mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-12-27 02:53:04 +00:00
53d096e392
* Report base and extra sets from the backend * Pass texture set index everywhere * Key textures using set and binding (rather than just binding) * Start using extra sets for array textures * Shader cache version bump * Separate new commands, some PR feedback * Introduce new manual descriptor set reservation method that prevents it from being used by something else while owned by an array * Move bind extra sets logic to new method * Should only use separate array is MaximumExtraSets is not zero * Format whitespace
1706 lines
53 KiB
C#
1706 lines
53 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.OpenGL.Image;
|
|
using Ryujinx.Graphics.OpenGL.Queries;
|
|
using Ryujinx.Graphics.Shader;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL
|
|
{
|
|
class Pipeline : IPipeline, IDisposable
|
|
{
|
|
private const int SavedImages = 2;
|
|
|
|
private readonly DrawTextureEmulation _drawTexture;
|
|
|
|
internal ulong DrawCount { get; private set; }
|
|
|
|
private Program _program;
|
|
|
|
private bool _rasterizerDiscard;
|
|
|
|
private VertexArray _vertexArray;
|
|
private Framebuffer _framebuffer;
|
|
|
|
private IntPtr _indexBaseOffset;
|
|
|
|
private DrawElementsType _elementsType;
|
|
|
|
private PrimitiveType _primitiveType;
|
|
|
|
private int _stencilFrontMask;
|
|
private bool _depthMask;
|
|
private bool _depthTestEnable;
|
|
private bool _stencilTestEnable;
|
|
private bool _cullEnable;
|
|
|
|
private float[] _viewportArray = Array.Empty<float>();
|
|
private double[] _depthRangeArray = Array.Empty<double>();
|
|
|
|
private int _boundDrawFramebuffer;
|
|
private int _boundReadFramebuffer;
|
|
|
|
private CounterQueueEvent _activeConditionalRender;
|
|
|
|
private readonly Vector4<int>[] _fpIsBgra = new Vector4<int>[SupportBuffer.FragmentIsBgraCount];
|
|
|
|
private readonly (TextureBase, Format)[] _images;
|
|
private TextureBase _unit0Texture;
|
|
private Sampler _unit0Sampler;
|
|
|
|
private FrontFaceDirection _frontFace;
|
|
private ClipOrigin _clipOrigin;
|
|
private ClipDepthMode _clipDepthMode;
|
|
|
|
private uint _fragmentOutputMap;
|
|
private uint _componentMasks;
|
|
private uint _currentComponentMasks;
|
|
private bool _advancedBlendEnable;
|
|
|
|
private uint _scissorEnables;
|
|
|
|
private bool _tfEnabled;
|
|
private TransformFeedbackPrimitiveType _tfTopology;
|
|
|
|
private readonly BufferHandle[] _tfbs;
|
|
private readonly BufferRange[] _tfbTargets;
|
|
|
|
private ColorF _blendConstant;
|
|
|
|
internal Pipeline()
|
|
{
|
|
_drawTexture = new DrawTextureEmulation();
|
|
_rasterizerDiscard = false;
|
|
_clipOrigin = ClipOrigin.LowerLeft;
|
|
_clipDepthMode = ClipDepthMode.NegativeOneToOne;
|
|
|
|
_fragmentOutputMap = uint.MaxValue;
|
|
_componentMasks = uint.MaxValue;
|
|
|
|
_images = new (TextureBase, Format)[SavedImages];
|
|
|
|
_tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers];
|
|
_tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers];
|
|
}
|
|
|
|
public void Barrier()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
|
|
}
|
|
|
|
public void BeginTransformFeedback(PrimitiveTopology topology)
|
|
{
|
|
GL.BeginTransformFeedback(_tfTopology = topology.ConvertToTfType());
|
|
_tfEnabled = true;
|
|
}
|
|
|
|
public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
|
|
{
|
|
Buffer.Clear(destination, offset, size, value);
|
|
}
|
|
|
|
public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
|
|
{
|
|
EnsureFramebuffer();
|
|
|
|
GL.ColorMask(
|
|
index,
|
|
(componentMask & 1) != 0,
|
|
(componentMask & 2) != 0,
|
|
(componentMask & 4) != 0,
|
|
(componentMask & 8) != 0);
|
|
|
|
float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
|
|
|
|
if (layer != 0 || layerCount != _framebuffer.GetColorLayerCount(index))
|
|
{
|
|
for (int l = layer; l < layer + layerCount; l++)
|
|
{
|
|
_framebuffer.AttachColorLayerForClear(index, l);
|
|
|
|
GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
|
|
}
|
|
|
|
_framebuffer.DetachColorLayerForClear(index);
|
|
}
|
|
else
|
|
{
|
|
GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
|
|
}
|
|
|
|
RestoreComponentMask(index);
|
|
}
|
|
|
|
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
|
|
{
|
|
EnsureFramebuffer();
|
|
|
|
bool stencilMaskChanged =
|
|
stencilMask != 0 &&
|
|
stencilMask != _stencilFrontMask;
|
|
|
|
bool depthMaskChanged = depthMask && depthMask != _depthMask;
|
|
|
|
if (stencilMaskChanged)
|
|
{
|
|
GL.StencilMaskSeparate(StencilFace.Front, stencilMask);
|
|
}
|
|
|
|
if (depthMaskChanged)
|
|
{
|
|
GL.DepthMask(depthMask);
|
|
}
|
|
|
|
if (layer != 0 || layerCount != _framebuffer.GetDepthStencilLayerCount())
|
|
{
|
|
for (int l = layer; l < layer + layerCount; l++)
|
|
{
|
|
_framebuffer.AttachDepthStencilLayerForClear(l);
|
|
|
|
ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
|
|
}
|
|
|
|
_framebuffer.DetachDepthStencilLayerForClear();
|
|
}
|
|
else
|
|
{
|
|
ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
|
|
}
|
|
|
|
if (stencilMaskChanged)
|
|
{
|
|
GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
|
|
}
|
|
|
|
if (depthMaskChanged)
|
|
{
|
|
GL.DepthMask(_depthMask);
|
|
}
|
|
}
|
|
|
|
private static void ClearDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
|
|
{
|
|
if (depthMask && stencilMask != 0)
|
|
{
|
|
GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
|
|
}
|
|
else if (depthMask)
|
|
{
|
|
GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Depth, 0, ref depthValue);
|
|
}
|
|
else if (stencilMask != 0)
|
|
{
|
|
GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue);
|
|
}
|
|
}
|
|
|
|
public void CommandBufferBarrier()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.CommandBarrierBit);
|
|
}
|
|
|
|
public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
|
|
{
|
|
Buffer.Copy(source, destination, srcOffset, dstOffset, size);
|
|
}
|
|
|
|
public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
Logger.Debug?.Print(LogClass.Gpu, "Dispatch error, shader not linked.");
|
|
return;
|
|
}
|
|
|
|
PrepareForDispatch();
|
|
|
|
GL.DispatchCompute(groupsX, groupsY, groupsZ);
|
|
}
|
|
|
|
public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
|
|
return;
|
|
}
|
|
|
|
PreDraw(vertexCount);
|
|
|
|
if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
|
|
{
|
|
DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
|
|
}
|
|
else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
|
|
{
|
|
DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
|
|
}
|
|
else
|
|
{
|
|
DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance);
|
|
}
|
|
|
|
PostDraw();
|
|
}
|
|
|
|
private static void DrawQuadsImpl(
|
|
int vertexCount,
|
|
int instanceCount,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
// TODO: Instanced rendering.
