mirror of
https://github.com/Ryujinx/Ryujinx.git
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851f56b08a
* Support Array/3D depth-stencil render target, and single layer clears * Alignment
1603 lines
50 KiB
C#
1603 lines
50 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Image;
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using Ryujinx.Graphics.OpenGL.Queries;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Pipeline : IPipeline, IDisposable
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{
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private readonly DrawTextureEmulation _drawTexture;
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internal ulong DrawCount { get; private set; }
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private Program _program;
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private bool _rasterizerDiscard;
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private VertexArray _vertexArray;
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private Framebuffer _framebuffer;
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private IntPtr _indexBaseOffset;
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private DrawElementsType _elementsType;
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private PrimitiveType _primitiveType;
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private int _stencilFrontMask;
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private bool _depthMask;
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private bool _depthTestEnable;
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private bool _stencilTestEnable;
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private bool _cullEnable;
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private float[] _viewportArray = Array.Empty<float>();
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private double[] _depthRangeArray = Array.Empty<double>();
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private int _boundDrawFramebuffer;
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private int _boundReadFramebuffer;
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private CounterQueueEvent _activeConditionalRender;
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private Vector4<int>[] _fpIsBgra = new Vector4<int>[SupportBuffer.FragmentIsBgraCount];
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private Vector4<float>[] _renderScale = new Vector4<float>[65];
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private int _fragmentScaleCount;
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private TextureBase _unit0Texture;
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private Sampler _unit0Sampler;
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private FrontFaceDirection _frontFace;
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private ClipOrigin _clipOrigin;
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private ClipDepthMode _clipDepthMode;
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private uint _fragmentOutputMap;
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private uint _componentMasks;
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private uint _currentComponentMasks;
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private uint _scissorEnables;
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private bool _tfEnabled;
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private TransformFeedbackPrimitiveType _tfTopology;
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private SupportBufferUpdater _supportBuffer;
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private readonly BufferHandle[] _tfbs;
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private readonly BufferRange[] _tfbTargets;
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private ColorF _blendConstant;
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internal Pipeline()
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{
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_drawTexture = new DrawTextureEmulation();
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_rasterizerDiscard = false;
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_clipOrigin = ClipOrigin.LowerLeft;
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_clipDepthMode = ClipDepthMode.NegativeOneToOne;
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_fragmentOutputMap = uint.MaxValue;
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_componentMasks = uint.MaxValue;
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var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
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new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
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_tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers];
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_tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers];
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}
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public void Initialize(Renderer renderer)
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{
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_supportBuffer = new SupportBufferUpdater(renderer);
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GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, Unsafe.As<BufferHandle, int>(ref _supportBuffer.Handle));
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_supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount);
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_supportBuffer.UpdateRenderScale(_renderScale, 0, SupportBuffer.RenderScaleMaxCount);
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}
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public void Barrier()
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{
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GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
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}
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public void BeginTransformFeedback(PrimitiveTopology topology)
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{
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GL.BeginTransformFeedback(_tfTopology = topology.ConvertToTfType());
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_tfEnabled = true;
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}
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public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
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{
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Buffer.Clear(destination, offset, size, value);
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}
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public void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color)
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{
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GL.ColorMask(
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index,
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(componentMask & 1) != 0,
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(componentMask & 2) != 0,
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(componentMask & 4) != 0,
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(componentMask & 8) != 0);
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_framebuffer.AttachColorLayerForClear(index, layer);
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float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
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GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
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_framebuffer.DetachColorLayerForClear(index);
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RestoreComponentMask(index);
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}
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public void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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bool stencilMaskChanged =
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stencilMask != 0 &&
