mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-27 20:42:03 +00:00
0cd5ba03fe
* Scissor test implementation. Partially stubbed until geometry shaders are fixed * Apply to all viewports when geometry shaders are disabled. * Also apply enable cap to all viewports when geometry shaders are disabled * Added fixme as per suggestion Co-Authored-By: BaronKiko <BaronKiko@users.noreply.github.com> * Apparently no alignment needed here. * Comment on new line * Correct height calculation
824 lines
No EOL
33 KiB
C#
824 lines
No EOL
33 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 OGLPipeline : IGalPipeline
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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> FloatAttribTypes =
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new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
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{
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{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Float },
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{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.Float },
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{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.HalfFloat },
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{ GalVertexAttribSize._32_32, VertexAttribPointerType.Float },
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{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.HalfFloat },
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{ GalVertexAttribSize._16_16, VertexAttribPointerType.HalfFloat },
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{ GalVertexAttribSize._32, VertexAttribPointerType.Float },
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{ GalVertexAttribSize._16, VertexAttribPointerType.HalfFloat }
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};
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private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> SignedAttribTypes =
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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.Int2101010Rev }
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};
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private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> UnsignedAttribTypes =
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new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
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{
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{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.UnsignedInt },
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{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.UnsignedInt },
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{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.UnsignedShort },
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{ GalVertexAttribSize._32_32, VertexAttribPointerType.UnsignedInt },
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{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.UnsignedShort },
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{ GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.UnsignedByte },
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{ GalVertexAttribSize._16_16, VertexAttribPointerType.UnsignedShort },
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{ GalVertexAttribSize._32, VertexAttribPointerType.UnsignedInt },
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{ GalVertexAttribSize._8_8_8, VertexAttribPointerType.UnsignedByte },
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{ GalVertexAttribSize._8_8, VertexAttribPointerType.UnsignedByte },
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{ GalVertexAttribSize._16, VertexAttribPointerType.UnsignedShort },
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{ GalVertexAttribSize._8, VertexAttribPointerType.UnsignedByte },
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{ GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.UnsignedInt2101010Rev },
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{ GalVertexAttribSize._11_11_10, VertexAttribPointerType.UnsignedInt10F11F11FRev }
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};
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private GalPipelineState Old;
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private OGLConstBuffer Buffer;
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private OGLRenderTarget RenderTarget;
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private OGLRasterizer Rasterizer;
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private OGLShader Shader;
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private int VaoHandle;
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public OGLPipeline(
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OGLConstBuffer Buffer,
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OGLRenderTarget RenderTarget,
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OGLRasterizer Rasterizer,
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OGLShader Shader)
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{
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this.Buffer = Buffer;
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this.RenderTarget = RenderTarget;
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this.Rasterizer = Rasterizer;
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this.Shader = Shader;
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//These values match OpenGL's defaults
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Old = new GalPipelineState
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{
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FrontFace = GalFrontFace.CCW,
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CullFaceEnabled = false,
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CullFace = GalCullFace.Back,
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DepthTestEnabled = false,
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DepthWriteEnabled = true,
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DepthFunc = GalComparisonOp.Less,
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DepthRangeNear = 0,
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DepthRangeFar = 1,
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StencilTestEnabled = false,
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StencilBackFuncFunc = GalComparisonOp.Always,
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StencilBackFuncRef = 0,
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StencilBackFuncMask = UInt32.MaxValue,
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StencilBackOpFail = GalStencilOp.Keep,
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StencilBackOpZFail = GalStencilOp.Keep,
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StencilBackOpZPass = GalStencilOp.Keep,
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StencilBackMask = UInt32.MaxValue,
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StencilFrontFuncFunc = GalComparisonOp.Always,
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StencilFrontFuncRef = 0,
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StencilFrontFuncMask = UInt32.MaxValue,
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StencilFrontOpFail = GalStencilOp.Keep,
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StencilFrontOpZFail = GalStencilOp.Keep,
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StencilFrontOpZPass = GalStencilOp.Keep,
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StencilFrontMask = UInt32.MaxValue,
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BlendIndependent = false,
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PrimitiveRestartEnabled = false,
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PrimitiveRestartIndex = 0
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};
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for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
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{
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Old.Blends[Index] = BlendState.Default;
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Old.ColorMasks[Index] = ColorMaskState.Default;
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}
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}
