mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-16 18:15:53 +01:00
60f2198a1e
* Attempt to support deswizzle of sparse tiled textures * Use correct frame buffer and viewport sizes, started to clean up the copy engine * Correct texture width alignment * Use Scale/Translate registers to calculate viewport rect * Allow texture copy between frame buffers
502 lines
15 KiB
C#
502 lines
15 KiB
C#
using OpenTK;
|
|
using OpenTK.Graphics.OpenGL;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Gal.OpenGL
|
|
{
|
|
public class OGLFrameBuffer : IGalFrameBuffer
|
|
{
|
|
private struct Rect
|
|
{
|
|
public int X { get; private set; }
|
|
public int Y { get; private set; }
|
|
public int Width { get; private set; }
|
|
public int Height { get; private set; }
|
|
|
|
public Rect(int X, int Y, int Width, int Height)
|
|
{
|
|
this.X = X;
|
|
this.Y = Y;
|
|
this.Width = Width;
|
|
this.Height = Height;
|
|
}
|
|
}
|
|
|
|
private class FrameBuffer
|
|
{
|
|
public int Width { get; set; }
|
|
public int Height { get; set; }
|
|
|
|
public int Handle { get; private set; }
|
|
public int RbHandle { get; private set; }
|
|
public int TexHandle { get; private set; }
|
|
|
|
public FrameBuffer(int Width, int Height)
|
|
{
|
|
this.Width = Width;
|
|
this.Height = Height;
|
|
|
|
Handle = GL.GenFramebuffer();
|
|
RbHandle = GL.GenRenderbuffer();
|
|
TexHandle = GL.GenTexture();
|
|
}
|
|
}
|
|
|
|
private struct ShaderProgram
|
|
{
|
|
public int Handle;
|
|
public int VpHandle;
|
|
public int FpHandle;
|
|
}
|
|
|
|
private Dictionary<long, FrameBuffer> Fbs;
|
|
|
|
private ShaderProgram Shader;
|
|
|
|
private Rect Viewport;
|
|
private Rect Window;
|
|
|
|
private bool IsInitialized;
|
|
|
|
private int RawFbTexWidth;
|
|
private int RawFbTexHeight;
|
|
private int RawFbTexHandle;
|
|
|
|
private int CurrFbHandle;
|
|
private int CurrTexHandle;
|
|
|
|
private int VaoHandle;
|
|
private int VboHandle;
|
|
|
|
public OGLFrameBuffer()
|
|
{
|
|
Fbs = new Dictionary<long, FrameBuffer>();
|
|
|
|
Shader = new ShaderProgram();
|
|
}
|
|
|
|
public void Create(long Key, int Width, int Height)
|
|
{
|
|
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
|
|
{
|
|
if (Fb.Width != Width ||
|
|
Fb.Height != Height)
|
|
{
|
|
SetupTexture(Fb.TexHandle, Width, Height);
|
|
|
|
Fb.Width = Width;
|
|
Fb.Height = Height;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
Fb = new FrameBuffer(Width, Height);
|
|
|
|
SetupTexture(Fb.TexHandle, Width, Height);
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
|
|
|
|
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Fb.RbHandle);
|
|
|
|
GL.RenderbufferStorage(
|
|
RenderbufferTarget.Renderbuffer,
|
|
RenderbufferStorage.Depth24Stencil8,
|
|
Width,
|
|
Height);
|
|
|
|
GL.FramebufferRenderbuffer(
|
|
FramebufferTarget.Framebuffer,
|
|
FramebufferAttachment.DepthStencilAttachment,
|
|
RenderbufferTarget.Renderbuffer,
|
|
Fb.RbHandle);
|
|
|
|
GL.FramebufferTexture(
|
|
FramebufferTarget.Framebuffer,
|
|
FramebufferAttachment.ColorAttachment0,
|
|
Fb.TexHandle,
|
|
0);
|
|
|
|
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
|
|
|
|
Fbs.Add(Key, Fb);
|
|
}
|
|
|
|
public void Bind(long Key)
|
|
{
|
|
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
|
|
{
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
|
|
|
|
CurrFbHandle = Fb.Handle;
|
|
}
|
|
}
|
|
|
|
public void BindTexture(long Key, int Index)
|
|
{
|
|
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
|
|
{
|
|
GL.ActiveTexture(TextureUnit.Texture0 + Index);
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);
|
|
}
|
|
}
|
|
|
|
public void Set(long Key)
|
|
{
|
|
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
|
|
{
|
|
CurrTexHandle = Fb.TexHandle;
|
|
}
|
|
}
|
|
|
|
public void Set(byte[] Data, int Width, int Height)
|
|
{
|
|
if (RawFbTexHandle == 0)
|
|
{
|
|
RawFbTexHandle = GL.GenTexture();
|
|
}
|
|
|
|
if (RawFbTexWidth != Width ||
|
|
RawFbTexHeight != Height)
|
|