|
|
int quadsCount = vertexCount / 4;
|
|
|
|
int[] firsts = new int[quadsCount];
|
|
int[] counts = new int[quadsCount];
|
|
|
|
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
firsts[quadIndex] = firstVertex + quadIndex * 4;
|
|
counts[quadIndex] = 4;
|
|
}
|
|
|
|
GL.MultiDrawArrays(
|
|
PrimitiveType.TriangleFan,
|
|
firsts,
|
|
counts,
|
|
quadsCount);
|
|
}
|
|
|
|
private static void DrawQuadStripImpl(
|
|
int vertexCount,
|
|
int instanceCount,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
int quadsCount = (vertexCount - 2) / 2;
|
|
|
|
if (firstInstance != 0 || instanceCount != 1)
|
|
{
|
|
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
GL.DrawArraysInstancedBaseInstance(PrimitiveType.TriangleFan, firstVertex + quadIndex * 2, 4, instanceCount, firstInstance);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int[] firsts = new int[quadsCount];
|
|
int[] counts = new int[quadsCount];
|
|
|
|
firsts[0] = firstVertex;
|
|
counts[0] = 4;
|
|
|
|
for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
firsts[quadIndex] = firstVertex + quadIndex * 2;
|
|
counts[quadIndex] = 4;
|
|
}
|
|
|
|
GL.MultiDrawArrays(
|
|
PrimitiveType.TriangleFan,
|
|
firsts,
|
|
counts,
|
|
quadsCount);
|
|
}
|
|
}
|
|
|
|
private void DrawImpl(
|
|
int vertexCount,
|
|
int instanceCount,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
if (firstInstance == 0 && instanceCount == 1)
|
|
{
|
|
GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
|
|
}
|
|
else if (firstInstance == 0)
|
|
{
|
|
GL.DrawArraysInstanced(_primitiveType, firstVertex, vertexCount, instanceCount);
|
|
}
|
|
else
|
|
{
|
|
GL.DrawArraysInstancedBaseInstance(
|
|
_primitiveType,
|
|
firstVertex,
|
|
vertexCount,
|
|
instanceCount,
|
|
firstInstance);
|
|
}
|
|
}
|
|
|
|
public void DrawIndexed(
|
|
int indexCount,
|
|
int instanceCount,
|
|
int firstIndex,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
|
|
return;
|
|
}
|
|
|
|
PreDrawVbUnbounded();
|
|
|
|
int indexElemSize = 1;
|
|
|
|
switch (_elementsType)
|
|
{
|
|
case DrawElementsType.UnsignedShort:
|
|
indexElemSize = 2;
|
|
break;
|
|
case DrawElementsType.UnsignedInt:
|
|
indexElemSize = 4;
|
|
break;
|
|
}
|
|
|
|
IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
|
|
|
|
if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
|
|
{
|
|
DrawQuadsIndexedImpl(
|
|
indexCount,
|
|
instanceCount,
|
|
indexBaseOffset,
|
|
indexElemSize,
|
|
firstVertex,
|
|
firstInstance);
|
|
}
|
|
else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
|
|
{
|
|
DrawQuadStripIndexedImpl(
|
|
indexCount,
|
|
instanceCount,
|
|
indexBaseOffset,
|
|
indexElemSize,
|
|
firstVertex,
|
|
firstInstance);
|
|
}
|
|
else
|
|
{
|
|
DrawIndexedImpl(
|
|
indexCount,
|
|
instanceCount,
|
|
indexBaseOffset,
|
|
firstVertex,
|
|
firstInstance);
|
|
}
|
|
|
|
PostDraw();
|
|
}
|
|
|
|
private void DrawQuadsIndexedImpl(
|
|
int indexCount,
|
|
int instanceCount,
|
|
IntPtr indexBaseOffset,
|
|
int indexElemSize,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
int quadsCount = indexCount / 4;
|
|
|
|
if (firstInstance != 0 || instanceCount != 1)
|
|
{
|
|
if (firstVertex != 0 && firstInstance != 0)
|
|
{
|
|
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
GL.DrawElementsInstancedBaseVertexBaseInstance(
|
|
PrimitiveType.TriangleFan,
|
|
4,
|
|
_elementsType,
|
|
indexBaseOffset + quadIndex * 4 * indexElemSize,
|
|
instanceCount,
|
|
firstVertex,
|
|
firstInstance);
|
|
}
|
|
}
|
|
else if (firstInstance != 0)
|
|
{
|
|
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
GL.DrawElementsInstancedBaseInstance(
|
|
PrimitiveType.TriangleFan,
|
|
4,
|
|
_elementsType,
|
|
indexBaseOffset + quadIndex * 4 * indexElemSize,
|
|
instanceCount,
|
|
firstInstance);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
GL.DrawElementsInstanced(
|
|
PrimitiveType.TriangleFan,
|
|
4,
|
|
_elementsType,
|
|
indexBaseOffset + quadIndex * 4 * indexElemSize,
|
|
instanceCount);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
IntPtr[] indices = new IntPtr[quadsCount];
|
|
|
|
int[] counts = new int[quadsCount];
|
|
|
|
int[] baseVertices = new int[quadsCount];
|
|
|
|
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
|
|
|
|
counts[quadIndex] = 4;
|
|
|
|
baseVertices[quadIndex] = firstVertex;
|
|
}
|
|
|
|
GL.MultiDrawElementsBaseVertex(
|
|
PrimitiveType.TriangleFan,
|
|
counts,
|
|
_elementsType,
|
|
indices,
|
|
quadsCount,
|
|
baseVertices);
|
|
}
|
|
}
|
|
|
|
private void DrawQuadStripIndexedImpl(
|
|
int indexCount,
|
|
int instanceCount,
|
|
IntPtr indexBaseOffset,
|
|
int indexElemSize,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
// TODO: Instanced rendering.