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public void Bind(GalPipelineState New)
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{
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BindConstBuffers(New);
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BindVertexLayout(New);
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if (New.FramebufferSrgb != Old.FramebufferSrgb)
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{
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Enable(EnableCap.FramebufferSrgb, New.FramebufferSrgb);
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RenderTarget.FramebufferSrgb = New.FramebufferSrgb;
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}
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if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY || New.Instance != Old.Instance)
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{
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Shader.SetExtraData(New.FlipX, New.FlipY, New.Instance);
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}
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//Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
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//if (New.FrontFace != Old.FrontFace)
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//{
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// GL.FrontFace(OGLEnumConverter.GetFrontFace(New.FrontFace));
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//}
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//if (New.CullFaceEnabled != Old.CullFaceEnabled)
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//{
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// Enable(EnableCap.CullFace, New.CullFaceEnabled);
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//}
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//if (New.CullFaceEnabled)
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//{
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// if (New.CullFace != Old.CullFace)
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// {
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// GL.CullFace(OGLEnumConverter.GetCullFace(New.CullFace));
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// }
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//}
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if (New.DepthTestEnabled != Old.DepthTestEnabled)
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{
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Enable(EnableCap.DepthTest, New.DepthTestEnabled);
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}
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if (New.DepthWriteEnabled != Old.DepthWriteEnabled)
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{
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GL.DepthMask(New.DepthWriteEnabled);
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}
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if (New.DepthTestEnabled)
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{
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if (New.DepthFunc != Old.DepthFunc)
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{
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GL.DepthFunc(OGLEnumConverter.GetDepthFunc(New.DepthFunc));
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}
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}
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if (New.DepthRangeNear != Old.DepthRangeNear ||
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New.DepthRangeFar != Old.DepthRangeFar)
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{
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GL.DepthRange(New.DepthRangeNear, New.DepthRangeFar);
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}
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if (New.StencilTestEnabled != Old.StencilTestEnabled)
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{
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Enable(EnableCap.StencilTest, New.StencilTestEnabled);
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}
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if (New.StencilTwoSideEnabled != Old.StencilTwoSideEnabled)
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{
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Enable((EnableCap)All.StencilTestTwoSideExt, New.StencilTwoSideEnabled);
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}
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if (New.StencilTestEnabled)
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{
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if (New.StencilBackFuncFunc != Old.StencilBackFuncFunc ||
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New.StencilBackFuncRef != Old.StencilBackFuncRef ||
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New.StencilBackFuncMask != Old.StencilBackFuncMask)
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{
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GL.StencilFuncSeparate(
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StencilFace.Back,
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OGLEnumConverter.GetStencilFunc(New.StencilBackFuncFunc),
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New.StencilBackFuncRef,
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New.StencilBackFuncMask);
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}
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if (New.StencilBackOpFail != Old.StencilBackOpFail ||
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New.StencilBackOpZFail != Old.StencilBackOpZFail ||
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New.StencilBackOpZPass != Old.StencilBackOpZPass)
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{
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GL.StencilOpSeparate(
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StencilFace.Back,
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OGLEnumConverter.GetStencilOp(New.StencilBackOpFail),
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OGLEnumConverter.GetStencilOp(New.StencilBackOpZFail),
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OGLEnumConverter.GetStencilOp(New.StencilBackOpZPass));
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}
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if (New.StencilBackMask != Old.StencilBackMask)
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{
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GL.StencilMaskSeparate(StencilFace.Back, New.StencilBackMask);
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}
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if (New.StencilFrontFuncFunc != Old.StencilFrontFuncFunc ||
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New.StencilFrontFuncRef != Old.StencilFrontFuncRef ||
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New.StencilFrontFuncMask != Old.StencilFrontFuncMask)
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{
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GL.StencilFuncSeparate(
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StencilFace.Front,
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OGLEnumConverter.GetStencilFunc(New.StencilFrontFuncFunc),
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New.StencilFrontFuncRef,
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New.StencilFrontFuncMask);
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}
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if (New.StencilFrontOpFail != Old.StencilFrontOpFail ||
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New.StencilFrontOpZFail != Old.StencilFrontOpZFail ||
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New.StencilFrontOpZPass != Old.StencilFrontOpZPass)
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{
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GL.StencilOpSeparate(
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StencilFace.Front,
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OGLEnumConverter.GetStencilOp(New.StencilFrontOpFail),
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OGLEnumConverter.GetStencilOp(New.StencilFrontOpZFail),
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OGLEnumConverter.GetStencilOp(New.StencilFrontOpZPass));
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}
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if (New.StencilFrontMask != Old.StencilFrontMask)
