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Ryujinx/Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs
ReinUsesLisp 726de8c46a Rendertarget attachments, texture and image changes (#358)
* Add multiple color outputs for fragment shaders

* Add registers and gal enums

* Use textures for framebuffers and split color and zeta framebuffers

* Abstract texture and framebuffer targets as an image

* Share images between framebuffers and textures

* Unstub formats

* Add some formats

* Disable multiple attachments

* Cache framebuffer attachments

* Handle format types

* Add some rendertarget formats

* Code cleanup

* Fixup half float types

* Address feedback

* Disable multiple attachments in shaders

* Add A4B4G4R4 image format

* Add reversed section for image enums
2018-08-19 22:25:26 -03:00

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4.5 KiB
C#

using OpenTK.Graphics.OpenGL;
using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLRasterizer : IGalRasterizer
{
private int[] VertexBuffers;
private OGLCachedResource<int> VboCache;
private OGLCachedResource<int> IboCache;
private struct IbInfo
{
public int Count;
public int ElemSizeLog2;
public DrawElementsType Type;
}
private IbInfo IndexBuffer;
public OGLRasterizer()
{
VertexBuffers = new int[32];
VboCache = new OGLCachedResource<int>(GL.DeleteBuffer);
IboCache = new OGLCachedResource<int>(GL.DeleteBuffer);
IndexBuffer = new IbInfo();
}
public void LockCaches()
{
VboCache.Lock();
IboCache.Lock();
}
public void UnlockCaches()
{
VboCache.Unlock();
IboCache.Unlock();
}
public void ClearBuffers(
GalClearBufferFlags Flags,
int Attachment,
float Red, float Green, float Blue, float Alpha,
float Depth,
int Stencil)
{
GL.ColorMask(
Flags.HasFlag(GalClearBufferFlags.ColorRed),
Flags.HasFlag(GalClearBufferFlags.ColorGreen),
Flags.HasFlag(GalClearBufferFlags.ColorBlue),
Flags.HasFlag(GalClearBufferFlags.ColorAlpha));
GL.ClearBuffer(ClearBuffer.Color, Attachment, new float[] { Red, Green, Blue, Alpha });
if (Flags.HasFlag(GalClearBufferFlags.Depth))
{
GL.ClearBuffer(ClearBuffer.Depth, 0, ref Depth);
}
if (Flags.HasFlag(GalClearBufferFlags.Stencil))
{
GL.ClearBuffer(ClearBuffer.Stencil, 0, ref Stencil);
}
GL.ColorMask(true, true, true, true);
}
public bool IsVboCached(long Key, long DataSize)
{
return VboCache.TryGetSize(Key, out long Size) && Size == DataSize;
}
public bool IsIboCached(long Key, long DataSize)
{
return IboCache.TryGetSize(Key, out long Size) && Size == DataSize;
}
public void CreateVbo(long Key, int DataSize, IntPtr HostAddress)
{
int Handle = GL.GenBuffer();
VboCache.AddOrUpdate(Key, Handle, (uint)DataSize);
IntPtr Length = new IntPtr(DataSize);
GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
GL.BufferData(BufferTarget.ArrayBuffer, Length, HostAddress, BufferUsageHint.StreamDraw);
}
public void CreateIbo(long Key, int DataSize, IntPtr HostAddress)
{
int Handle = GL.GenBuffer();
IboCache.AddOrUpdate(Key, Handle, (uint)DataSize);
IntPtr Length = new IntPtr(DataSize);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, Handle);
GL.BufferData(BufferTarget.ElementArrayBuffer, Length, HostAddress, BufferUsageHint.StreamDraw);
}
public void SetIndexArray(int Size, GalIndexFormat Format)
{
IndexBuffer.Type = OGLEnumConverter.GetDrawElementsType(Format);
IndexBuffer.Count = Size >> (int)Format;
IndexBuffer.ElemSizeLog2 = (int)Format;
}
public void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType)
{
if (PrimCount == 0)
{
return;
}
GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
}
public void DrawElements(long IboKey, int First, int VertexBase, GalPrimitiveType PrimType)
{
if (!IboCache.TryGetValue(IboKey, out int IboHandle))
{
return;
}
PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, IboHandle);
First <<= IndexBuffer.ElemSizeLog2;
if (VertexBase != 0)
{
IntPtr Indices = new IntPtr(First);
GL.DrawElementsBaseVertex(Mode, IndexBuffer.Count, IndexBuffer.Type, Indices, VertexBase);
}
else
{
GL.DrawElements(Mode, IndexBuffer.Count, IndexBuffer.Type, First);
}
}
public bool TryGetVbo(long VboKey, out int VboHandle)
{
return VboCache.TryGetValue(VboKey, out VboHandle);
}
}
}