|
|
int quadsCount = (indexCount - 2) / 2;
|
|
|
|
IntPtr[] indices = new IntPtr[quadsCount];
|
|
|
|
int[] counts = new int[quadsCount];
|
|
|
|
int[] baseVertices = new int[quadsCount];
|
|
|
|
indices[0] = indexBaseOffset;
|
|
|
|
counts[0] = 4;
|
|
|
|
baseVertices[0] = firstVertex;
|
|
|
|
for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
|
|
{
|
|
indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize;
|
|
|
|
counts[quadIndex] = 4;
|
|
|
|
baseVertices[quadIndex] = firstVertex;
|
|
}
|
|
|
|
GL.MultiDrawElementsBaseVertex(
|
|
PrimitiveType.TriangleFan,
|
|
counts,
|
|
_elementsType,
|
|
indices,
|
|
quadsCount,
|
|
baseVertices);
|
|
}
|
|
|
|
private void DrawIndexedImpl(
|
|
int indexCount,
|
|
int instanceCount,
|
|
IntPtr indexBaseOffset,
|
|
int firstVertex,
|
|
int firstInstance)
|
|
{
|
|
if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
|
|
{
|
|
GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);
|
|
}
|
|
else if (firstInstance == 0 && instanceCount == 1)
|
|
{
|
|
GL.DrawElementsBaseVertex(
|
|
_primitiveType,
|
|
indexCount,
|
|
_elementsType,
|
|
indexBaseOffset,
|
|
firstVertex);
|
|
}
|
|
else if (firstInstance == 0 && firstVertex == 0)
|
|
{
|
|
GL.DrawElementsInstanced(
|
|
_primitiveType,
|
|
indexCount,
|
|
_elementsType,
|
|
indexBaseOffset,
|
|
instanceCount);
|
|
}
|
|
else if (firstInstance == 0)
|
|
{
|
|
GL.DrawElementsInstancedBaseVertex(
|
|
_primitiveType,
|
|
indexCount,
|
|
_elementsType,
|
|
indexBaseOffset,
|
|
instanceCount,
|
|
firstVertex);
|
|
}
|
|
else if (firstVertex == 0)
|
|
{
|
|
GL.DrawElementsInstancedBaseInstance(
|
|
_primitiveType,
|
|
indexCount,
|
|
_elementsType,
|
|
indexBaseOffset,
|
|
instanceCount,
|
|
firstInstance);
|
|
}
|
|
else
|
|
{
|
|
GL.DrawElementsInstancedBaseVertexBaseInstance(
|
|
_primitiveType,
|
|
indexCount,
|
|
_elementsType,
|
|
indexBaseOffset,
|
|
instanceCount,
|
|
firstVertex,
|
|
firstInstance);
|
|
}
|
|
}
|
|
|
|
public void DrawIndexedIndirect(BufferRange indirectBuffer)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
|
|
return;
|
|
}
|
|
|
|
PreDrawVbUnbounded();
|
|
|
|
_vertexArray.SetRangeOfIndexBuffer();
|
|
|
|
GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
|
|
|
|
GL.DrawElementsIndirect(_primitiveType, _elementsType, (IntPtr)indirectBuffer.Offset);
|
|
|
|
_vertexArray.RestoreIndexBuffer();
|
|
|
|
PostDraw();
|
|
}
|
|
|
|
public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
|
|
return;
|
|
}
|
|
|
|
PreDrawVbUnbounded();
|
|
|
|
_vertexArray.SetRangeOfIndexBuffer();
|
|
|
|
GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
|
|
GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
|
|
|
|
GL.MultiDrawElementsIndirectCount(
|
|
_primitiveType,
|
|
(All)_elementsType,
|
|
(IntPtr)indirectBuffer.Offset,
|
|
(IntPtr)parameterBuffer.Offset,
|
|
maxDrawCount,
|
|
stride);
|
|
|
|
_vertexArray.RestoreIndexBuffer();
|
|
|
|
PostDraw();
|
|
}
|
|
|
|
public void DrawIndirect(BufferRange indirectBuffer)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
|
|
return;
|
|
}
|
|
|
|
PreDrawVbUnbounded();
|
|
|
|
GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
|
|
|
|
GL.DrawArraysIndirect(_primitiveType, (IntPtr)indirectBuffer.Offset);
|
|
|
|
PostDraw();
|
|
}
|
|
|
|
public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
|
|
return;
|
|
}
|
|
|
|
PreDrawVbUnbounded();
|
|
|
|
GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
|
|
GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
|
|
|
|
GL.MultiDrawArraysIndirectCount(
|
|
_primitiveType,
|
|
(IntPtr)indirectBuffer.Offset,
|
|
(IntPtr)parameterBuffer.Offset,
|
|
maxDrawCount,
|
|
stride);
|
|
|
|
PostDraw();
|
|
}
|
|
|
|
public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
|
|
{
|
|
if (texture is TextureView view && sampler is Sampler samp)
|
|
{
|
|
if (HwCapabilities.SupportsDrawTexture)
|
|
{
|
|
GL.NV.DrawTexture(
|
|
view.Handle,
|
|
samp.Handle,
|
|
dstRegion.X1,
|
|
dstRegion.Y1,
|
|
dstRegion.X2,
|
|
dstRegion.Y2,
|
|
0,
|
|
srcRegion.X1 / view.Width,
|
|
srcRegion.Y1 / view.Height,
|
|
srcRegion.X2 / view.Width,
|
|
srcRegion.Y2 / view.Height);
|
|
}
|
|
else
|
|
{
|
|
static void Disable(EnableCap cap, bool enabled)
|
|
{
|
|
if (enabled)
|
|
{
|
|
GL.Disable(cap);
|
|
}
|
|
}
|
|
|
|
static void Enable(EnableCap cap, bool enabled)
|
|
{
|
|
if (enabled)
|
|
{
|
|
GL.Enable(cap);
|
|
}
|
|
}
|
|
|
|
