mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-11-15 01:25:25 +00:00
611bec6e44
* Implement DrawTexture functionality * Non-NVIDIA support * Disable some features that should not affect draw texture (slow path) * Remove space from shader source * Match 2D engine names * Fix resolution scale and add missing XML docs * Disable transform feedback for draw texture fallback
139 lines
3.6 KiB
C#
139 lines
3.6 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.OpenGL.Image;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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class DrawTextureEmulation
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{
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private const string VertexShader = @"#version 430 core
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uniform float srcX0;
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uniform float srcY0;
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uniform float srcX1;
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uniform float srcY1;
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layout (location = 0) out vec2 texcoord;
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void main()
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{
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bool x1 = (gl_VertexID & 1) != 0;
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bool y1 = (gl_VertexID & 2) != 0;
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gl_Position = vec4(x1 ? 1 : -1, y1 ? -1 : 1, 0, 1);
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texcoord = vec2(x1 ? srcX1 : srcX0, y1 ? srcY1 : srcY0);
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}";
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private const string FragmentShader = @"#version 430 core
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layout (location = 0) uniform sampler2D tex;
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layout (location = 0) in vec2 texcoord;
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layout (location = 0) out vec4 colour;
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void main()
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{
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colour = texture(tex, texcoord);
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}";
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private int _vsHandle;
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private int _fsHandle;
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private int _programHandle;
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private int _uniformSrcX0Location;
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private int _uniformSrcY0Location;
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private int _uniformSrcX1Location;
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private int _uniformSrcY1Location;
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private bool _initialized;
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public void Draw(
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TextureView texture,
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Sampler sampler,
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float x0,
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float y0,
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float x1,
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float y1,
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float s0,
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float t0,
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float s1,
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float t1)
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{
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EnsureInitialized();
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GL.UseProgram(_programHandle);
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texture.Bind(0);
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sampler.Bind(0);
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if (x0 > x1)
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{
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float temp = s0;
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s0 = s1;
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s1 = temp;
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}
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if (y0 > y1)
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{
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float temp = t0;
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t0 = t1;
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t1 = temp;
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}
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GL.Uniform1(_uniformSrcX0Location, s0);
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GL.Uniform1(_uniformSrcY0Location, t0);
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GL.Uniform1(_uniformSrcX1Location, s1);
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GL.Uniform1(_uniformSrcY1Location, t1);
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GL.ViewportIndexed(0, MathF.Min(x0, x1), MathF.Min(y0, y1), MathF.Abs(x1 - x0), MathF.Abs(y1 - y0));
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GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
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}
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private void EnsureInitialized()
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{
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if (_initialized)
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{
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return;
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}
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_initialized = true;
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_vsHandle = GL.CreateShader(ShaderType.VertexShader);
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_fsHandle = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(_vsHandle, VertexShader);
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GL.ShaderSource(_fsHandle, FragmentShader);
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GL.CompileShader(_vsHandle);
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GL.CompileShader(_fsHandle);
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_programHandle = GL.CreateProgram();
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GL.AttachShader(_programHandle, _vsHandle);
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GL.AttachShader(_programHandle, _fsHandle);
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GL.LinkProgram(_programHandle);
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GL.DetachShader(_programHandle, _vsHandle);
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GL.DetachShader(_programHandle, _fsHandle);
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_uniformSrcX0Location = GL.GetUniformLocation(_programHandle, "srcX0");
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_uniformSrcY0Location = GL.GetUniformLocation(_programHandle, "srcY0");
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_uniformSrcX1Location = GL.GetUniformLocation(_programHandle, "srcX1");
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_uniformSrcY1Location = GL.GetUniformLocation(_programHandle, "srcY1");
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}
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public void Dispose()
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{
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if (!_initialized)
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{
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return;
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}
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GL.DeleteShader(_vsHandle);
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GL.DeleteShader(_fsHandle);
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GL.DeleteProgram(_programHandle);
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_initialized = false;
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}
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}
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}
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