{
|
|
SetupTexture(RawFbTexHandle, Width, Height);
|
|
|
|
RawFbTexWidth = Width;
|
|
RawFbTexHeight = Height;
|
|
}
|
|
|
|
GL.ActiveTexture(TextureUnit.Texture0);
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, RawFbTexHandle);
|
|
|
|
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
|
|
|
|
GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, Format, Type, Data);
|
|
|
|
CurrTexHandle = RawFbTexHandle;
|
|
}
|
|
|
|
public void SetTransform(float SX, float SY, float Rotate, float TX, float TY)
|
|
{
|
|
EnsureInitialized();
|
|
|
|
Matrix2 Transform;
|
|
|
|
Transform = Matrix2.CreateScale(SX, SY);
|
|
Transform *= Matrix2.CreateRotation(Rotate);
|
|
|
|
Vector2 Offs = new Vector2(TX, TY);
|
|
|
|
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
|
|
|
|
GL.UseProgram(Shader.Handle);
|
|
|
|
int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
|
|
|
|
GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
|
|
|
|
int OffsetUniformLocation = GL.GetUniformLocation(Shader.Handle, "offset");
|
|
|
|
GL.Uniform2(OffsetUniformLocation, ref Offs);
|
|
|
|
GL.UseProgram(CurrentProgram);
|
|
}
|
|
|
|
public void SetWindowSize(int Width, int Height)
|
|
{
|
|
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
|
|
|
|
GL.UseProgram(Shader.Handle);
|
|
|
|
int WindowSizeUniformLocation = GL.GetUniformLocation(Shader.Handle, "window_size");
|
|
|
|
GL.Uniform2(WindowSizeUniformLocation, new Vector2(Width, Height));
|
|
|
|
GL.UseProgram(CurrentProgram);
|
|
|
|
Window = new Rect(0, 0, Width, Height);
|
|
}
|
|
|
|
public void SetViewport(int X, int Y, int Width, int Height)
|
|
{
|
|
Viewport = new Rect(X, Y, Width, Height);
|
|
|
|
SetViewport(Viewport);
|
|
}
|
|
|
|
private void SetViewport(Rect Viewport)
|
|
{
|
|
GL.Viewport(
|
|
Viewport.X,
|
|
Viewport.Y,
|
|
Viewport.Width,
|
|
Viewport.Height);
|
|
}
|
|
|
|
public void Render()
|
|
{
|
|
if (CurrTexHandle != 0)
|
|
{
|
|
EnsureInitialized();
|
|
|
|
//bool CullFaceEnable = GL.IsEnabled(EnableCap.CullFace);
|
|
|
|
bool DepthTestEnable = GL.IsEnabled(EnableCap.DepthTest);
|
|
|
|
bool StencilTestEnable = GL.IsEnabled(EnableCap.StencilTest);
|
|
|
|
bool AlphaBlendEnable = GL.IsEnabled(EnableCap.Blend);
|
|
|
|
//GL.Disable(EnableCap.CullFace);
|
|
|
|
GL.Disable(EnableCap.DepthTest);
|
|
|
|
GL.Disable(EnableCap.StencilTest);
|
|
|
|
GL.Disable(EnableCap.Blend);
|
|
|
|
GL.ActiveTexture(TextureUnit.Texture0);
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, CurrTexHandle);
|
|
|
|
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
|
|
|
|
SetViewport(Window);
|
|
|
|
GL.Clear(
|
|
ClearBufferMask.ColorBufferBit |
|
|
ClearBufferMask.DepthBufferBit);
|
|
|
|
GL.BindVertexArray(VaoHandle);
|
|
|
|
GL.UseProgram(Shader.Handle);
|
|
|
|
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
|
|
|
|
//Restore the original state.
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, CurrFbHandle);
|
|
|
|
GL.UseProgram(CurrentProgram);
|
|
|
|
//if (CullFaceEnable)
|
|
//{
|
|
// GL.Enable(EnableCap.CullFace);
|
|
//}
|
|
|
|
if (DepthTestEnable)
|
|
{
|
|
GL.Enable(EnableCap.DepthTest);
|
|
}
|
|
|
|
if (StencilTestEnable)
|
|
{
|
|
GL.Enable(EnableCap.StencilTest);
|
|
}
|
|
|
|
if (AlphaBlendEnable)
|
|
{
|
|
GL.Enable(EnableCap.Blend);
|
|
}
|
|
|
|
SetViewport(Viewport);
|
|
}
|
|
}
|
|
|
|
public void Copy(
|
|
long SrcKey,
|
|
long DstKey,
|
|
int SrcX0,
|
|
int SrcY0,
|
|
int SrcX1,
|
|
int SrcY1,
|
|
int DstX0,
|
|
int DstY0,
|
|
int DstX1,
|
|
int DstY1)
|
|
{
|
|
if (Fbs.TryGetValue(SrcKey, out FrameBuffer SrcFb) &&
|
|
Fbs.TryGetValue(DstKey, out FrameBuffer DstFb))
|
|
{
|
|
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, SrcFb.Handle);
|
|
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, DstFb.Handle);
|
|
|
|
GL.Clear(ClearBufferMask.ColorBufferBit);
|
|
|
|
GL.BlitFramebuffer(
|
|
SrcX0, SrcY0, SrcX1, SrcY1,
|
|
DstX0, DstY0, DstX1, DstY1,
|
|
ClearBufferMask.ColorBufferBit,
|
|