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{
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GL.StencilMaskSeparate(StencilFace.Front, New.StencilFrontMask);
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}
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}
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// Scissor Test
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bool forceUpdate;
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for (int Index = 0; Index < New.ScissorTestCount; Index++)
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{
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forceUpdate = false;
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if (New.ScissorTestEnabled[Index] != Old.ScissorTestEnabled[Index])
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{
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if (New.ScissorTestEnabled[Index])
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{
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// If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
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if (New.ScissorTestCount == 1)
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{
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GL.Enable(EnableCap.ScissorTest);
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}
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else
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{
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GL.Enable(IndexedEnableCap.ScissorTest, Index);
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}
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forceUpdate = true;
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}
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else
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{
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GL.Disable(IndexedEnableCap.ScissorTest, Index);
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}
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}
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if (New.ScissorTestEnabled[Index] &&
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(New.ScissorTestX[Index] != Old.ScissorTestX[Index] ||
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New.ScissorTestY[Index] != Old.ScissorTestY[Index] ||
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New.ScissorTestWidth[Index] != Old.ScissorTestWidth[Index] ||
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New.ScissorTestHeight[Index] != Old.ScissorTestHeight[Index] ||
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forceUpdate)) // Force update intentionally last to reduce if comparisons
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{
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// If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
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if (New.ScissorTestCount == 1)
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{
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GL.Scissor(New.ScissorTestX[Index], New.ScissorTestY[Index],
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New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
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}
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else
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{
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GL.ScissorIndexed(Index, New.ScissorTestX[Index], New.ScissorTestY[Index],
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New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
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}
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}
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}
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if (New.BlendIndependent)
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{
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for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
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{
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SetBlendState(Index, New.Blends[Index], Old.Blends[Index]);
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}
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}
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else
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{
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if (New.BlendIndependent != Old.BlendIndependent)
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{
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SetAllBlendState(New.Blends[0]);
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}
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else
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{
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SetBlendState(New.Blends[0], Old.Blends[0]);
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}
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}
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if (New.ColorMaskCommon)
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{
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if (New.ColorMaskCommon != Old.ColorMaskCommon || !New.ColorMasks[0].Equals(Old.ColorMasks[0]))
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{
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GL.ColorMask(
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New.ColorMasks[0].Red,
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New.ColorMasks[0].Green,
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New.ColorMasks[0].Blue,
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New.ColorMasks[0].Alpha);
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}
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}
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else
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{
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for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
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{
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if (!New.ColorMasks[Index].Equals(Old.ColorMasks[Index]))
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{
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GL.ColorMask(
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Index,
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New.ColorMasks[Index].Red,
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New.ColorMasks[Index].Green,
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New.ColorMasks[Index].Blue,
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New.ColorMasks[Index].Alpha);
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}
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}
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}
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if (New.PrimitiveRestartEnabled != Old.PrimitiveRestartEnabled)
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{
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Enable(EnableCap.PrimitiveRestart, New.PrimitiveRestartEnabled);
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}
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if (New.PrimitiveRestartEnabled)
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{
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if (New.PrimitiveRestartIndex != Old.PrimitiveRestartIndex)
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{
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GL.PrimitiveRestartIndex(New.PrimitiveRestartIndex);
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}
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}
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Old = New;
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}
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private void SetAllBlendState(BlendState New)
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{
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Enable(EnableCap.Blend, New.Enabled);
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if (New.Enabled)
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{
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if (New.SeparateAlpha)
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{
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GL.BlendEquationSeparate(
