufferTexture(
FramebufferTarget.Framebuffer,
attachment,
depthStencil.Handle,
0);
_lastDsAttachment = attachment;
}
else
{
_lastDsAttachment = 0;
}
_depthStencil = depthStencil;
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}
public void SetDualSourceBlend(bool enable)
{
bool oldEnable = _dualSourceBlend;
_dualSourceBlend = enable;
// When dual source blend is used,
// we can only have one draw buffer.
if (enable)
{
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
}
else if (oldEnable)
{
SetDrawBuffersImpl(_colorsCount);
}
}
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public void SetDrawBuffers(int colorsCount)
{
if (_colorsCount != colorsCount && !_dualSourceBlend)
{
SetDrawBuffersImpl(colorsCount);
}
_colorsCount = colorsCount;
}
private void SetDrawBuffersImpl(int colorsCount)
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{
DrawBuffersEnum[] drawBuffers = new DrawBuffersEnum[colorsCount];
for (int index = 0; index < colorsCount; index++)
{
drawBuffers[index] = DrawBuffersEnum.ColorAttachment0 + index;
}
GL.DrawBuffers(colorsCount, drawBuffers);
}
private static FramebufferAttachment GetAttachment(Format format)
{
if (IsPackedDepthStencilFormat(format))
{
return FramebufferAttachment.DepthStencilAttachment;
}
else if (IsDepthOnlyFormat(format))
{
return FramebufferAttachment.DepthAttachment;
}
else
{
return FramebufferAttachment.StencilAttachment;
}
}
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private static bool IsPackedDepthStencilFormat(Format format)
{
return format == Format.D24UnormS8Uint ||
format == Format.D32FloatS8Uint ||
format == Format.S8UintD24Unorm;
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}
private static bool IsDepthOnlyFormat(Format format)
{
return format == Format.D16Unorm || format == Format.D32Float;
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}
public void AttachColorLayerForClear(int index, int layer)
{
TextureView color = _colors[index];
if (!IsLayered(color))
{
return;
}
BindClearFb();
GL.FramebufferTextureLayer(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0 + index, color.Handle, 0, layer);
}
public void DetachColorLayerForClear(int index)
{
TextureView color = _colors[index];
if (!IsLayered(color))
{
return;
}
GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0 + index, 0, 0);
Bind();
}
public void AttachDepthStencilLayerForClear(int layer)
{
TextureView depthStencil = _depthStencil;
if (!IsLayered(depthStencil))
{
return;
}
BindClearFb();
GL.FramebufferTextureLayer(FramebufferTarget.Framebuffer, GetAttachment(depthStencil.Format), depthStencil.Handle, 0, layer);
}
public void DetachDepthStencilLayerForClear()
{
TextureView depthStencil = _depthStencil;
if (!IsLayered(depthStencil))
{
return;
}
GL.FramebufferTexture(FramebufferTarget.Framebuffer, GetAttachment(depthStencil.Format), 0, 0);
Bind();
}
private void BindClearFb()
{
GL.BindFramebuffer(FramebufferTarget.Framebuffer, _clearFbHandle);
if (!_clearFbInitialized)
{
SetDrawBuffersImpl(Constants.MaxRenderTargets);
_clearFbInitialized = true;
}
}
private static bool IsLayered(TextureView view)
{
return view != null &&
view.Target != Target.Texture1D &&
view.Target != Target.Texture2D &&
view.Target != Target.Texture2DMultisample &&
view.Target != Target.TextureBuffer;
}
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public void Dispose()
{
if (Handle != 0)
{
GL.DeleteFramebuffer(Handle);
Handle = 0;
}
if (_clearFbHandle != 0)
{
GL.DeleteFramebuffer(_clearFbHandle);
_clearFbHandle = 0;
}
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}
}
}