mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-30 19:04:28 +01:00
366 lines
10 KiB
C#
366 lines
10 KiB
C#
// This code was written for the OpenTK library and has been released
|
|
// to the Public Domain.
|
|
// It is provided "as is" without express or implied warranty of any kind.
|
|
|
|
using Gal;
|
|
using OpenTK;
|
|
using OpenTK.Graphics;
|
|
using OpenTK.Graphics.OpenGL;
|
|
using System;
|
|
|
|
namespace Ryujinx
|
|
{
|
|
public class GLScreen : GameWindow
|
|
{
|
|
class ScreenTexture : IDisposable
|
|
{
|
|
private Switch Ns;
|
|
private IGalRenderer Renderer;
|
|
|
|
private int Width;
|
|
private int Height;
|
|
private int TexHandle;
|
|
|
|
private int[] Pixels;
|
|
|
|
public ScreenTexture(Switch Ns, IGalRenderer Renderer, int Width, int Height)
|
|
{
|
|
this.Ns = Ns;
|
|
this.Renderer = Renderer;
|
|
this.Width = Width;
|
|
this.Height = Height;
|
|
|
|
Pixels = new int[Width * Height];
|
|
|
|
TexHandle = GL.GenTexture();
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, TexHandle);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
|
|
GL.TexImage2D(TextureTarget.Texture2D,
|
|
0,
|
|
PixelInternalFormat.Rgba,
|
|
Width,
|
|
Height,
|
|
0,
|
|
PixelFormat.Rgba,
|
|
PixelType.UnsignedByte,
|
|
IntPtr.Zero);
|
|
}
|
|
|
|
public int Texture
|
|
{
|
|
get
|
|
{
|
|
UploadBitmap();
|
|
|
|
return TexHandle;
|
|
}
|
|
}
|
|
|
|
unsafe void UploadBitmap()
|
|
{
|
|
if (Renderer.FrameBufferPtr == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
byte* SrcPtr = (byte*)IntPtr.Add(Ns.Ram, (int)Renderer.FrameBufferPtr);
|
|
|
|
for (int Y = 0; Y < Height; Y++)
|
|
{
|
|
for (int X = 0; X < Width; X++)
|
|
{
|
|
int SrcOffs = GetSwizzleOffset(X, Y, 4);
|
|
|
|
Pixels[X + Y * Width] = *((int*)(SrcPtr + SrcOffs));
|
|
}
|
|
}
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, TexHandle);
|
|
GL.TexSubImage2D(TextureTarget.Texture2D,
|
|
0,
|
|
0,
|
|
0,
|
|
Width,
|
|
Height,
|
|
PixelFormat.Rgba,
|
|
PixelType.UnsignedByte,
|
|
Pixels);
|
|
}
|
|
|
|
private int GetSwizzleOffset(int X, int Y, int Bpp)
|
|
{
|
|
int Pos;
|
|
|
|
Pos = (Y & 0x7f) >> 4;
|
|
Pos += (X >> 4) << 3;
|
|
Pos += (Y >> 7) * ((Width >> 4) << 3);
|
|
Pos *= 1024;
|
|
Pos += ((Y & 0xf) >> 3) << 9;
|
|
Pos += ((X & 0xf) >> 3) << 8;
|
|
Pos += ((Y & 0x7) >> 1) << 6;
|
|
Pos += ((X & 0x7) >> 2) << 5;
|
|
Pos += ((Y & 0x1) >> 0) << 4;
|
|
Pos += ((X & 0x3) >> 0) << 2;
|
|
|
|
return Pos;
|
|
}
|
|
|
|
private bool disposed;
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
void Dispose(bool disposing)
|
|
{
|
|
if (!disposed)
|
|
{
|
|
if (disposing)
|
|
{
|
|
GL.DeleteTexture(TexHandle);
|
|
}
|
|
|
|
disposed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
private string VtxShaderSource = @"
|
|
#version 330 core
|
|
|
|
precision highp float;
|
|
|
|
layout(location = 0) in vec3 in_position;
|
|
layout(location = 1) in vec4 in_color;
|
|
layout(location = 2) in vec2 in_tex_coord;
|
|
|
|
out vec4 color;
|
|
out vec2 tex_coord;
|
|
|
|
void main(void) {
|
|
color = in_color;
|
|
tex_coord = in_tex_coord;
|
|
gl_Position = vec4((in_position + vec3(-960, 270, 0)) / vec3(1920, 270, 1), 1);
|
|
}";
|
|
|
|
private string FragShaderSource = @"
|
|
#version 330 core
|
|
|
|
precision highp float;
|
|
|
|
uniform sampler2D tex;
|
|
|
|
in vec4 color;
|
|
in vec2 tex_coord;
|
|
out vec4 out_frag_color;
|
|
|
|
void main(void) {
|
|
out_frag_color = vec4(texture(tex, tex_coord).rgb, color.a);
|
|
}";
|
|
|
|
private int VtxShaderHandle,
|
|
FragShaderHandle,
|
|
PrgShaderHandle;
|
|
|
|
private int VaoHandle;
|
|
private int VboHandle;
|
|
|
|
private Switch Ns;
|
|
|
|
private IGalRenderer Renderer;
|
|
|
|
private ScreenTexture ScreenTex;
|
|
|
|
public GLScreen(Switch Ns, IGalRenderer Renderer)
|
|
: base(1280, 720,
|
|
new GraphicsMode(), "Ryujinx", 0,
|
|
DisplayDevice.Default, 3, 3,
|
|
GraphicsContextFlags.ForwardCompatible)