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OGLEnumConverter.GetBlendEquation(New.EquationRgb),
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OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
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GL.BlendFuncSeparate(
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(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
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(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
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(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
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(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
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}
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else
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{
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GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.EquationRgb));
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GL.BlendFunc(
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OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
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OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
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}
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}
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}
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private void SetBlendState(BlendState New, BlendState Old)
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{
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if (New.Enabled != Old.Enabled)
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{
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Enable(EnableCap.Blend, New.Enabled);
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}
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if (New.Enabled)
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{
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if (New.SeparateAlpha)
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{
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if (New.EquationRgb != Old.EquationRgb ||
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New.EquationAlpha != Old.EquationAlpha)
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{
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GL.BlendEquationSeparate(
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OGLEnumConverter.GetBlendEquation(New.EquationRgb),
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OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
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}
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if (New.FuncSrcRgb != Old.FuncSrcRgb ||
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New.FuncDstRgb != Old.FuncDstRgb ||
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New.FuncSrcAlpha != Old.FuncSrcAlpha ||
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New.FuncDstAlpha != Old.FuncDstAlpha)
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{
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GL.BlendFuncSeparate(
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(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
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(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
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(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
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(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
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}
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}
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else
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{
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if (New.EquationRgb != Old.EquationRgb)
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{
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GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.EquationRgb));
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}
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if (New.FuncSrcRgb != Old.FuncSrcRgb ||
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New.FuncDstRgb != Old.FuncDstRgb)
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{
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GL.BlendFunc(
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OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
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OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
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}
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}
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}
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}
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private void SetBlendState(int Index, BlendState New, BlendState Old)
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{
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if (New.Enabled != Old.Enabled)
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{
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Enable(IndexedEnableCap.Blend, Index, New.Enabled);
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}
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if (New.Enabled)
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{
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if (New.SeparateAlpha)
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{
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if (New.EquationRgb != Old.EquationRgb ||
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New.EquationAlpha != Old.EquationAlpha)
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{
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GL.BlendEquationSeparate(
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Index,
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OGLEnumConverter.GetBlendEquation(New.EquationRgb),
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OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
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}
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|
|
if (New.FuncSrcRgb != Old.FuncSrcRgb ||
|
|
New.FuncDstRgb != Old.FuncDstRgb ||
|
|
New.FuncSrcAlpha != Old.FuncSrcAlpha ||
|
|
New.FuncDstAlpha != Old.FuncDstAlpha)
|
|
{
|
|
GL.BlendFuncSeparate(
|
|
Index,
|
|
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
|
|
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
|
|
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
|
|
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (New.EquationRgb != Old.EquationRgb)
|
|
{
|
|
GL.BlendEquation(Index, OGLEnumConverter.GetBlendEquation(New.EquationRgb));
|
|
}
|
|
|
|
if (New.FuncSrcRgb != Old.FuncSrcRgb ||
|
|
New.FuncDstRgb != Old.FuncDstRgb)
|
|
{
|
|
GL.BlendFunc(
|
|
Index,
|
|
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
|
|
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void BindConstBuffers(GalPipelineState New)
|
|
{
|
|
int FreeBinding = OGLShader.ReservedCbufCount;
|
|
|
|
void BindIfNotNull(OGLShaderStage Stage)
|
|
{
|
|
if (Stage != null)
|
|
{
|
|
foreach (ShaderDeclInfo DeclInfo in Stage.ConstBufferUsage)
|
|
{
|
|
long Key = New.ConstBufferKeys[(int)Stage.Type][DeclInfo.Cbuf];
|
|
|
|
if (Key != 0 && Buffer.TryGetUbo(Key, out int UboHandle))
|
|
{
|
|
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, UboHandle);
|
|
}
|
|
|
|
FreeBinding++;
|
|
}
|
|
}
|
|
}
|
|
|
|
BindIfNotNull(Shader.Current.Vertex);
|
|
BindIfNotNull(Shader.Current.TessControl);
|
|
BindIfNotNull(Shader.Current.TessEvaluation);
|
|
BindIfNotNull(Shader.Current.Geometry);
|
|
BindIfNotNull(Shader.Current.Fragment);
|
|
}
|
|
|
|
private void BindVertexLayout(GalPipelineState New)
|
|
{
|
|
foreach (GalVertexBinding Binding in New.VertexBindings)
|
|
{
|
|
if (!Binding.Enabled || !Rasterizer.TryGetVbo(Binding.VboKey, out int VboHandle))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (VaoHandle == 0)
|
|
{
|
|
VaoHandle = GL.GenVertexArray();
|
|
|
|
//Vertex arrays shouldn't be used anywhere else in OpenGL's backend
|
|
//if you want to use it, move this line out of the if
|
|
GL.BindVertexArray(VaoHandle);
|
|
}
|
|
|
|
foreach (GalVertexAttrib Attrib in Binding.Attribs)
|
|
{
|
|
//Skip uninitialized attributes.
