mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-27 19:32:04 +00:00
b9aa3966c0
interpreter, and a rewrite of the GPU code.
250 lines
No EOL
7.1 KiB
C#
250 lines
No EOL
7.1 KiB
C#
using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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unsafe class FrameBuffer
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{
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public int WindowWidth { get; set; }
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public int WindowHeight { get; set; }
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private int VtxShaderHandle;
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private int FragShaderHandle;
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private int PrgShaderHandle;
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private int TexHandle;
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private int TexWidth;
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private int TexHeight;
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private int VaoHandle;
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private int VboHandle;
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private int[] Pixels;
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private byte* FbPtr;
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private object FbPtrLock;
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public FrameBuffer(int Width, int Height)
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{
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if (Width < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(Width));
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}
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if (Height < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(Height));
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}
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FbPtrLock = new object();
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TexWidth = Width;
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TexHeight = Height;
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WindowWidth = Width;
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WindowHeight = Height;
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SetupShaders();
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SetupTexture();
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SetupVertex();
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}
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private void SetupShaders()
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{
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VtxShaderHandle = GL.CreateShader(ShaderType.VertexShader);
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FragShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
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string VtxShaderSource = EmbeddedResource.GetString("GlFbVtxShader");
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string FragShaderSource = EmbeddedResource.GetString("GlFbFragShader");
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GL.ShaderSource(VtxShaderHandle, VtxShaderSource);
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GL.ShaderSource(FragShaderHandle, FragShaderSource);
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GL.CompileShader(VtxShaderHandle);
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GL.CompileShader(FragShaderHandle);
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PrgShaderHandle = GL.CreateProgram();
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GL.AttachShader(PrgShaderHandle, VtxShaderHandle);
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GL.AttachShader(PrgShaderHandle, FragShaderHandle);
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GL.LinkProgram(PrgShaderHandle);
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GL.UseProgram(PrgShaderHandle);
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int TexUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "tex");
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GL.Uniform1(TexUniformLocation, 0);
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int WindowSizeUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "window_size");
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GL.Uniform2(WindowSizeUniformLocation, new Vector2(1280.0f, 720.0f));
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}
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private void SetupTexture()
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{
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Pixels = new int[TexWidth * TexHeight];
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if (TexHandle == 0)
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{
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TexHandle = GL.GenTexture();
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}
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GL.BindTexture(TextureTarget.Texture2D, TexHandle);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexImage2D(TextureTarget.Texture2D,
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0,
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PixelInternalFormat.Rgba,
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TexWidth,
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TexHeight,
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0,
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PixelFormat.Rgba,
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PixelType.UnsignedByte,
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IntPtr.Zero);
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}
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private void SetupVertex()
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{
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VaoHandle = GL.GenVertexArray();
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VboHandle = GL.GenBuffer();
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float[] Buffer = new float[]
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{
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-1, 1, 0, 0,
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1, 1, 1, 0,
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-1, -1, 0, 1,
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1, -1, 1, 1
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};
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IntPtr Length = new IntPtr(Buffer.Length * 4);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.BindVertexArray(VaoHandle);
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GL.EnableVertexAttribArray(0);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 16, 0);
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GL.EnableVertexAttribArray(1);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 16, 8);
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GL.BindVertexArray(0);
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}
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public unsafe void Set(byte* Fb, int Width, int Height, Matrix2 Transform, Vector2 Offs)
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{
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if (Fb == null)
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{
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throw new ArgumentNullException(nameof(Fb));
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}
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if (Width < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(Width));
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}
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if (Height < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(Height));
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}
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lock (FbPtrLock)
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{
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FbPtr = Fb;
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}
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if (Width != TexWidth ||
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Height != TexHeight)
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{
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TexWidth = Width;
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TexHeight = Height;
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SetupTexture();
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}
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GL.UseProgram(PrgShaderHandle);
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int TransformUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "transform");
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GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
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int WindowSizeUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "window_size");
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GL.Uniform2(WindowSizeUniformLocation, new Vector2(WindowWidth, WindowHeight));
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int OffsetUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "offset");
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GL.Uniform2(OffsetUniformLocation, Offs);
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}
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public void Reset()
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{
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lock (FbPtrLock)
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{
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FbPtr = null;
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}
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}
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public void Render()
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{
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lock (FbPtrLock)
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{
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if (FbPtr == null)
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{
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return;
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}
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for (int Y = 0; Y < TexHeight; Y++)
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for (int X = 0; X < TexWidth; X++)
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{
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Pixels[X + Y * TexWidth] = *((int*)(FbPtr + GetSwizzleOffset(X, Y)));
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}
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}
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GL.BindTexture(TextureTarget.Texture2D, TexHandle);
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GL.TexSubImage2D(TextureTarget.Texture2D,
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0,
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0,
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0,
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TexWidth,
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TexHeight,
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PixelFormat.Rgba,
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PixelType.UnsignedByte,
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Pixels);
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindVertexArray(VaoHandle);
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GL.UseProgram(PrgShaderHandle);
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GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
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}
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private int GetSwizzleOffset(int X, int Y)
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{
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int Pos;
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Pos = (Y & 0x7f) >> 4;
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Pos += (X >> 4) << 3;
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Pos += (Y >> 7) * ((TexWidth >> 4) << 3);
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Pos *= 1024;
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Pos += ((Y & 0xf) >> 3) << 9;
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Pos += ((X & 0xf) >> 3) << 8;
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Pos += ((Y & 0x7) >> 1) << 6;
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Pos += ((X & 0x7) >> 2) << 5;
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Pos += ((Y & 0x1) >> 0) << 4;
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Pos += ((X & 0x3) >> 0) << 2;
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return Pos;
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}
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}
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} |