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stencilMask != _stencilFrontMask;
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bool depthMaskChanged = depthMask && depthMask != _depthMask;
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if (stencilMaskChanged)
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{
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GL.StencilMaskSeparate(StencilFace.Front, stencilMask);
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}
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if (depthMaskChanged)
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{
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GL.DepthMask(depthMask);
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}
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_framebuffer.AttachDepthStencilLayerForClear(layer);
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if (depthMask && stencilMask != 0)
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{
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GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
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}
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else if (depthMask)
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{
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GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Depth, 0, ref depthValue);
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}
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else if (stencilMask != 0)
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{
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GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue);
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}
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_framebuffer.DetachDepthStencilLayerForClear();
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if (stencilMaskChanged)
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{
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GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
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}
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if (depthMaskChanged)
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{
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GL.DepthMask(_depthMask);
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}
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}
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public void CommandBufferBarrier()
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{
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GL.MemoryBarrier(MemoryBarrierFlags.CommandBarrierBit);
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}
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public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
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{
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Buffer.Copy(source, destination, srcOffset, dstOffset, size);
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}
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public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
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{
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if (!_program.IsLinked)
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{
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Logger.Debug?.Print(LogClass.Gpu, "Dispatch error, shader not linked.");
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return;
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}
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PrepareForDispatch();
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GL.DispatchCompute(groupsX, groupsY, groupsZ);
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}
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public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
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{
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if (!_program.IsLinked)
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{
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Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
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return;
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}
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PreDraw();
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if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
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{
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DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
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}
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else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
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{
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DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
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}
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else
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{
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DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance);
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}
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PostDraw();
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}
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private void DrawQuadsImpl(
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int vertexCount,
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int instanceCount,
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int firstVertex,
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int firstInstance)
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{
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// TODO: Instanced rendering.
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int quadsCount = vertexCount / 4;
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int[] firsts = new int[quadsCount];
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int[] counts = new int[quadsCount];
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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firsts[quadIndex] = firstVertex + quadIndex * 4;
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counts[quadIndex] = 4;
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}
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GL.MultiDrawArrays(
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PrimitiveType.TriangleFan,
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firsts,
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counts,
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quadsCount);
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}
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private void DrawQuadStripImpl(
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int vertexCount,
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int instanceCount,
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int firstVertex,
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int firstInstance)
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{
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int quadsCount = (vertexCount - 2) / 2;
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if (firstInstance != 0 || instanceCount != 1)
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{
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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GL.DrawArraysInstancedBaseInstance(PrimitiveType.TriangleFan, firstVertex + quadIndex * 2, 4, instanceCount, firstInstance);
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}
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}
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else
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{
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int[] firsts = new int[quadsCount];
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int[] counts = new int[quadsCount];
