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97ca974213
* Implement stencil testing * Implement depth testing * Implement face culling * Implement front face * Comparison functions now take OGL enums too * Fix front facing when flipping was used * Add depth and stencil clear values
266 lines
13 KiB
C#
266 lines
13 KiB
C#
using OpenTK.Graphics.OpenGL;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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static class OGLEnumConverter
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{
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public static FrontFaceDirection GetFrontFace(GalFrontFace FrontFace)
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{
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switch (FrontFace)
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{
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case GalFrontFace.CW: return FrontFaceDirection.Cw;
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case GalFrontFace.CCW: return FrontFaceDirection.Ccw;
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}
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throw new ArgumentException(nameof(FrontFace));
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}
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public static CullFaceMode GetCullFace(GalCullFace CullFace)
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{
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switch (CullFace)
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{
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case GalCullFace.Front: return CullFaceMode.Front;
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case GalCullFace.Back: return CullFaceMode.Back;
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case GalCullFace.FrontAndBack: return CullFaceMode.FrontAndBack;
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}
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throw new ArgumentException(nameof(CullFace));
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}
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public static StencilOp GetStencilOp(GalStencilOp Op)
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{
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switch (Op)
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{
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case GalStencilOp.Keep: return StencilOp.Keep;
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case GalStencilOp.Zero: return StencilOp.Zero;
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case GalStencilOp.Replace: return StencilOp.Replace;
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case GalStencilOp.Incr: return StencilOp.Incr;
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case GalStencilOp.Decr: return StencilOp.Decr;
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case GalStencilOp.Invert: return StencilOp.Invert;
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case GalStencilOp.IncrWrap: return StencilOp.IncrWrap;
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case GalStencilOp.DecrWrap: return StencilOp.DecrWrap;
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}
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throw new ArgumentException(nameof(Op));
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}
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public static DepthFunction GetDepthFunc(GalComparisonOp Func)
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{
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//Looks like the GPU can take it's own values (described in GalComparisonOp) and OpenGL values alike
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if ((int)Func >= (int)DepthFunction.Never &&
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(int)Func <= (int)DepthFunction.Always)
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{
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return (DepthFunction)Func;
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}
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switch (Func)
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{
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case GalComparisonOp.Never: return DepthFunction.Never;
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case GalComparisonOp.Less: return DepthFunction.Less;
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case GalComparisonOp.Equal: return DepthFunction.Equal;
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case GalComparisonOp.Lequal: return DepthFunction.Lequal;
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case GalComparisonOp.Greater: return DepthFunction.Greater;
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case GalComparisonOp.NotEqual: return DepthFunction.Notequal;
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case GalComparisonOp.Gequal: return DepthFunction.Gequal;
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case GalComparisonOp.Always: return DepthFunction.Always;
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}
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throw new ArgumentException(nameof(Func));
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}
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public static StencilFunction GetStencilFunc(GalComparisonOp Func)
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{
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//OGL comparison values match, it's just an enum cast
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return (StencilFunction)GetDepthFunc(Func);
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}
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public static DrawElementsType GetDrawElementsType(GalIndexFormat Format)
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{
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switch (Format)
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{
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case GalIndexFormat.Byte: return DrawElementsType.UnsignedByte;
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case GalIndexFormat.Int16: return DrawElementsType.UnsignedShort;
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case GalIndexFormat.Int32: return DrawElementsType.UnsignedInt;
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}
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throw new ArgumentException(nameof(Format));
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}
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public static PrimitiveType GetPrimitiveType(GalPrimitiveType Type)
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{
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switch (Type)
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{
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case GalPrimitiveType.Points: return PrimitiveType.Points;
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case GalPrimitiveType.Lines: return PrimitiveType.Lines;
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case GalPrimitiveType.LineLoop: return PrimitiveType.LineLoop;
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case GalPrimitiveType.LineStrip: return PrimitiveType.LineStrip;
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case GalPrimitiveType.Triangles: return PrimitiveType.Triangles;
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case GalPrimitiveType.TriangleStrip: return PrimitiveType.TriangleStrip;