BlitFramebufferFilter.Linear);
|
|
}
|
|
}
|
|
|
|
public void GetBufferData(long Key, Action<byte[]> Callback)
|
|
{
|
|
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
|
|
{
|
|
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, Fb.Handle);
|
|
|
|
byte[] Data = new byte[Fb.Width * Fb.Height * 4];
|
|
|
|
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
|
|
|
|
GL.ReadPixels(
|
|
0,
|
|
0,
|
|
Fb.Width,
|
|
Fb.Height,
|
|
Format,
|
|
Type,
|
|
Data);
|
|
|
|
Callback(Data);
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, CurrFbHandle);
|
|
}
|
|
}
|
|
|
|
public void SetBufferData(
|
|
long Key,
|
|
int Width,
|
|
int Height,
|
|
GalTextureFormat Format,
|
|
byte[] Buffer)
|
|
{
|
|
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
|
|
{
|
|
GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);
|
|
|
|
const int Level = 0;
|
|
const int Border = 0;
|
|
|
|
const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
|
|
|
|
(PixelFormat GlFormat, PixelType Type) = OGLEnumConverter.GetTextureFormat(Format);
|
|
|
|
GL.TexImage2D(
|
|
TextureTarget.Texture2D,
|
|
Level,
|
|
InternalFmt,
|
|
Width,
|
|
Height,
|
|
Border,
|
|
GlFormat,
|
|
Type,
|
|
Buffer);
|
|
}
|
|
}
|
|
|
|
private void EnsureInitialized()
|
|
{
|
|
if (!IsInitialized)
|
|
{
|
|
IsInitialized = true;
|
|
|
|
SetupShader();
|
|
SetupVertex();
|
|
}
|
|
}
|
|
|
|
private void SetupShader()
|
|
{
|
|
Shader.VpHandle = GL.CreateShader(ShaderType.VertexShader);
|
|
Shader.FpHandle = GL.CreateShader(ShaderType.FragmentShader);
|
|
|
|
string VpSource = EmbeddedResource.GetString("GlFbVtxShader");
|
|
string FpSource = EmbeddedResource.GetString("GlFbFragShader");
|
|
|
|
GL.ShaderSource(Shader.VpHandle, VpSource);
|
|
GL.ShaderSource(Shader.FpHandle, FpSource);
|
|
GL.CompileShader(Shader.VpHandle);
|
|
GL.CompileShader(Shader.FpHandle);
|
|
|
|
Shader.Handle = GL.CreateProgram();
|
|
|
|
GL.AttachShader(Shader.Handle, Shader.VpHandle);
|
|
GL.AttachShader(Shader.Handle, Shader.FpHandle);
|
|
GL.LinkProgram(Shader.Handle);
|
|
GL.UseProgram(Shader.Handle);
|
|
|
|
Matrix2 Transform = Matrix2.Identity;
|
|
|
|
int TexUniformLocation = GL.GetUniformLocation(Shader.Handle, "tex");
|
|
|
|
GL.Uniform1(TexUniformLocation, 0);
|
|
|
|
int WindowSizeUniformLocation = GL.GetUniformLocation(Shader.Handle, "window_size");
|
|
|
|
GL.Uniform2(WindowSizeUniformLocation, new Vector2(1280.0f, 720.0f));
|
|
|
|
int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
|
|
|
|
GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
|
|
}
|
|
|
|
private void SetupVertex()
|
|
{
|
|
VaoHandle = GL.GenVertexArray();
|
|
VboHandle = GL.GenBuffer();
|
|
|
|
float[] Buffer = new float[]
|
|
{
|
|
-1, 1, 0, 0,
|
|
1, 1, 1, 0,
|
|
-1, -1, 0, 1,
|
|
1, -1, 1, 1
|
|
};
|
|
|
|
IntPtr Length = new IntPtr(Buffer.Length * 4);
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
|
|
GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
|
|
|
|
GL.BindVertexArray(VaoHandle);
|
|
|
|
GL.EnableVertexAttribArray(0);
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
|
|
|
|
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 16, 0);
|
|
|
|
GL.EnableVertexAttribArray(1);
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
|
|
|
|
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 16, 8);
|
|
}
|
|
|
|
private void SetupTexture(int Handle, int Width, int Height)
|
|
{
|
|
GL.BindTexture(TextureTarget.Texture2D, Handle);
|
|
|
|
const int MinFilter = (int)TextureMinFilter.Linear;
|
|
const int MagFilter = (int)TextureMagFilter.Linear;
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
|
|
|
|
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
|
|
|
|
const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
|
|
|
|
const int Level = 0;
|
|
const int Border = 0;
|
|
|
|
GL.TexImage2D(
|
|
TextureTarget.Texture2D,
|
|
Level,
|
|
InternalFmt,
|
|
Width,
|
|
Height,
|
|
Border,
|
|
Format,
|
|
Type,
|
|
IntPtr.Zero);
|
|
}
|
|
}
|
|
} |