|
|
{
|
|
this.Ns = Ns;
|
|
this.Renderer = Renderer;
|
|
|
|
ScreenTex = new ScreenTexture(Ns, Renderer, 1280, 720);
|
|
}
|
|
|
|
protected override void OnLoad (EventArgs e)
|
|
{
|
|
VSync = VSyncMode.On;
|
|
|
|
CreateShaders();
|
|
CreateVbo();
|
|
|
|
GL.Enable(EnableCap.Blend);
|
|
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
|
|
}
|
|
|
|
protected override void OnUnload(EventArgs e)
|
|
{
|
|
ScreenTex.Dispose();
|
|
|
|
GL.DeleteVertexArray(VaoHandle);
|
|
GL.DeleteBuffer(VboHandle);
|
|
}
|
|
|
|
private void CreateVbo()
|
|
{
|
|
VaoHandle = GL.GenVertexArray();
|
|
VboHandle = GL.GenBuffer();
|
|
|
|
uint[] Buffer = new uint[]
|
|
{
|
|
0xc4700000, 0x80000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000,
|
|
0x45340000, 0x80000000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x00000000,
|
|
0xc4700000, 0xc4070000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x3f800000,
|
|
0x45340000, 0xc4070000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x3f800000
|
|
};
|
|
|
|
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, 3, VertexAttribPointerType.Float, false, 28, 0);
|
|
|
|
GL.EnableVertexAttribArray(1);
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
|
|
|
|
GL.VertexAttribPointer(1, 4, VertexAttribPointerType.UnsignedByte, false, 28, 12);
|
|
|
|
GL.EnableVertexAttribArray(2);
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
|
|
|
|
GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, 28, 20);
|
|
|
|
GL.BindVertexArray(0);
|
|
}
|
|
|
|
private void CreateShaders()
|
|
{
|
|
VtxShaderHandle = GL.CreateShader(ShaderType.VertexShader);
|
|
FragShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
|
|
|
|
GL.ShaderSource(VtxShaderHandle, VtxShaderSource);
|
|
GL.ShaderSource(FragShaderHandle, FragShaderSource);
|
|
GL.CompileShader(VtxShaderHandle);
|
|
GL.CompileShader(FragShaderHandle);
|
|
|
|
PrgShaderHandle = GL.CreateProgram();
|
|
|
|
GL.AttachShader(PrgShaderHandle, VtxShaderHandle);
|
|
GL.AttachShader(PrgShaderHandle, FragShaderHandle);
|
|
GL.LinkProgram(PrgShaderHandle);
|
|
GL.UseProgram(PrgShaderHandle);
|
|
|
|
int TexLocation = GL.GetUniformLocation(PrgShaderHandle, "tex");
|
|
|
|
GL.Uniform1(TexLocation, 0);
|
|
}
|
|
|
|
protected override void OnUpdateFrame(FrameEventArgs e)
|
|
{
|
|
unsafe
|
|
{
|
|
byte* Ptr = (byte*)IntPtr.Add(Ns.Ram, (int)Ns.Os.HidOffset);
|
|
|
|
int State = 0;
|
|
|
|
if (Keyboard[OpenTK.Input.Key.Up])
|
|
{
|
|
State |= 0x2000;
|
|
}
|
|
|
|
if (Keyboard[OpenTK.Input.Key.Down])
|
|
{
|
|
State |= 0x8000;
|
|
}
|
|
|
|
if (Keyboard[OpenTK.Input.Key.Left])
|
|
{
|
|
State |= 0x1000;
|
|
}
|
|
|
|
if (Keyboard[OpenTK.Input.Key.Right])
|
|
{
|
|
State |= 0x4000;
|
|
}
|
|
|
|
if (Keyboard[OpenTK.Input.Key.A])
|
|
{
|
|
State |= 0x1;
|
|
}
|
|
|
|
if (Keyboard[OpenTK.Input.Key.S])
|
|
{
|
|
State |= 0x2;
|
|
}
|
|
|
|
if (Keyboard[OpenTK.Input.Key.Z])
|
|
{
|
|
State |= 0x4;
|
|
}
|
|
|
|
if (Keyboard[OpenTK.Input.Key.X])
|
|
{
|
|
State |= 0x8;
|
|
}
|
|
|
|
if (Keyboard[OpenTK.Input.Key.Enter])
|
|
{
|
|
State |= 0x400;
|
|
}
|
|
|
|
if (Keyboard[OpenTK.Input.Key.Tab])
|
|
{
|
|
State |= 0x800;
|
|
}
|
|
|
|
*((int*)(Ptr + 0xae38)) = (int)State;
|
|
}
|
|
|
|
if (Keyboard[OpenTK.Input.Key.Escape])
|
|
{
|
|
this.Exit();
|
|
}
|
|
}
|
|
|
|
protected override void OnRenderFrame(FrameEventArgs e)
|
|
{
|
|
GL.Viewport(0, 0, 1280, 720);
|
|
|
|
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
|
|
|
RenderFb();
|
|
|
|
GL.UseProgram(PrgShaderHandle);
|
|
|
|
Renderer.RunActions();
|
|
Renderer.BindTexture(0);
|
|
Renderer.Render();
|
|
|
|
SwapBuffers();
|
|
}
|
|
|
|
void RenderFb()
|
|
{
|
|
GL.ActiveTexture(TextureUnit.Texture0);
|
|
GL.BindTexture(TextureTarget.Texture2D, ScreenTex.Texture);
|
|
GL.BindVertexArray(VaoHandle);
|
|
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
|
|
}
|
|
}
|
|
} |