Disable(EnableCap.CullFace, _cullEnable);
|
|
Disable(EnableCap.StencilTest, _stencilTestEnable);
|
|
Disable(EnableCap.DepthTest, _depthTestEnable);
|
|
|
|
if (_depthMask)
|
|
{
|
|
GL.DepthMask(false);
|
|
}
|
|
|
|
if (_tfEnabled)
|
|
{
|
|
GL.EndTransformFeedback();
|
|
}
|
|
|
|
GL.ClipControl(ClipOrigin.UpperLeft, ClipDepthMode.NegativeOneToOne);
|
|
|
|
_drawTexture.Draw(
|
|
view,
|
|
samp,
|
|
dstRegion.X1,
|
|
dstRegion.Y1,
|
|
dstRegion.X2,
|
|
dstRegion.Y2,
|
|
srcRegion.X1 / view.Width,
|
|
srcRegion.Y1 / view.Height,
|
|
srcRegion.X2 / view.Width,
|
|
srcRegion.Y2 / view.Height);
|
|
|
|
_program?.Bind();
|
|
_unit0Sampler?.Bind(0);
|
|
|
|
RestoreViewport0();
|
|
|
|
Enable(EnableCap.CullFace, _cullEnable);
|
|
Enable(EnableCap.StencilTest, _stencilTestEnable);
|
|
Enable(EnableCap.DepthTest, _depthTestEnable);
|
|
|
|
if (_depthMask)
|
|
{
|
|
GL.DepthMask(true);
|
|
}
|
|
|
|
if (_tfEnabled)
|
|
{
|
|
GL.BeginTransformFeedback(_tfTopology);
|
|
}
|
|
|
|
RestoreClipControl();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void EndTransformFeedback()
|
|
{
|
|
GL.EndTransformFeedback();
|
|
_tfEnabled = false;
|
|
}
|
|
|
|
public void SetAlphaTest(bool enable, float reference, CompareOp op)
|
|
{
|
|
if (!enable)
|
|
{
|
|
GL.Disable(EnableCap.AlphaTest);
|
|
return;
|
|
}
|
|
|
|
GL.AlphaFunc((AlphaFunction)op.Convert(), reference);
|
|
GL.Enable(EnableCap.AlphaTest);
|
|
}
|
|
|
|
public void SetBlendState(AdvancedBlendDescriptor blend)
|
|
{
|
|
if (HwCapabilities.SupportsBlendEquationAdvanced)
|
|
{
|
|
GL.BlendEquation((BlendEquationMode)blend.Op.Convert());
|
|
GL.NV.BlendParameter(NvBlendEquationAdvanced.BlendOverlapNv, (int)blend.Overlap.Convert());
|
|
GL.NV.BlendParameter(NvBlendEquationAdvanced.BlendPremultipliedSrcNv, blend.SrcPreMultiplied ? 1 : 0);
|
|
GL.Enable(EnableCap.Blend);
|
|
_advancedBlendEnable = true;
|
|
}
|
|
}
|
|
|
|
public void SetBlendState(int index, BlendDescriptor blend)
|
|
{
|
|
if (_advancedBlendEnable)
|
|
{
|
|
GL.Disable(EnableCap.Blend);
|
|
_advancedBlendEnable = false;
|
|
}
|
|
|
|
if (!blend.Enable)
|
|
{
|
|
GL.Disable(IndexedEnableCap.Blend, index);
|
|
return;
|
|
}
|
|
|
|
GL.BlendEquationSeparate(
|
|
index,
|
|
blend.ColorOp.Convert(),
|
|
blend.AlphaOp.Convert());
|
|
|
|
GL.BlendFuncSeparate(
|
|
index,
|
|
(BlendingFactorSrc)blend.ColorSrcFactor.Convert(),
|
|
(BlendingFactorDest)blend.ColorDstFactor.Convert(),
|
|
(BlendingFactorSrc)blend.AlphaSrcFactor.Convert(),
|
|
(BlendingFactorDest)blend.AlphaDstFactor.Convert());
|
|
|
|
EnsureFramebuffer();
|
|
|
|
_framebuffer.SetDualSourceBlend(
|
|
blend.ColorSrcFactor.IsDualSource() ||
|
|
blend.ColorDstFactor.IsDualSource() ||
|
|
blend.AlphaSrcFactor.IsDualSource() ||
|
|
blend.AlphaDstFactor.IsDualSource());
|
|
|
|
if (_blendConstant != blend.BlendConstant)
|
|
{
|
|
_blendConstant = blend.BlendConstant;
|
|
|
|
GL.BlendColor(
|
|
blend.BlendConstant.Red,
|
|
blend.BlendConstant.Green,
|
|
blend.BlendConstant.Blue,
|
|
blend.BlendConstant.Alpha);
|
|
}
|
|
|
|
GL.Enable(IndexedEnableCap.Blend, index);
|
|
}
|
|
|
|
public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
|
|
{
|
|
if ((enables & PolygonModeMask.Point) != 0)
|
|
{
|
|
GL.Enable(EnableCap.PolygonOffsetPoint);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.PolygonOffsetPoint);
|
|
}
|
|
|
|
if ((enables & PolygonModeMask.Line) != 0)
|
|
{
|
|
GL.Enable(EnableCap.PolygonOffsetLine);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.PolygonOffsetLine);
|
|
}
|
|
|
|
if ((enables & PolygonModeMask.Fill) != 0)
|
|
{
|
|
GL.Enable(EnableCap.PolygonOffsetFill);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.PolygonOffsetFill);
|
|
}
|
|
|
|
if (enables == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (HwCapabilities.SupportsPolygonOffsetClamp)
|
|
{
|
|
GL.PolygonOffsetClamp(factor, units, clamp);
|
|
}
|
|
else
|
|
{
|
|
GL.PolygonOffset(factor, units);
|
|
}
|
|
}
|
|
|
|
public void SetDepthClamp(bool clamp)
|
|
{
|
|
if (!clamp)
|
|
{
|
|
GL.Disable(EnableCap.DepthClamp);
|
|
return;
|
|
}
|
|
|
|
GL.Enable(EnableCap.DepthClamp);
|
|
}
|
|
|
|
public void SetDepthMode(DepthMode mode)
|
|
{
|
|
ClipDepthMode depthMode = mode.Convert();
|
|
|
|
if (_clipDepthMode != depthMode)
|
|
{
|
|
_clipDepthMode = depthMode;
|
|
|
|
GL.ClipControl(_clipOrigin, depthMode);
|
|
}
|
|
}
|
|
|
|
public void SetDepthTest(DepthTestDescriptor depthTest)