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firsts[0] = firstVertex;
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counts[0] = 4;
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for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
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{
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firsts[quadIndex] = firstVertex + quadIndex * 2;
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counts[quadIndex] = 4;
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}
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GL.MultiDrawArrays(
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PrimitiveType.TriangleFan,
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firsts,
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counts,
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quadsCount);
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}
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}
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private void DrawImpl(
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int vertexCount,
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int instanceCount,
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int firstVertex,
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int firstInstance)
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{
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if (firstInstance == 0 && instanceCount == 1)
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{
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GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
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}
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else if (firstInstance == 0)
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{
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GL.DrawArraysInstanced(_primitiveType, firstVertex, vertexCount, instanceCount);
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}
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else
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{
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GL.DrawArraysInstancedBaseInstance(
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_primitiveType,
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firstVertex,
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vertexCount,
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instanceCount,
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firstInstance);
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}
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}
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public void DrawIndexed(
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int indexCount,
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int instanceCount,
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int firstIndex,
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int firstVertex,
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int firstInstance)
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{
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if (!_program.IsLinked)
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{
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Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
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return;
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}
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PreDraw();
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int indexElemSize = 1;
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switch (_elementsType)
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{
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case DrawElementsType.UnsignedShort: indexElemSize = 2; break;
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case DrawElementsType.UnsignedInt: indexElemSize = 4; break;
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}
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IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
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if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
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{
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DrawQuadsIndexedImpl(
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indexCount,
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instanceCount,
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indexBaseOffset,
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indexElemSize,
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firstVertex,
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firstInstance);
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}
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else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
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{
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DrawQuadStripIndexedImpl(
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indexCount,
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instanceCount,
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indexBaseOffset,
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indexElemSize,
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firstVertex,
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firstInstance);
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}
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else
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{
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DrawIndexedImpl(
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indexCount,
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instanceCount,
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indexBaseOffset,
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firstVertex,
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firstInstance);
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}
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PostDraw();
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}
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private void DrawQuadsIndexedImpl(
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int indexCount,
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int instanceCount,
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IntPtr indexBaseOffset,
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int indexElemSize,
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int firstVertex,
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int firstInstance)
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{
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int quadsCount = indexCount / 4;
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if (firstInstance != 0 || instanceCount != 1)
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{
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if (firstVertex != 0 && firstInstance != 0)
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{
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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GL.DrawElementsInstancedBaseVertexBaseInstance(
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PrimitiveType.TriangleFan,
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4,
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_elementsType,
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indexBaseOffset + quadIndex * 4 * indexElemSize,
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instanceCount,
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firstVertex,
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firstInstance);
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}
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}
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else if (firstInstance != 0)
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{
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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GL.DrawElementsInstancedBaseInstance(