|
|
if (Attrib.Size == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
|
|
|
|
bool Unsigned =
|
|
Attrib.Type == GalVertexAttribType.Unorm ||
|
|
Attrib.Type == GalVertexAttribType.Uint ||
|
|
Attrib.Type == GalVertexAttribType.Uscaled;
|
|
|
|
bool Normalize =
|
|
Attrib.Type == GalVertexAttribType.Snorm ||
|
|
Attrib.Type == GalVertexAttribType.Unorm;
|
|
|
|
VertexAttribPointerType Type = 0;
|
|
|
|
if (Attrib.Type == GalVertexAttribType.Float)
|
|
{
|
|
Type = GetType(FloatAttribTypes, Attrib);
|
|
}
|
|
else
|
|
{
|
|
if (Unsigned)
|
|
{
|
|
Type = GetType(UnsignedAttribTypes, Attrib);
|
|
}
|
|
else
|
|
{
|
|
Type = GetType(SignedAttribTypes, Attrib);
|
|
}
|
|
}
|
|
|
|
if (!AttribElements.TryGetValue(Attrib.Size, out int Size))
|
|
{
|
|
throw new InvalidOperationException("Invalid attribute size \"" + Attrib.Size + "\"!");
|
|
}
|
|
|
|
int Offset = Attrib.Offset;
|
|
|
|
if (Binding.Stride != 0)
|
|
{
|
|
GL.EnableVertexAttribArray(Attrib.Index);
|
|
|
|
if (Attrib.Type == GalVertexAttribType.Sint ||
|
|
Attrib.Type == GalVertexAttribType.Uint)
|
|
{
|
|
IntPtr Pointer = new IntPtr(Offset);
|
|
|
|
VertexAttribIntegerType IType = (VertexAttribIntegerType)Type;
|
|
|
|
GL.VertexAttribIPointer(Attrib.Index, Size, IType, Binding.Stride, Pointer);
|
|
}
|
|
else
|
|
{
|
|
GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Binding.Stride, Offset);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GL.DisableVertexAttribArray(Attrib.Index);
|
|
|
|
SetConstAttrib(Attrib);
|
|
}
|
|
|
|
if (Binding.Instanced && Binding.Divisor != 0)
|
|
{
|
|
GL.VertexAttribDivisor(Attrib.Index, 1);
|
|
}
|
|
else
|
|
{
|
|
GL.VertexAttribDivisor(Attrib.Index, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private static VertexAttribPointerType GetType(Dictionary<GalVertexAttribSize, VertexAttribPointerType> Dict, GalVertexAttrib Attrib)
|
|
{
|
|
if (!Dict.TryGetValue(Attrib.Size, out VertexAttribPointerType Type))
|
|
{
|
|
ThrowUnsupportedAttrib(Attrib);
|
|
}
|
|
|
|
return Type;
|
|
}
|
|
|
|
private unsafe static void SetConstAttrib(GalVertexAttrib Attrib)
|
|
{
|
|
if (Attrib.Size == GalVertexAttribSize._10_10_10_2 ||
|
|
Attrib.Size == GalVertexAttribSize._11_11_10)
|
|
{
|
|
ThrowUnsupportedAttrib(Attrib);
|
|
}
|
|
|
|
fixed (byte* Ptr = Attrib.Data)
|
|
{
|
|
if (Attrib.Type == GalVertexAttribType.Unorm)
|
|
{
|
|
switch (Attrib.Size)
|
|
{
|
|
case GalVertexAttribSize._8:
|
|
case GalVertexAttribSize._8_8:
|
|
case GalVertexAttribSize._8_8_8:
|
|
case GalVertexAttribSize._8_8_8_8:
|
|
GL.VertexAttrib4N((uint)Attrib.Index, Ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._16:
|
|
case GalVertexAttribSize._16_16:
|
|
case GalVertexAttribSize._16_16_16:
|
|
case GalVertexAttribSize._16_16_16_16:
|
|
GL.VertexAttrib4N((uint)Attrib.Index, (ushort*)Ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._32:
|
|
case GalVertexAttribSize._32_32:
|
|
case GalVertexAttribSize._32_32_32:
|
|
case GalVertexAttribSize._32_32_32_32:
|
|
GL.VertexAttrib4N((uint)Attrib.Index, (uint*)Ptr);
|
|
break;
|
|
}
|
|
}
|
|
else if (Attrib.Type == GalVertexAttribType.Snorm)
|
|
{
|
|
switch (Attrib.Size)
|
|
{
|
|
case GalVertexAttribSize._8:
|
|
case GalVertexAttribSize._8_8:
|
|
case GalVertexAttribSize._8_8_8:
|
|