|
|
{
|
|
if (depthTest.TestEnable)
|
|
{
|
|
GL.Enable(EnableCap.DepthTest);
|
|
GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.DepthTest);
|
|
}
|
|
|
|
GL.DepthMask(depthTest.WriteEnable);
|
|
_depthMask = depthTest.WriteEnable;
|
|
_depthTestEnable = depthTest.TestEnable;
|
|
}
|
|
|
|
public void SetFaceCulling(bool enable, Face face)
|
|
{
|
|
_cullEnable = enable;
|
|
|
|
if (!enable)
|
|
{
|
|
GL.Disable(EnableCap.CullFace);
|
|
return;
|
|
}
|
|
|
|
GL.CullFace(face.Convert());
|
|
|
|
GL.Enable(EnableCap.CullFace);
|
|
}
|
|
|
|
public void SetFrontFace(FrontFace frontFace)
|
|
{
|
|
SetFrontFace(_frontFace = frontFace.Convert());
|
|
}
|
|
|
|
public void SetImage(ShaderStage stage, int binding, ITexture texture, Format imageFormat)
|
|
{
|
|
if ((uint)binding < SavedImages)
|
|
{
|
|
_images[binding] = (texture as TextureBase, imageFormat);
|
|
}
|
|
|
|
if (texture == null)
|
|
{
|
|
GL.BindImageTexture(binding, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
|
|
return;
|
|
}
|
|
|
|
TextureBase texBase = (TextureBase)texture;
|
|
|
|
SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
|
|
|
|
if (format != 0)
|
|
{
|
|
GL.BindImageTexture(binding, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
|
|
}
|
|
}
|
|
|
|
public void SetImageArray(ShaderStage stage, int binding, IImageArray array)
|
|
{
|
|
(array as ImageArray).Bind(binding);
|
|
}
|
|
|
|
public void SetImageArraySeparate(ShaderStage stage, int setIndex, IImageArray array)
|
|
{
|
|
throw new NotSupportedException("OpenGL does not support descriptor sets.");
|
|
}
|
|
|
|
public void SetIndexBuffer(BufferRange buffer, IndexType type)
|
|
{
|
|
_elementsType = type.Convert();
|
|
|
|
_indexBaseOffset = (IntPtr)buffer.Offset;
|
|
|
|
EnsureVertexArray();
|
|
|
|
_vertexArray.SetIndexBuffer(buffer);
|
|
}
|
|
|
|
public void SetLogicOpState(bool enable, LogicalOp op)
|
|
{
|
|
if (enable)
|
|
{
|
|
GL.Enable(EnableCap.ColorLogicOp);
|
|
|
|
GL.LogicOp((LogicOp)op.Convert());
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.ColorLogicOp);
|
|
}
|
|
}
|
|
|
|
public void SetMultisampleState(MultisampleDescriptor multisample)
|
|
{
|
|
if (multisample.AlphaToCoverageEnable)
|
|
{
|
|
GL.Enable(EnableCap.SampleAlphaToCoverage);
|
|
|
|
if (multisample.AlphaToOneEnable)
|
|
{
|
|
GL.Enable(EnableCap.SampleAlphaToOne);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.SampleAlphaToOne);
|
|
}
|
|
|
|
if (HwCapabilities.SupportsAlphaToCoverageDitherControl)
|
|
{
|
|
GL.NV.AlphaToCoverageDitherControl(multisample.AlphaToCoverageDitherEnable
|
|
? NvAlphaToCoverageDitherControl.AlphaToCoverageDitherEnableNv
|
|
: NvAlphaToCoverageDitherControl.AlphaToCoverageDitherDisableNv);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.SampleAlphaToCoverage);
|
|
}
|
|
}
|
|
|
|
public void SetLineParameters(float width, bool smooth)
|
|
{
|
|
if (smooth)
|
|
{
|
|
GL.Enable(EnableCap.LineSmooth);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.LineSmooth);
|
|
}
|
|
|
|
GL.LineWidth(width);
|
|
}
|
|
|
|
public unsafe void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
|
|
{
|
|
GL.PatchParameter(PatchParameterInt.PatchVertices, vertices);
|
|
|
|
fixed (float* pOuterLevel = defaultOuterLevel)
|
|
{
|
|
GL.PatchParameter(PatchParameterFloat.PatchDefaultOuterLevel, pOuterLevel);
|
|
}
|
|
|
|
fixed (float* pInnerLevel = defaultInnerLevel)
|
|
{
|
|
GL.PatchParameter(PatchParameterFloat.PatchDefaultInnerLevel, pInnerLevel);
|
|
}
|
|
}
|
|
|
|
public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
|
|
{
|
|
// GL_POINT_SPRITE was deprecated in core profile 3.2+ and causes GL_INVALID_ENUM when set.
|
|
// As we don't know if the current context is core or compat, it's safer to keep this code.
|
|
if (enablePointSprite)
|
|
{
|
|
GL.Enable(EnableCap.PointSprite);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.PointSprite);
|
|
}
|
|
|
|
if (isProgramPointSize)
|
|
{
|
|
GL.Enable(EnableCap.ProgramPointSize);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.ProgramPointSize);
|
|
}
|
|
|
|
GL.PointParameter(origin == Origin.LowerLeft
|
|
? PointSpriteCoordOriginParameter.LowerLeft
|
|
: PointSpriteCoordOriginParameter.UpperLeft);
|
|
|
|
// Games seem to set point size to 0 which generates a GL_INVALID_VALUE
|
|
// From the spec, GL_INVALID_VALUE is generated if size is less than or equal to 0.
