mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-11-16 22:37:08 +01:00
323 lines
10 KiB
C#
323 lines
10 KiB
C#
using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using System;
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using System.Collections.Concurrent;
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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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public class OpenGLRenderer : IGalRenderer
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{
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private struct VertexBuffer
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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 Texture
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{
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public int Handle;
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}
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private List<VertexBuffer> VertexBuffers;
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private Texture[] Textures;
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private ConcurrentQueue<Action> ActionsQueue;
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private FrameBuffer FbRenderer;
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public OpenGLRenderer()
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{
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VertexBuffers = new List<VertexBuffer>();
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Textures = new Texture[8];
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ActionsQueue = new ConcurrentQueue<Action>();
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}
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public void InitializeFrameBuffer()
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{
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FbRenderer = new FrameBuffer(1280, 720);
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}
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public void ResetFrameBuffer()
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{
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FbRenderer.Reset();
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}
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public void QueueAction(Action ActionMthd)
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{
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ActionsQueue.Enqueue(ActionMthd);
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}
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public void RunActions()
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{
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int Count = ActionsQueue.Count;
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while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
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{
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RenderAction();
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}
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}
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public void Render()
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{
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FbRenderer.Render();
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for (int Index = 0; Index < VertexBuffers.Count; Index++)
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{
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VertexBuffer Vb = VertexBuffers[Index];
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if (Vb.VaoHandle != 0 &&
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Vb.PrimCount != 0)
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{
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GL.BindVertexArray(Vb.VaoHandle);
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GL.DrawArrays(PrimitiveType.TriangleStrip, 0, Vb.PrimCount);
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}
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}
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}
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public void SetWindowSize(int Width, int Height)
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{
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FbRenderer.WindowWidth = Width;
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FbRenderer.WindowHeight = Height;
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}
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public unsafe void SetFrameBuffer(
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byte* Fb,
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int Width,
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int Height,
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float ScaleX,
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float ScaleY,
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float OffsX,
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float OffsY,
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float Rotate)
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{
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Matrix2 Transform;
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Transform = Matrix2.CreateScale(ScaleX, ScaleY);
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Transform *= Matrix2.CreateRotation(Rotate);
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Vector2 Offs = new Vector2(OffsX, OffsY);
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FbRenderer.Set(Fb, Width, Height, Transform, Offs);
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}
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public void SendVertexBuffer(int Index, byte[] Buffer, int Stride, GalVertexAttrib[] Attribs)
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{
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if (Index < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(Index));
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}
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if (Buffer.Length == 0 || Stride == 0)
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{
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return;
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}
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EnsureVbInitialized(Index);
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VertexBuffer Vb = VertexBuffers[Index];
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Vb.PrimCount = Buffer.Length / Stride;
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VertexBuffers[Index] = Vb;
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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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foreach (GalVertexAttrib Attrib in Attribs)
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{
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if (Attrib.Index >= 3) break;
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GL.EnableVertexAttribArray(Attrib.Index);
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GL.BindBuffer(BufferTarget.ArrayBuffer, Vb.VboHandle);
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int Size = 0;
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switch (Attrib.Size)
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{
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case GalVertexAttribSize._8:
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case GalVertexAttribSize._16:
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case GalVertexAttribSize._32:
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Size = 1;
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break;
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case GalVertexAttribSize._8_8:
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case GalVertexAttribSize._16_16:
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case GalVertexAttribSize._32_32:
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Size = 2;
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break;
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case GalVertexAttribSize._8_8_8:
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case GalVertexAttribSize._11_11_10:
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case GalVertexAttribSize._16_16_16:
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case GalVertexAttribSize._32_32_32:
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Size = 3;
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break;
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case GalVertexAttribSize._8_8_8_8:
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case GalVertexAttribSize._10_10_10_2:
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case GalVertexAttribSize._16_16_16_16:
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case GalVertexAttribSize._32_32_32_32:
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Size = 4;
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break;
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}
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bool Signed =
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Attrib.Type == GalVertexAttribType.Snorm ||
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Attrib.Type == GalVertexAttribType.Sint ||
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Attrib.Type == GalVertexAttribType.Sscaled;
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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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switch (Attrib.Type)
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{
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case GalVertexAttribType.Snorm:
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case GalVertexAttribType.Unorm:
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case GalVertexAttribType.Sint:
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case GalVertexAttribType.Uint:
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case GalVertexAttribType.Uscaled:
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case GalVertexAttribType.Sscaled:
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{
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switch (Attrib.Size)
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{
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case GalVertexAttribSize._8:
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case GalVertexAttribSize._8_8:
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case GalVertexAttribSize._8_8_8:
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case GalVertexAttribSize._8_8_8_8:
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{
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Type = Signed
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? VertexAttribPointerType.Byte
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: VertexAttribPointerType.UnsignedByte;
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break;
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}
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case GalVertexAttribSize._16:
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case GalVertexAttribSize._16_16:
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case GalVertexAttribSize._16_16_16:
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case GalVertexAttribSize._16_16_16_16:
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{
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Type = Signed
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? VertexAttribPointerType.Short
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: VertexAttribPointerType.UnsignedShort;
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break;
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}
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case GalVertexAttribSize._10_10_10_2:
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case GalVertexAttribSize._11_11_10:
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case GalVertexAttribSize._32:
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case GalVertexAttribSize._32_32:
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case GalVertexAttribSize._32_32_32:
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case GalVertexAttribSize._32_32_32_32:
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{
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Type = Signed
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? VertexAttribPointerType.Int
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: VertexAttribPointerType.UnsignedInt;
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break;
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}
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}
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break;
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}
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case GalVertexAttribType.Float:
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{
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Type = VertexAttribPointerType.Float;
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break;
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}
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}
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GL.VertexAttribPointer(
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Attrib.Index,
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Size,
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Type,
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Normalize,
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Stride,
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Attrib.Offset);
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}
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GL.BindVertexArray(0);
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}
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public void SendR8G8B8A8Texture(int Index, byte[] Buffer, int Width, int Height)
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{
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EnsureTexInitialized(Index);
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GL.BindTexture(TextureTarget.Texture2D, Textures[Index].Handle);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
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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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Width,
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Height,
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0,
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PixelFormat.Rgba,
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PixelType.UnsignedByte,
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Buffer);
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}
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public void BindTexture(int Index)
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{
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GL.ActiveTexture(TextureUnit.Texture0 + Index);
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GL.BindTexture(TextureTarget.Texture2D, Textures[Index].Handle);
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}
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private void EnsureVbInitialized(int VbIndex)
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{
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while (VbIndex >= VertexBuffers.Count)
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{
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VertexBuffers.Add(new VertexBuffer());
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}
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VertexBuffer 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 EnsureTexInitialized(int TexIndex)
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{
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Texture Tex = Textures[TexIndex];
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if (Tex.Handle == 0)
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{
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Tex.Handle = GL.GenTexture();
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}
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Textures[TexIndex] = Tex;
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}
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}
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} |