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https://github.com/GreemDev/Ryujinx.git
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5011640b30
* Spanify Graphics Abstraction Layer * Be explicit about BufferHandle size
159 lines
4.6 KiB
C#
159 lines
4.6 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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class VertexArray : IDisposable
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{
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public int Handle { get; private set; }
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private bool _needsAttribsUpdate;
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private readonly VertexAttribDescriptor[] _vertexAttribs;
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private readonly VertexBufferDescriptor[] _vertexBuffers;
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private int _vertexAttribsCount;
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private int _vertexBuffersCount;
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public VertexArray()
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{
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Handle = GL.GenVertexArray();
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_vertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttribs];
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_vertexBuffers = new VertexBufferDescriptor[Constants.MaxVertexBuffers];
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}
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public void Bind()
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{
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GL.BindVertexArray(Handle);
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}
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public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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{
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int bindingIndex = 0;
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for (int index = 0; index < vertexBuffers.Length; index++)
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{
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VertexBufferDescriptor vb = vertexBuffers[index];
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if (vb.Buffer.Handle != null)
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{
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GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
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GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
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}
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else
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{
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GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
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}
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_vertexBuffers[index] = vb;
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bindingIndex++;
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}
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_vertexBuffersCount = bindingIndex;
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_needsAttribsUpdate = true;
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}
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public void SetVertexAttributes(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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int index = 0;
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for (; index < vertexAttribs.Length; index++)
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{
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VertexAttribDescriptor attrib = vertexAttribs[index];
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FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format);
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if (attrib.IsZero)
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{
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// Disabling the attribute causes the shader to read a constant value.
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// The value is configurable, but by default is a vector of (0, 0, 0, 1).
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GL.DisableVertexAttribArray(index);
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}
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else
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{
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GL.EnableVertexAttribArray(index);
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}
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int offset = attrib.Offset;
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int size = fmtInfo.Components;
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bool isFloat = fmtInfo.PixelType == PixelType.Float ||
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fmtInfo.PixelType == PixelType.HalfFloat;
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if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled)
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{
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VertexAttribType type = (VertexAttribType)fmtInfo.PixelType;
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GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset);
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}
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else
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{
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VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType;
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GL.VertexAttribIFormat(index, size, type, offset);
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}
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GL.VertexAttribBinding(index, attrib.BufferIndex);
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_vertexAttribs[index] = attrib;
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}
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_vertexAttribsCount = index;
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for (; index < Constants.MaxVertexAttribs; index++)
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{
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GL.DisableVertexAttribArray(index);
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}
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}
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public void SetIndexBuffer(BufferHandle buffer)
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{
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, buffer.ToInt32());
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}
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public void Validate()
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{
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for (int attribIndex = 0; attribIndex < _vertexAttribsCount; attribIndex++)
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{
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VertexAttribDescriptor attrib = _vertexAttribs[attribIndex];
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if ((uint)attrib.BufferIndex >= _vertexBuffersCount)
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{
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GL.DisableVertexAttribArray(attribIndex);
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continue;
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}
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if (_vertexBuffers[attrib.BufferIndex].Buffer.Handle == null)
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{
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GL.DisableVertexAttribArray(attribIndex);
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continue;
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}
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if (_needsAttribsUpdate && !attrib.IsZero)
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{
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GL.EnableVertexAttribArray(attribIndex);
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}
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}
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_needsAttribsUpdate = false;
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteVertexArray(Handle);
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Handle = 0;
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}
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}
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}
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}
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