|
|
GL.PointSize(Math.Max(float.Epsilon, size));
|
|
}
|
|
|
|
public void SetPolygonMode(GAL.PolygonMode frontMode, GAL.PolygonMode backMode)
|
|
{
|
|
if (frontMode == backMode)
|
|
{
|
|
GL.PolygonMode(MaterialFace.FrontAndBack, frontMode.Convert());
|
|
}
|
|
else
|
|
{
|
|
GL.PolygonMode(MaterialFace.Front, frontMode.Convert());
|
|
GL.PolygonMode(MaterialFace.Back, backMode.Convert());
|
|
}
|
|
}
|
|
|
|
public void SetPrimitiveRestart(bool enable, int index)
|
|
{
|
|
if (!enable)
|
|
{
|
|
GL.Disable(EnableCap.PrimitiveRestart);
|
|
return;
|
|
}
|
|
|
|
GL.PrimitiveRestartIndex(index);
|
|
|
|
GL.Enable(EnableCap.PrimitiveRestart);
|
|
}
|
|
|
|
public void SetPrimitiveTopology(PrimitiveTopology topology)
|
|
{
|
|
_primitiveType = topology.Convert();
|
|
}
|
|
|
|
public void SetProgram(IProgram program)
|
|
{
|
|
Program prg = (Program)program;
|
|
|
|
if (_tfEnabled)
|
|
{
|
|
GL.EndTransformFeedback();
|
|
prg.Bind();
|
|
GL.BeginTransformFeedback(_tfTopology);
|
|
}
|
|
else
|
|
{
|
|
prg.Bind();
|
|
}
|
|
|
|
if (_fragmentOutputMap != (uint)prg.FragmentOutputMap)
|
|
{
|
|
_fragmentOutputMap = (uint)prg.FragmentOutputMap;
|
|
|
|
for (int index = 0; index < Constants.MaxRenderTargets; index++)
|
|
{
|
|
RestoreComponentMask(index, force: false);
|
|
}
|
|
}
|
|
|
|
_program = prg;
|
|
}
|
|
|
|
public void SetRasterizerDiscard(bool discard)
|
|
{
|
|
if (discard)
|
|
{
|
|
GL.Enable(EnableCap.RasterizerDiscard);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.RasterizerDiscard);
|
|
}
|
|
|
|
_rasterizerDiscard = discard;
|
|
}
|
|
|
|
public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
|
|
{
|
|
_componentMasks = 0;
|
|
|
|
for (int index = 0; index < componentMasks.Length; index++)
|
|
{
|
|
_componentMasks |= componentMasks[index] << (index * 4);
|
|
|
|
RestoreComponentMask(index, force: false);
|
|
}
|
|
}
|
|
|
|
public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
|
|
{
|
|
EnsureFramebuffer();
|
|
|
|
for (int index = 0; index < colors.Length; index++)
|
|
{
|
|
TextureView color = (TextureView)colors[index];
|
|
|
|
_framebuffer.AttachColor(index, color);
|
|
|
|
if (color != null)
|
|
{
|
|
int isBgra = color.Format.IsBgr() ? 1 : 0;
|
|
|
|
if (_fpIsBgra[index].X != isBgra)
|
|
{
|
|
_fpIsBgra[index].X = isBgra;
|
|
|
|
RestoreComponentMask(index);
|
|
}
|
|
}
|
|
}
|
|
|
|
TextureView depthStencilView = (TextureView)depthStencil;
|
|
|
|
_framebuffer.AttachDepthStencil(depthStencilView);
|
|
_framebuffer.SetDrawBuffers(colors.Length);
|
|
}
|
|
|
|
public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
|
|
{
|
|
int count = Math.Min(regions.Length, Constants.MaxViewports);
|
|
|
|
Span<int> v = stackalloc int[count * 4];
|
|
|
|
for (int index = 0; index < count; index++)
|
|
{
|
|
int vIndex = index * 4;
|
|
|
|
var region = regions[index];
|
|
|
|
bool enabled = (region.X | region.Y) != 0 || region.Width != 0xffff || region.Height != 0xffff;
|
|
uint mask = 1u << index;
|
|
|
|
if (enabled)
|
|
{
|
|
v[vIndex] = region.X;
|
|
v[vIndex + 1] = region.Y;
|
|
v[vIndex + 2] = region.Width;
|
|
v[vIndex + 3] = region.Height;
|
|
|
|
if ((_scissorEnables & mask) == 0)
|
|
{
|
|
_scissorEnables |= mask;
|
|
GL.Enable(IndexedEnableCap.ScissorTest, index);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((_scissorEnables & mask) != 0)
|
|
{
|
|
_scissorEnables &= ~mask;
|
|
GL.Disable(IndexedEnableCap.ScissorTest, index);
|
|
}
|
|
}
|
|
}
|
|
|
|
GL.ScissorArray(0, count, ref v[0]);
|
|
}
|
|
|
|
public void SetStencilTest(StencilTestDescriptor stencilTest)
|
|
{
|
|
_stencilTestEnable = stencilTest.TestEnable;
|
|
|
|
if (!stencilTest.TestEnable)
|
|
{
|
|
GL.Disable(EnableCap.StencilTest);
|
|
return;
|
|
}
|
|
|
|
GL.StencilOpSeparate(
|
|
StencilFace.Front,
|
|
stencilTest.FrontSFail.Convert(),
|
|
stencilTest.FrontDpFail.Convert(),
|
|
stencilTest.FrontDpPass.Convert());
|
|
|
|
GL.StencilFuncSeparate(
|
|
StencilFace.Front,
|
|
(StencilFunction)stencilTest.FrontFunc.Convert(),
|
|
stencilTest.FrontFuncRef,
|
|
stencilTest.FrontFuncMask);
|
|
|
|
GL.StencilMaskSeparate(StencilFace.Front, stencilTest.FrontMask);
|
|
|
|
GL.StencilOpSeparate(
|
|
StencilFace.Back,
|
|
stencilTest.BackSFail.Convert(),
|
|
stencilTest.BackDpFail.Convert(),
|
|
stencilTest.BackDpPass.Convert());
|
|
|
|
GL.StencilFuncSeparate(
|
|
StencilFace.Back,
|
|
(StencilFunction)stencilTest.BackFunc.Convert(),
|
|
stencilTest.BackFuncRef,
|
|
stencilTest.BackFuncMask);
|
|
|
|
GL.StencilMaskSeparate(StencilFace.Back, stencilTest.BackMask);
|
|
|
|
GL.Enable(EnableCap.StencilTest);
|
|
|
|
_stencilFrontMask = stencilTest.FrontMask;
|
|
}
|
|
|
|
public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
|
|
{
|
|
SetBuffers(buffers, isStorage: true);
|
|
}
|
|
|
|
public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
|
|
{
|
|
if (texture != null)
|
|
{
|
|