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PrimitiveType.TriangleFan,
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4,
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_elementsType,
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indexBaseOffset + quadIndex * 4 * indexElemSize,
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instanceCount,
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firstInstance);
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}
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}
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else
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{
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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GL.DrawElementsInstanced(
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PrimitiveType.TriangleFan,
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4,
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_elementsType,
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indexBaseOffset + quadIndex * 4 * indexElemSize,
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instanceCount);
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}
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}
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}
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else
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{
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IntPtr[] indices = new IntPtr[quadsCount];
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int[] counts = new int[quadsCount];
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int[] baseVertices = new int[quadsCount];
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
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counts[quadIndex] = 4;
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baseVertices[quadIndex] = firstVertex;
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}
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GL.MultiDrawElementsBaseVertex(
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PrimitiveType.TriangleFan,
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counts,
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_elementsType,
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indices,
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quadsCount,
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baseVertices);
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}
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}
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private void DrawQuadStripIndexedImpl(
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int indexCount,
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int instanceCount,
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IntPtr indexBaseOffset,
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int indexElemSize,
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int firstVertex,
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int firstInstance)
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{
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// TODO: Instanced rendering.
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int quadsCount = (indexCount - 2) / 2;
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IntPtr[] indices = new IntPtr[quadsCount];
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int[] counts = new int[quadsCount];
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int[] baseVertices = new int[quadsCount];
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indices[0] = indexBaseOffset;
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counts[0] = 4;
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baseVertices[0] = firstVertex;
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for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
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{
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indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize;
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counts[quadIndex] = 4;
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baseVertices[quadIndex] = firstVertex;
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}
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GL.MultiDrawElementsBaseVertex(
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PrimitiveType.TriangleFan,
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counts,
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_elementsType,
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indices,
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quadsCount,
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baseVertices);
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}
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private void DrawIndexedImpl(
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int indexCount,
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int instanceCount,
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IntPtr indexBaseOffset,
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int firstVertex,
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int firstInstance)
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{
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if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
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{
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GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);
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}
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else if (firstInstance == 0 && instanceCount == 1)
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{
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GL.DrawElementsBaseVertex(
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_primitiveType,
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indexCount,
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_elementsType,
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indexBaseOffset,
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firstVertex);
|
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}
|
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else if (firstInstance == 0 && firstVertex == 0)
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{
|
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GL.DrawElementsInstanced(
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_primitiveType,
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indexCount,
|
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_elementsType,
|
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indexBaseOffset,
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instanceCount);
|
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}
|
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else if (firstInstance == 0)
|
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{
|
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GL.DrawElementsInstancedBaseVertex(
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_primitiveType,
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|
indexCount,
|
|
_elementsType,
|
|
indexBaseOffset,
|
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instanceCount,
|
|
firstVertex);
|
|
}
|
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else if (firstVertex == 0)
|
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{
|
|
GL.DrawElementsInstancedBaseInstance(
|
|
_primitiveType,
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|
indexCount,
|
|
_elementsType,
|
|
indexBaseOffset,
|
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instanceCount,
|
|
firstInstance);
|
|
}
|
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else
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{
|
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GL.DrawElementsInstancedBaseVertexBaseInstance(
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_primitiveType,
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indexCount,
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_elementsType,
