mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-27 23:32:04 +00:00
b9aa3966c0
interpreter, and a rewrite of the GPU code.
231 lines
No EOL
7.7 KiB
C#
231 lines
No EOL
7.7 KiB
C#
using OpenTK.Graphics.OpenGL;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLRasterizer
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{
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private static Dictionary<GalVertexAttribSize, int> AttribElements =
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new Dictionary<GalVertexAttribSize, int>()
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{
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{ GalVertexAttribSize._32_32_32_32, 4 },
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{ GalVertexAttribSize._32_32_32, 3 },
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{ GalVertexAttribSize._16_16_16_16, 4 },
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{ GalVertexAttribSize._32_32, 2 },
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{ GalVertexAttribSize._16_16_16, 3 },
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{ GalVertexAttribSize._8_8_8_8, 4 },
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{ GalVertexAttribSize._16_16, 2 },
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{ GalVertexAttribSize._32, 1 },
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{ GalVertexAttribSize._8_8_8, 3 },
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{ GalVertexAttribSize._8_8, 2 },
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{ GalVertexAttribSize._16, 1 },
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{ GalVertexAttribSize._8, 1 },
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{ GalVertexAttribSize._10_10_10_2, 4 },
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{ GalVertexAttribSize._11_11_10, 3 }
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};
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private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> AttribTypes =
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new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
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{
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{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._32_32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._16_16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._32, VertexAttribPointerType.Int },
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{ GalVertexAttribSize._8_8_8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._8_8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._16, VertexAttribPointerType.Short },
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{ GalVertexAttribSize._8, VertexAttribPointerType.Byte },
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{ GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.Int }, //?
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{ GalVertexAttribSize._11_11_10, VertexAttribPointerType.Int } //?
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};
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private struct VbInfo
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{
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public int VaoHandle;
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public int VboHandle;
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public int PrimCount;
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}
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private struct IbInfo
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{
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public int IboHandle;
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public int Count;
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public DrawElementsType Type;
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}
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private VbInfo[] VertexBuffers;
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private IbInfo IndexBuffer;
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public OGLRasterizer()
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{
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VertexBuffers = new VbInfo[32];
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IndexBuffer = new IbInfo();
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}
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public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
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{
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ClearBufferMask Mask = 0;
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//OpenGL doesn't support clearing just a single color channel,
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//so we can't just clear all channels...
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if (Flags.HasFlag(GalClearBufferFlags.ColorRed) &&
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Flags.HasFlag(GalClearBufferFlags.ColorGreen) &&
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Flags.HasFlag(GalClearBufferFlags.ColorBlue) &&
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Flags.HasFlag(GalClearBufferFlags.ColorAlpha))
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{
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Mask = ClearBufferMask.ColorBufferBit;
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}
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if (Flags.HasFlag(GalClearBufferFlags.Depth))
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{
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Mask |= ClearBufferMask.DepthBufferBit;
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}
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if (Flags.HasFlag(GalClearBufferFlags.Stencil))
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{
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Mask |= ClearBufferMask.StencilBufferBit;
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}
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GL.Clear(Mask);
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}
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public void SetVertexArray(int VbIndex, int Stride, byte[] Buffer, GalVertexAttrib[] Attribs)
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{
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EnsureVbInitialized(VbIndex);
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VertexBuffers[VbIndex].PrimCount = Buffer.Length / Stride;
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VbInfo Vb = VertexBuffers[VbIndex];
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IntPtr Length = new IntPtr(Buffer.Length);
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GL.BindBuffer(BufferTarget.ArrayBuffer, Vb.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(Vb.VaoHandle);
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for (int Attr = 0; Attr < 16; Attr++)
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{
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GL.DisableVertexAttribArray(Attr);
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}
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for (int Index = 0; Index < Attribs.Length; Index++)
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{
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GalVertexAttrib Attrib = Attribs[Index];
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GL.EnableVertexAttribArray(Index);
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GL.BindBuffer(BufferTarget.ArrayBuffer, Vb.VboHandle);
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bool Unsigned =
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Attrib.Type == GalVertexAttribType.Unorm ||
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Attrib.Type == GalVertexAttribType.Uint ||
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Attrib.Type == GalVertexAttribType.Uscaled;
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bool Normalize =
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Attrib.Type == GalVertexAttribType.Snorm ||
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Attrib.Type == GalVertexAttribType.Unorm;
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VertexAttribPointerType Type = 0;
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if (Attrib.Type == GalVertexAttribType.Float)
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{
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Type = VertexAttribPointerType.Float;
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}
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else
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{
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Type = AttribTypes[Attrib.Size] + (Unsigned ? 1 : 0);
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}
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int Size = AttribElements[Attrib.Size];
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int Offset = Attrib.Offset;
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GL.VertexAttribPointer(Index, Size, Type, Normalize, Stride, Offset);
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}
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GL.BindVertexArray(0);
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}
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public void SetIndexArray(byte[] Buffer, GalIndexFormat Format)
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{
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EnsureIbInitialized();
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IndexBuffer.Type = OGLEnumConverter.GetDrawElementsType(Format);
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IndexBuffer.Count = Buffer.Length >> (int)Format;
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IntPtr Length = new IntPtr(Buffer.Length);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer.IboHandle);
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GL.BufferData(BufferTarget.ElementArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
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}
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public void DrawArrays(int VbIndex, GalPrimitiveType PrimType)
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{
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VbInfo Vb = VertexBuffers[VbIndex];
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if (Vb.PrimCount == 0)
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{
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return;
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}
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GL.BindVertexArray(Vb.VaoHandle);
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GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), 0, Vb.PrimCount);
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}
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public void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType)
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{
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VbInfo Vb = VertexBuffers[VbIndex];
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if (Vb.PrimCount == 0)
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{
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return;
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}
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PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);
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GL.BindVertexArray(Vb.VaoHandle);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer.IboHandle);
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GL.DrawElements(Mode, IndexBuffer.Count, IndexBuffer.Type, First);
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}
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private void EnsureVbInitialized(int VbIndex)
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{
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VbInfo Vb = VertexBuffers[VbIndex];
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if (Vb.VaoHandle == 0)
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{
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Vb.VaoHandle = GL.GenVertexArray();
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}
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if (Vb.VboHandle == 0)
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{
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Vb.VboHandle = GL.GenBuffer();
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}
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VertexBuffers[VbIndex] = Vb;
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}
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private void EnsureIbInitialized()
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{
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if (IndexBuffer.IboHandle == 0)
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{
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IndexBuffer.IboHandle = GL.GenBuffer();
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}
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}
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}
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} |