if (binding == 0)
|
|
{
|
|
_unit0Texture = (TextureBase)texture;
|
|
}
|
|
else
|
|
{
|
|
((TextureBase)texture).Bind(binding);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TextureBase.ClearBinding(binding);
|
|
}
|
|
|
|
Sampler glSampler = (Sampler)sampler;
|
|
|
|
glSampler?.Bind(binding);
|
|
|
|
if (binding == 0)
|
|
{
|
|
_unit0Sampler = glSampler;
|
|
}
|
|
}
|
|
|
|
public void SetTextureArray(ShaderStage stage, int binding, ITextureArray array)
|
|
{
|
|
(array as TextureArray).Bind(binding);
|
|
}
|
|
|
|
public void SetTextureArraySeparate(ShaderStage stage, int setIndex, ITextureArray array)
|
|
{
|
|
throw new NotSupportedException("OpenGL does not support descriptor sets.");
|
|
}
|
|
|
|
public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
|
|
{
|
|
if (_tfEnabled)
|
|
{
|
|
GL.EndTransformFeedback();
|
|
}
|
|
|
|
int count = Math.Min(buffers.Length, Constants.MaxTransformFeedbackBuffers);
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
BufferRange buffer = buffers[i];
|
|
_tfbTargets[i] = buffer;
|
|
|
|
if (buffer.Handle == BufferHandle.Null)
|
|
{
|
|
GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, 0);
|
|
continue;
|
|
}
|
|
|
|
if (_tfbs[i] == BufferHandle.Null)
|
|
{
|
|
_tfbs[i] = Buffer.Create();
|
|
}
|
|
|
|
Buffer.Resize(_tfbs[i], buffer.Size);
|
|
Buffer.Copy(buffer.Handle, _tfbs[i], buffer.Offset, 0, buffer.Size);
|
|
GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, _tfbs[i].ToInt32());
|
|
}
|
|
|
|
if (_tfEnabled)
|
|
{
|
|
GL.BeginTransformFeedback(_tfTopology);
|
|
}
|
|
}
|
|
|
|
public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
|
|
{
|
|
SetBuffers(buffers, isStorage: false);
|
|
}
|
|
|
|
public void SetUserClipDistance(int index, bool enableClip)
|
|
{
|
|
if (!enableClip)
|
|
{
|
|
GL.Disable(EnableCap.ClipDistance0 + index);
|
|
return;
|
|
}
|
|
|
|
GL.Enable(EnableCap.ClipDistance0 + index);
|
|
}
|
|
|
|
public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
|
|
{
|
|
EnsureVertexArray();
|
|
|
|
_vertexArray.SetVertexAttributes(vertexAttribs);
|
|
}
|
|
|
|
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
|
|
{
|
|
EnsureVertexArray();
|
|
|
|
_vertexArray.SetVertexBuffers(vertexBuffers);
|
|
}
|
|
|
|
public void SetViewports(ReadOnlySpan<Viewport> viewports)
|
|
{
|
|
Array.Resize(ref _viewportArray, viewports.Length * 4);
|
|
Array.Resize(ref _depthRangeArray, viewports.Length * 2);
|
|
|
|
float[] viewportArray = _viewportArray;
|
|
double[] depthRangeArray = _depthRangeArray;
|
|
|
|
for (int index = 0; index < viewports.Length; index++)
|
|
{
|
|
int viewportElemIndex = index * 4;
|
|
|
|
Viewport viewport = viewports[index];
|
|
|
|
viewportArray[viewportElemIndex + 0] = viewport.Region.X;
|
|
viewportArray[viewportElemIndex + 1] = viewport.Region.Y + (viewport.Region.Height < 0 ? viewport.Region.Height : 0);
|
|
viewportArray[viewportElemIndex + 2] = viewport.Region.Width;
|
|
viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height);
|
|
|
|
if (HwCapabilities.SupportsViewportSwizzle)
|
|
{
|
|
GL.NV.ViewportSwizzle(
|
|
index,
|
|
viewport.SwizzleX.Convert(),
|
|
viewport.SwizzleY.Convert(),
|
|
viewport.SwizzleZ.Convert(),
|
|
viewport.SwizzleW.Convert());
|
|
}
|
|
|
|
depthRangeArray[index * 2 + 0] = viewport.DepthNear;
|
|
depthRangeArray[index * 2 + 1] = viewport.DepthFar;
|
|
}
|
|
|
|
bool flipY = viewports.Length != 0 && viewports[0].Region.Height < 0;
|
|
|
|
SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
|
|
|
|
GL.ViewportArray(0, viewports.Length, viewportArray);
|
|
GL.DepthRangeArray(0, viewports.Length, depthRangeArray);
|
|
}
|
|
|
|
public void TextureBarrier()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
|
|
}
|
|
|
|
public void TextureBarrierTiled()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
|
|
}
|
|
|
|
private static void SetBuffers(ReadOnlySpan<BufferAssignment> buffers, bool isStorage)
|
|
{
|
|
BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer;
|
|
|
|
for (int index = 0; index < buffers.Length; index++)
|
|
{
|
|
BufferAssignment assignment = buffers[index];
|
|
BufferRange buffer = assignment.Range;
|
|
|
|
if (buffer.Handle == BufferHandle.Null)
|
|
{
|
|
GL.BindBufferRange(target, assignment.Binding, 0, IntPtr.Zero, 0);
|
|
continue;
|
|
}
|
|
|
|
GL.BindBufferRange(target, assignment.Binding, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
|
|
}
|
|
}
|
|
|
|
private void SetOrigin(ClipOrigin origin)
|
|
{
|
|
if (_clipOrigin != origin)
|
|
{
|
|
_clipOrigin = origin;
|
|
|
|
GL.ClipControl(origin, _clipDepthMode);
|
|
|
|
SetFrontFace(_frontFace);
|
|
}
|
|
}
|
|
|
|
private void SetFrontFace(FrontFaceDirection frontFace)
|
|
{
|
|
// Changing clip origin will also change the front face to compensate
|
|
// for the flipped viewport, we flip it again here to compensate as
|
|
// this effect is undesirable for us.