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indexBaseOffset,
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instanceCount,
|
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firstVertex,
|
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firstInstance);
|
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}
|
|
}
|
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|
|
public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
|
|
{
|
|
if (texture is TextureView view && sampler is Sampler samp)
|
|
{
|
|
_supportBuffer.Commit();
|
|
|
|
if (HwCapabilities.SupportsDrawTexture)
|
|
{
|
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GL.NV.DrawTexture(
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view.Handle,
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samp.Handle,
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dstRegion.X1,
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dstRegion.Y1,
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dstRegion.X2,
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dstRegion.Y2,
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0,
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srcRegion.X1 / view.Width,
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srcRegion.Y1 / view.Height,
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srcRegion.X2 / view.Width,
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srcRegion.Y2 / view.Height);
|
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}
|
|
else
|
|
{
|
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static void Disable(EnableCap cap, bool enabled)
|
|
{
|
|
if (enabled)
|
|
{
|
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GL.Disable(cap);
|
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}
|
|
}
|
|
|
|
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 MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
|
|
return;
|
|
}
|
|
|
|
PreDraw();
|
|
|
|
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 MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
|
|
return;
|
|
}
|
|
|
|
PreDraw();
|
|
|
|
_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 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(int index, BlendDescriptor blend)
|
|
{
|
|
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());
|
|
|
|
static bool IsDualSource(BlendFactor factor)
|
|
{
|
|
switch (factor)
|
|
{
|
|
case BlendFactor.Src1Color:
|
|
case BlendFactor.Src1ColorGl:
|
|
case BlendFactor.Src1Alpha:
|
|
case BlendFactor.Src1AlphaGl:
|
|
case BlendFactor.OneMinusSrc1Color:
|
|
case BlendFactor.OneMinusSrc1ColorGl:
|
|
case BlendFactor.OneMinusSrc1Alpha:
|
|
case BlendFactor.OneMinusSrc1AlphaGl:
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
EnsureFramebuffer();
|
|
|
|
_framebuffer.SetDualSourceBlend(
|
|
IsDualSource(blend.ColorSrcFactor) ||
|
|
IsDualSource(blend.ColorDstFactor) ||
|
|
IsDualSource(blend.AlphaSrcFactor) ||
|
|
IsDualSource(blend.AlphaDstFactor));
|
|
|
|
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(int binding, ITexture texture, Format imageFormat)
|
|
{
|
|
if (texture == null)
|
|
{
|
|
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 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 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 (prg.HasFragmentShader && _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 SetRenderTargetScale(float scale)
|
|
{
|
|
_renderScale[0].X = scale;
|
|
_supportBuffer.UpdateRenderScale(_renderScale, 0, 1); // Just the first element.
|
|
}
|
|
|
|
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();
|
|
|
|
bool isBgraChanged = false;
|
|
|
|
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;
|
|
isBgraChanged = true;
|
|
|
|
RestoreComponentMask(index);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (isBgraChanged)
|
|
{
|
|
_supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount);
|
|
}
|
|
|
|
TextureView depthStencilView = (TextureView)depthStencil;
|
|
|
|
_framebuffer.AttachDepthStencil(depthStencilView);
|
|
_framebuffer.SetDrawBuffers(colors.Length);
|
|
}
|
|
|
|
public void SetSampler(int binding, ISampler sampler)
|
|
{
|
|
if (sampler == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Sampler samp = (Sampler)sampler;
|
|
|
|
if (binding == 0)
|
|
{
|
|
_unit0Sampler = samp;
|
|
}
|
|
|
|
samp.Bind(binding);
|
|
}
|
|
|
|
public void SetScissor(int index, bool enable, int x, int y, int width, int height)
|
|
{
|
|
uint mask = 1u << index;
|
|
|
|
if (!enable)
|
|
{
|
|
if ((_scissorEnables & mask) != 0)
|
|
{
|
|
_scissorEnables &= ~mask;
|
|
GL.Disable(IndexedEnableCap.ScissorTest, index);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ((_scissorEnables & mask) == 0)
|
|
{
|
|
_scissorEnables |= mask;
|
|
GL.Enable(IndexedEnableCap.ScissorTest, index);
|
|
}
|
|
|
|
GL.ScissorIndexed(index, x, y, width, height);
|
|
}
|
|
|
|
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(int first, ReadOnlySpan<BufferRange> buffers)
|
|
{
|
|
SetBuffers(first, buffers, isStorage: true);
|
|
}
|
|
|
|
public void SetTexture(int binding, ITexture texture)
|
|
{
|
|
if (texture == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (binding == 0)
|
|
{
|
|
_unit0Texture = (TextureBase)texture;
|
|
}
|
|
else
|
|
{
|
|
((TextureBase)texture).Bind(binding);
|
|
}
|
|
}
|
|
|
|
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(int first, ReadOnlySpan<BufferRange> buffers)
|
|
{
|
|
SetBuffers(first, 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(int first, ReadOnlySpan<Viewport> viewports, bool disableTransform)
|
|
{
|
|
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(first, viewports.Length, viewportArray);
|
|
GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
|
|
|
|
float disableTransformF = disableTransform ? 1.0f : 0.0f;
|
|
if (_supportBuffer.Data.ViewportInverse.W != disableTransformF || disableTransform)
|
|
{
|
|
float scale = _renderScale[0].X;
|
|
_supportBuffer.UpdateViewportInverse(new Vector4<float>
|
|
{
|
|
X = scale * 2f / viewports[first].Region.Width,
|
|
Y = scale * 2f / viewports[first].Region.Height,
|
|
Z = 1,
|
|
W = disableTransformF
|
|
});
|
|
}
|
|
}
|
|
|
|
public void TextureBarrier()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
|
|
}
|
|
|
|
public void TextureBarrierTiled()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
|
|
}
|
|
|
|
private void SetBuffers(int first, ReadOnlySpan<BufferRange> buffers, bool isStorage)
|
|
{
|
|
BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer;
|
|
|
|
for (int index = 0; index < buffers.Length; index++)
|
|
{
|
|
BufferRange buffer = buffers[index];
|
|
|
|
if (buffer.Handle == BufferHandle.Null)
|
|
{
|
|
GL.BindBufferRange(target, first + index, 0, IntPtr.Zero, 0);
|
|
continue;
|
|
}
|
|
|
|
GL.BindBufferRange(target, first + index, 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);
|
|
}
|
|
|
|
public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
|
|
{
|
|
bool changed = false;
|
|
|
|
for (int index = 0; index < totalCount; index++)
|
|
{
|
|
if (_renderScale[1 + index].X != scales[index])
|
|
{
|
|
_renderScale[1 + index].X = scales[index];
|
|
changed = true;
|
|
}
|
|
}
|
|
|
|
// Only update fragment count if there are scales after it for the vertex stage.
|
|
if (fragmentCount != totalCount && fragmentCount != _fragmentScaleCount)
|
|
{
|
|
_fragmentScaleCount = fragmentCount;
|
|
_supportBuffer.UpdateFragmentRenderScaleCount(_fragmentScaleCount);
|
|
}
|
|
|
|
if (changed)
|
|
{
|
|
_supportBuffer.UpdateRenderScale(_renderScale, 0, 1 + totalCount);
|
|
}
|
|
}
|
|
|
|
private void PrepareForDispatch()
|
|
{
|
|
_unit0Texture?.Bind(0);
|
|
_supportBuffer.Commit();
|
|
}
|
|
|
|
private void PreDraw()
|
|
{
|
|
DrawCount++;
|
|
|
|
_vertexArray.Validate();
|
|
_unit0Texture?.Bind(0);
|
|
_supportBuffer.Commit();
|
|
}
|
|
|
|
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 bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
|
|
{
|
|
if (value is CounterQueueEvent)
|
|
{
|
|
// Compare an event and a constant value.
|
|
CounterQueueEvent evt = (CounterQueueEvent)value;
|
|
|
|
// 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()
|
|
{
|
|
_supportBuffer?.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();
|
|
}
|
|
}
|
|
}
|