mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-27 09:59:33 +01:00
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
138 lines
3.6 KiB
C#
138 lines
3.6 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Graphics.OpenGL.Image;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL
|
|
{
|
|
class DrawTextureEmulation
|
|
{
|
|
private const string VertexShader = @"#version 430 core
|
|
|
|
uniform float srcX0;
|
|
uniform float srcY0;
|
|
uniform float srcX1;
|
|
uniform float srcY1;
|
|
|
|
layout (location = 0) out vec2 texcoord;
|
|
|
|
void main()
|
|
{
|
|
bool x1 = (gl_VertexID & 1) != 0;
|
|
bool y1 = (gl_VertexID & 2) != 0;
|
|
gl_Position = vec4(x1 ? 1 : -1, y1 ? -1 : 1, 0, 1);
|
|
texcoord = vec2(x1 ? srcX1 : srcX0, y1 ? srcY1 : srcY0);
|
|
}";
|
|
|
|
private const string FragmentShader = @"#version 430 core
|
|
|
|
layout (location = 0) uniform sampler2D tex;
|
|
|
|
layout (location = 0) in vec2 texcoord;
|
|
layout (location = 0) out vec4 colour;
|
|
|
|
void main()
|
|
{
|
|
colour = texture(tex, texcoord);
|
|
}";
|
|
|
|
private int _vsHandle;
|
|
private int _fsHandle;
|
|
private int _programHandle;
|
|
private int _uniformSrcX0Location;
|
|
private int _uniformSrcY0Location;
|
|
private int _uniformSrcX1Location;
|
|
private int _uniformSrcY1Location;
|
|
private bool _initialized;
|
|
|
|
public void Draw(
|
|
TextureView texture,
|
|
Sampler sampler,
|
|
float x0,
|
|
float y0,
|
|
float x1,
|
|
float y1,
|
|
float s0,
|
|
float t0,
|
|
float s1,
|
|
float t1)
|
|
{
|
|
EnsureInitialized();
|
|
|
|
GL.UseProgram(_programHandle);
|
|
|
|
texture.Bind(0);
|
|
sampler.Bind(0);
|
|
|
|
if (x0 > x1)
|
|
{
|
|
float temp = s0;
|
|
s0 = s1;
|
|
s1 = temp;
|
|
}
|
|
|
|
if (y0 > y1)
|
|
{
|
|
float temp = t0;
|
|
t0 = t1;
|
|
t1 = temp;
|
|
}
|
|
|
|
GL.Uniform1(_uniformSrcX0Location, s0);
|
|
GL.Uniform1(_uniformSrcY0Location, t0);
|
|
GL.Uniform1(_uniformSrcX1Location, s1);
|
|
GL.Uniform1(_uniformSrcY1Location, t1);
|
|
|
|
GL.ViewportIndexed(0, MathF.Min(x0, x1), MathF.Min(y0, y1), MathF.Abs(x1 - x0), MathF.Abs(y1 - y0));
|
|
|
|
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
|
|
}
|
|
|
|
private void EnsureInitialized()
|
|
{
|
|
if (_initialized)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_initialized = true;
|
|
|
|
_vsHandle = GL.CreateShader(ShaderType.VertexShader);
|
|
_fsHandle = GL.CreateShader(ShaderType.FragmentShader);
|
|
|
|
GL.ShaderSource(_vsHandle, VertexShader);
|
|
GL.ShaderSource(_fsHandle, FragmentShader);
|
|
|
|
GL.CompileShader(_vsHandle);
|
|
GL.CompileShader(_fsHandle);
|
|
|
|
_programHandle = GL.CreateProgram();
|
|
|
|
GL.AttachShader(_programHandle, _vsHandle);
|
|
GL.AttachShader(_programHandle, _fsHandle);
|
|
|
|
GL.LinkProgram(_programHandle);
|
|
|
|
GL.DetachShader(_programHandle, _vsHandle);
|
|
GL.DetachShader(_programHandle, _fsHandle);
|
|
|
|
_uniformSrcX0Location = GL.GetUniformLocation(_programHandle, "srcX0");
|
|
_uniformSrcY0Location = GL.GetUniformLocation(_programHandle, "srcY0");
|
|
_uniformSrcX1Location = GL.GetUniformLocation(_programHandle, "srcX1");
|
|
_uniformSrcY1Location = GL.GetUniformLocation(_programHandle, "srcY1");
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (!_initialized)
|
|
{
|
|
return;
|
|
}
|
|
|
|
GL.DeleteShader(_vsHandle);
|
|
GL.DeleteShader(_fsHandle);
|
|
GL.DeleteProgram(_programHandle);
|
|
|
|
_initialized = false;
|
|
}
|
|
}
|
|
}
|