|
|
if (_clipOrigin == ClipOrigin.UpperLeft)
|
|
{
|
|
frontFace = frontFace == FrontFaceDirection.Ccw ? FrontFaceDirection.Cw : FrontFaceDirection.Ccw;
|
|
}
|
|
|
|
GL.FrontFace(frontFace);
|
|
}
|
|
|
|
private void EnsureVertexArray()
|
|
{
|
|
if (_vertexArray == null)
|
|
{
|
|
_vertexArray = new VertexArray();
|
|
|
|
_vertexArray.Bind();
|
|
}
|
|
}
|
|
|
|
private void EnsureFramebuffer()
|
|
{
|
|
if (_framebuffer == null)
|
|
{
|
|
_framebuffer = new Framebuffer();
|
|
|
|
int boundHandle = _framebuffer.Bind();
|
|
_boundDrawFramebuffer = _boundReadFramebuffer = boundHandle;
|
|
|
|
GL.Enable(EnableCap.FramebufferSrgb);
|
|
}
|
|
}
|
|
|
|
internal (int drawHandle, int readHandle) GetBoundFramebuffers()
|
|
{
|
|
if (BackgroundContextWorker.InBackground)
|
|
{
|
|
return (0, 0);
|
|
}
|
|
|
|
return (_boundDrawFramebuffer, _boundReadFramebuffer);
|
|
}
|
|
|
|
private void PrepareForDispatch()
|
|
{
|
|
_unit0Texture?.Bind(0);
|
|
}
|
|
|
|
private void PreDraw(int vertexCount)
|
|
{
|
|
_vertexArray.PreDraw(vertexCount);
|
|
PreDraw();
|
|
}
|
|
|
|
private void PreDrawVbUnbounded()
|
|
{
|
|
_vertexArray.PreDrawVbUnbounded();
|
|
PreDraw();
|
|
}
|
|
|
|
private void PreDraw()
|
|
{
|
|
DrawCount++;
|
|
|
|
_unit0Texture?.Bind(0);
|
|
}
|
|
|
|
private void PostDraw()
|
|
{
|
|
if (_tfEnabled)
|
|
{
|
|
for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
|
|
{
|
|
if (_tfbTargets[i].Handle != BufferHandle.Null)
|
|
{
|
|
Buffer.Copy(_tfbs[i], _tfbTargets[i].Handle, 0, _tfbTargets[i].Offset, _tfbTargets[i].Size);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void RestoreComponentMask(int index, bool force = true)
|
|
{
|
|
// If the bound render target is bgra, swap the red and blue masks.
|
|
uint redMask = _fpIsBgra[index].X == 0 ? 1u : 4u;
|
|
uint blueMask = _fpIsBgra[index].X == 0 ? 4u : 1u;
|
|
|
|
int shift = index * 4;
|
|
uint componentMask = _componentMasks & _fragmentOutputMap;
|
|
uint checkMask = 0xfu << shift;
|
|
uint componentMaskAtIndex = componentMask & checkMask;
|
|
|
|
if (!force && componentMaskAtIndex == (_currentComponentMasks & checkMask))
|
|
{
|
|
return;
|
|
}
|
|
|
|
componentMask >>= shift;
|
|
componentMask &= 0xfu;
|
|
|
|
GL.ColorMask(
|
|
index,
|
|
(componentMask & redMask) != 0,
|
|
(componentMask & 2u) != 0,
|
|
(componentMask & blueMask) != 0,
|
|
(componentMask & 8u) != 0);
|
|
|
|
_currentComponentMasks &= ~checkMask;
|
|
_currentComponentMasks |= componentMaskAtIndex;
|
|
}
|
|
|
|
public void RestoreClipControl()
|
|
{
|
|
GL.ClipControl(_clipOrigin, _clipDepthMode);
|
|
}
|
|
|
|
public void RestoreScissor0Enable()
|
|
{
|
|
if ((_scissorEnables & 1u) != 0)
|
|
{
|
|
GL.Enable(IndexedEnableCap.ScissorTest, 0);
|
|
}
|
|
}
|
|
|
|
public void RestoreRasterizerDiscard()
|
|
{
|
|
if (_rasterizerDiscard)
|
|
{
|
|
GL.Enable(EnableCap.RasterizerDiscard);
|
|
}
|
|
}
|
|
|
|
public void RestoreViewport0()
|
|
{
|
|
if (_viewportArray.Length > 0)
|
|
{
|
|
GL.ViewportArray(0, 1, _viewportArray);
|
|
}
|
|
}
|
|
|
|
public void RestoreProgram()
|
|
{
|
|
_program?.Bind();
|
|
}
|
|
|
|
public void RestoreImages1And2()
|
|
{
|
|
for (int i = 0; i < SavedImages; i++)
|
|
{
|
|
(TextureBase texBase, Format imageFormat) = _images[i];
|
|
|
|
if (texBase != null)
|
|
{
|
|
SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
|
|
|
|
if (format != 0)
|
|
{
|
|
GL.BindImageTexture(i, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
GL.BindImageTexture(i, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
|
|
}
|
|
}
|
|
|
|
public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
|
|
{
|
|
// Compare an event and a constant value.
|
|
if (value is CounterQueueEvent evt)
|
|
{
|
|
// Easy host conditional rendering when the check matches what GL can do:
|
|
// - Event is of type samples passed.
|
|
// - Result is not a combination of multiple queries.
|
|
// - Comparing against 0.
|
|
// - Event has not already been flushed.
|
|
|
|
if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
|
|
{
|
|
if (!value.ReserveForHostAccess())
|
|
{
|
|
// If the event has been flushed, then just use the values on the CPU.
|
|
// The query object may already be repurposed for another draw (eg. begin + end).
|
|
return false;
|
|
}
|
|
|
|
GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
|
|
_activeConditionalRender = evt;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// The GPU will flush the queries to CPU and evaluate the condition there instead.
|
|
|
|
GL.Flush(); // The thread will be stalled manually flushing the counter, so flush GL commands now.
|
|
return false;
|
|
}
|
|
|
|
public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
|
|
{
|
|
GL.Flush(); // The GPU thread will be stalled manually flushing the counter, so flush GL commands now.
|
|
return false; // We don't currently have a way to compare two counters for conditional rendering.
|
|
}
|
|
|
|
public void EndHostConditionalRendering()
|
|
{
|
|
GL.EndConditionalRender();
|
|
|
|
_activeConditionalRender?.ReleaseHostAccess();
|
|
_activeConditionalRender = null;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
|
|
{
|
|
if (_tfbs[i] != BufferHandle.Null)
|
|
{
|
|
Buffer.Delete(_tfbs[i]);
|
|
_tfbs[i] = BufferHandle.Null;
|
|
}
|
|
}
|
|
|
|
_activeConditionalRender?.ReleaseHostAccess();
|
|
_framebuffer?.Dispose();
|
|
_vertexArray?.Dispose();
|
|
_drawTexture.Dispose();
|
|
}
|
|
}
|
|
}
|