case GalVertexAttribSize._8_8_8_8:
|
|
GL.VertexAttrib4N((uint)Attrib.Index, (sbyte*)Ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._16:
|
|
case GalVertexAttribSize._16_16:
|
|
case GalVertexAttribSize._16_16_16:
|
|
case GalVertexAttribSize._16_16_16_16:
|
|
GL.VertexAttrib4N((uint)Attrib.Index, (short*)Ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._32:
|
|
case GalVertexAttribSize._32_32:
|
|
case GalVertexAttribSize._32_32_32:
|
|
case GalVertexAttribSize._32_32_32_32:
|
|
GL.VertexAttrib4N((uint)Attrib.Index, (int*)Ptr);
|
|
break;
|
|
}
|
|
}
|
|
else if (Attrib.Type == GalVertexAttribType.Uint)
|
|
{
|
|
switch (Attrib.Size)
|
|
{
|
|
case GalVertexAttribSize._8:
|
|
case GalVertexAttribSize._8_8:
|
|
case GalVertexAttribSize._8_8_8:
|
|
case GalVertexAttribSize._8_8_8_8:
|
|
GL.VertexAttribI4((uint)Attrib.Index, Ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._16:
|
|
case GalVertexAttribSize._16_16:
|
|
case GalVertexAttribSize._16_16_16:
|
|
case GalVertexAttribSize._16_16_16_16:
|
|
GL.VertexAttribI4((uint)Attrib.Index, (ushort*)Ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._32:
|
|
case GalVertexAttribSize._32_32:
|
|
case GalVertexAttribSize._32_32_32:
|
|
case GalVertexAttribSize._32_32_32_32:
|
|
GL.VertexAttribI4((uint)Attrib.Index, (uint*)Ptr);
|
|
break;
|
|
}
|
|
}
|
|
else if (Attrib.Type == GalVertexAttribType.Sint)
|
|
{
|
|
switch (Attrib.Size)
|
|
{
|
|
case GalVertexAttribSize._8:
|
|
case GalVertexAttribSize._8_8:
|
|
case GalVertexAttribSize._8_8_8:
|
|
case GalVertexAttribSize._8_8_8_8:
|
|
GL.VertexAttribI4((uint)Attrib.Index, (sbyte*)Ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._16:
|
|
case GalVertexAttribSize._16_16:
|
|
case GalVertexAttribSize._16_16_16:
|
|
case GalVertexAttribSize._16_16_16_16:
|
|
GL.VertexAttribI4((uint)Attrib.Index, (short*)Ptr);
|
|
break;
|
|
|
|
case GalVertexAttribSize._32:
|
|
case GalVertexAttribSize._32_32:
|
|
case GalVertexAttribSize._32_32_32:
|
|
case GalVertexAttribSize._32_32_32_32:
|
|
GL.VertexAttribI4((uint)Attrib.Index, (int*)Ptr);
|
|
break;
|
|
}
|
|
}
|
|
else if (Attrib.Type == GalVertexAttribType.Float)
|
|
{
|
|
switch (Attrib.Size)
|
|
{
|
|
case GalVertexAttribSize._32:
|
|
case GalVertexAttribSize._32_32:
|
|
case GalVertexAttribSize._32_32_32:
|
|
case GalVertexAttribSize._32_32_32_32:
|
|
GL.VertexAttrib4(Attrib.Index, (float*)Ptr);
|
|
break;
|
|
|
|
default: ThrowUnsupportedAttrib(Attrib); break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void ThrowUnsupportedAttrib(GalVertexAttrib Attrib)
|
|
{
|
|
throw new NotImplementedException("Unsupported size \"" + Attrib.Size + "\" on type \"" + Attrib.Type + "\"!");
|
|
}
|
|
|
|
private void Enable(EnableCap Cap, bool Enabled)
|
|
{
|
|
if (Enabled)
|
|
{
|
|
GL.Enable(Cap);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(Cap);
|
|
}
|
|
}
|
|
|
|
private void Enable(IndexedEnableCap Cap, int Index, bool Enabled)
|
|
{
|
|
if (Enabled)
|
|
{
|
|
GL.Enable(Cap, Index);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(Cap, Index);
|
|
}
|
|
}
|
|
|
|
public void ResetDepthMask()
|
|
{
|
|
Old.DepthWriteEnabled = true;
|
|
}
|
|
|
|
public void ResetColorMask(int Index)
|
|
{
|
|
Old.ColorMasks[Index] = ColorMaskState.Default;
|
|
}
|
|
}
|
|
} |