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case GalPrimitiveType.TriangleFan: return PrimitiveType.TriangleFan;
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case GalPrimitiveType.Quads: return PrimitiveType.Quads;
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case GalPrimitiveType.QuadStrip: return PrimitiveType.QuadStrip;
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case GalPrimitiveType.Polygon: return PrimitiveType.Polygon;
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case GalPrimitiveType.LinesAdjacency: return PrimitiveType.LinesAdjacency;
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case GalPrimitiveType.LineStripAdjacency: return PrimitiveType.LineStripAdjacency;
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case GalPrimitiveType.TrianglesAdjacency: return PrimitiveType.TrianglesAdjacency;
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case GalPrimitiveType.TriangleStripAdjacency: return PrimitiveType.TriangleStripAdjacency;
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case GalPrimitiveType.Patches: return PrimitiveType.Patches;
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}
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throw new ArgumentException(nameof(Type));
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}
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public static ShaderType GetShaderType(GalShaderType Type)
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{
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switch (Type)
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{
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case GalShaderType.Vertex: return ShaderType.VertexShader;
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case GalShaderType.TessControl: return ShaderType.TessControlShader;
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case GalShaderType.TessEvaluation: return ShaderType.TessEvaluationShader;
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case GalShaderType.Geometry: return ShaderType.GeometryShader;
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case GalShaderType.Fragment: return ShaderType.FragmentShader;
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}
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throw new ArgumentException(nameof(Type));
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}
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public static (PixelFormat, PixelType) GetTextureFormat(GalTextureFormat Format)
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{
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switch (Format)
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{
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case GalTextureFormat.R32G32B32A32: return (PixelFormat.Rgba, PixelType.Float);
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case GalTextureFormat.R16G16B16A16: return (PixelFormat.Rgba, PixelType.HalfFloat);
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case GalTextureFormat.A8B8G8R8: return (PixelFormat.Rgba, PixelType.UnsignedByte);
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case GalTextureFormat.R32: return (PixelFormat.Red, PixelType.Float);
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case GalTextureFormat.A1B5G5R5: return (PixelFormat.Rgba, PixelType.UnsignedShort5551);
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case GalTextureFormat.B5G6R5: return (PixelFormat.Rgb, PixelType.UnsignedShort565);
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case GalTextureFormat.G8R8: return (PixelFormat.Rg, PixelType.UnsignedByte);
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case GalTextureFormat.R16: return (PixelFormat.Red, PixelType.HalfFloat);
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case GalTextureFormat.R8: return (PixelFormat.Red, PixelType.UnsignedByte);
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}
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throw new NotImplementedException(Format.ToString());
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}
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public static InternalFormat GetCompressedTextureFormat(GalTextureFormat Format)
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{
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switch (Format)
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{
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case GalTextureFormat.BC7U: return InternalFormat.CompressedRgbaBptcUnorm;
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case GalTextureFormat.BC1: return InternalFormat.CompressedRgbaS3tcDxt1Ext;
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case GalTextureFormat.BC2: return InternalFormat.CompressedRgbaS3tcDxt3Ext;
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case GalTextureFormat.BC3: return InternalFormat.CompressedRgbaS3tcDxt5Ext;
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case GalTextureFormat.BC4: return InternalFormat.CompressedRedRgtc1;
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case GalTextureFormat.BC5: return InternalFormat.CompressedRgRgtc2;
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}
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throw new NotImplementedException(Format.ToString());
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}
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public static All GetTextureSwizzle(GalTextureSource Source)
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{
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switch (Source)
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{
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case GalTextureSource.Zero: return All.Zero;
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case GalTextureSource.Red: return All.Red;
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case GalTextureSource.Green: return All.Green;
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case GalTextureSource.Blue: return All.Blue;
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case GalTextureSource.Alpha: return All.Alpha;
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case GalTextureSource.OneInt: return All.One;
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case GalTextureSource.OneFloat: return All.One;
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}
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throw new ArgumentException(nameof(Source));
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}
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public static TextureWrapMode GetTextureWrapMode(GalTextureWrap Wrap)
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{
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switch (Wrap)
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{
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case GalTextureWrap.Repeat: return TextureWrapMode.Repeat;
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case GalTextureWrap.MirroredRepeat: return TextureWrapMode.MirroredRepeat;
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case GalTextureWrap.ClampToEdge: return TextureWrapMode.ClampToEdge;
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case GalTextureWrap.ClampToBorder: return TextureWrapMode.ClampToBorder;
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case GalTextureWrap.Clamp: return TextureWrapMode.Clamp;
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//TODO: Those needs extensions (and are currently wrong).
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case GalTextureWrap.MirrorClampToEdge: return TextureWrapMode.ClampToEdge;
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case GalTextureWrap.MirrorClampToBorder: return TextureWrapMode.ClampToBorder;
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case GalTextureWrap.MirrorClamp: return TextureWrapMode.Clamp;
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}
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throw new ArgumentException(nameof(Wrap));
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}
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public static TextureMinFilter GetTextureMinFilter(
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GalTextureFilter MinFilter,
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GalTextureMipFilter MipFilter)
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{
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//TODO: Mip (needs mipmap support first).
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switch (MinFilter)
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{
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case GalTextureFilter.Nearest: return TextureMinFilter.Nearest;
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case GalTextureFilter.Linear: return TextureMinFilter.Linear;
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}
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throw new ArgumentException(nameof(MinFilter));
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}
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public static TextureMagFilter GetTextureMagFilter(GalTextureFilter Filter)
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{
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switch (Filter)
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{
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case GalTextureFilter.Nearest: return TextureMagFilter.Nearest;
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case GalTextureFilter.Linear: return TextureMagFilter.Linear;
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}
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throw new ArgumentException(nameof(Filter));
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}
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public static BlendEquationMode GetBlendEquation(GalBlendEquation BlendEquation)
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{
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switch (BlendEquation)
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{
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case GalBlendEquation.FuncAdd: return BlendEquationMode.FuncAdd;
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case GalBlendEquation.FuncSubtract: return BlendEquationMode.FuncSubtract;
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case GalBlendEquation.FuncReverseSubtract: return BlendEquationMode.FuncReverseSubtract;
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case GalBlendEquation.Min: return BlendEquationMode.Min;
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case GalBlendEquation.Max: return BlendEquationMode.Max;
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}
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throw new ArgumentException(nameof(BlendEquation));
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}
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public static BlendingFactor GetBlendFactor(GalBlendFactor BlendFactor)
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{
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switch (BlendFactor)
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{
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case GalBlendFactor.Zero: return BlendingFactor.Zero;
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case GalBlendFactor.One: return BlendingFactor.One;
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case GalBlendFactor.SrcColor: return BlendingFactor.SrcColor;
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case GalBlendFactor.OneMinusSrcColor: return BlendingFactor.OneMinusSrcColor;
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case GalBlendFactor.DstColor: return BlendingFactor.DstColor;
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case GalBlendFactor.OneMinusDstColor: return BlendingFactor.OneMinusDstColor;
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case GalBlendFactor.SrcAlpha: return BlendingFactor.SrcAlpha;
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case GalBlendFactor.OneMinusSrcAlpha: return BlendingFactor.OneMinusSrcAlpha;
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case GalBlendFactor.DstAlpha: return BlendingFactor.DstAlpha;
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case GalBlendFactor.OneMinusDstAlpha: return BlendingFactor.OneMinusDstAlpha;
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case GalBlendFactor.OneMinusConstantColor: return BlendingFactor.OneMinusConstantColor;
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case GalBlendFactor.ConstantAlpha: return BlendingFactor.ConstantAlpha;
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case GalBlendFactor.OneMinusConstantAlpha: return BlendingFactor.OneMinusConstantAlpha;
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case GalBlendFactor.SrcAlphaSaturate: return BlendingFactor.SrcAlphaSaturate;
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case GalBlendFactor.Src1Color: return BlendingFactor.Src1Color;
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case GalBlendFactor.OneMinusSrc1Color: return (BlendingFactor)BlendingFactorSrc.OneMinusSrc1Color;
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case GalBlendFactor.Src1Alpha: return BlendingFactor.Src1Alpha;
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case GalBlendFactor.OneMinusSrc1Alpha: return (BlendingFactor)BlendingFactorSrc.OneMinusSrc1Alpha;
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case GalBlendFactor.ConstantColor:
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case GalBlendFactor.ConstantColorG80:
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return BlendingFactor.ConstantColor;
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}
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throw new ArgumentException(nameof(BlendFactor));
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}
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}
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} |