d941f4c070
glGetInteger seems to sync with GPU which is less than ideal, and slowing down texture copies.
1089 lines
32 KiB
C#
1089 lines
32 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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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 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 _depthTest;
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private bool _hasDepthBuffer;
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private int _boundDrawFramebuffer;
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private int _boundReadFramebuffer;
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private TextureBase _unit0Texture;
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private ClipOrigin _clipOrigin;
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private ClipDepthMode _clipDepthMode;
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private readonly uint[] _componentMasks;
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private bool _scissor0Enable = false;
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ColorF _blendConstant = new ColorF(0, 0, 0, 0);
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internal Pipeline()
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{
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_rasterizerDiscard = false;
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_clipOrigin = ClipOrigin.LowerLeft;
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_clipDepthMode = ClipDepthMode.NegativeOneToOne;
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_componentMasks = new uint[Constants.MaxRenderTargets];
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for (int index = 0; index < Constants.MaxRenderTargets; index++)
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{
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_componentMasks[index] = 0xf;
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}
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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 ClearRenderTargetColor(int index, 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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float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
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GL.ClearBuffer(ClearBuffer.Color, index, colors);
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RestoreComponentMask(index);
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_framebuffer.SignalModified();
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}
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public void ClearRenderTargetDepthStencil(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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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(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(ClearBuffer.Stencil, 0, ref stencilValue);
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}
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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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_framebuffer.SignalModified();
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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.PrintDebug(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.PrintDebug(LogClass.Gpu, "Draw error, shader not linked.");
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return;
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}
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PrepareForDraw();
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if (_primitiveType == PrimitiveType.Quads)
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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)
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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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_framebuffer.SignalModified();
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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.PrintDebug(LogClass.Gpu, "Draw error, shader not linked.");
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return;
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}
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PrepareForDraw();
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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)
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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)
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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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_framebuffer.SignalModified();
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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,
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_elementsType,
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indexBaseOffset,
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instanceCount,
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firstVertex);
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}
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else if (firstVertex == 0)
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{
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GL.DrawElementsInstancedBaseInstance(
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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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firstInstance);
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}
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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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}
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public void SetBlendState(int index, BlendDescriptor blend)
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{
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if (!blend.Enable)
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{
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GL.Disable(IndexedEnableCap.Blend, index);
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return;
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}
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GL.BlendEquationSeparate(
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index,
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blend.ColorOp.Convert(),
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blend.AlphaOp.Convert());
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GL.BlendFuncSeparate(
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index,
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(BlendingFactorSrc)blend.ColorSrcFactor.Convert(),
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(BlendingFactorDest)blend.ColorDstFactor.Convert(),
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(BlendingFactorSrc)blend.AlphaSrcFactor.Convert(),
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(BlendingFactorDest)blend.AlphaDstFactor.Convert());
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if (_blendConstant != blend.BlendConstant)
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{
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_blendConstant = blend.BlendConstant;
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GL.BlendColor(
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blend.BlendConstant.Red,
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blend.BlendConstant.Green,
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blend.BlendConstant.Blue,
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blend.BlendConstant.Alpha);
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}
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GL.Enable(IndexedEnableCap.Blend, index);
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}
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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{
|
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if ((enables & PolygonModeMask.Point) != 0)
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{
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GL.Enable(EnableCap.PolygonOffsetPoint);
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}
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else
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{
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GL.Disable(EnableCap.PolygonOffsetPoint);
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}
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|
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if ((enables & PolygonModeMask.Line) != 0)
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{
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GL.Enable(EnableCap.PolygonOffsetLine);
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}
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else
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{
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GL.Disable(EnableCap.PolygonOffsetLine);
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}
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|
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if ((enables & PolygonModeMask.Fill) != 0)
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{
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GL.Enable(EnableCap.PolygonOffsetFill);
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}
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else
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{
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GL.Disable(EnableCap.PolygonOffsetFill);
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}
|
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|
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if (enables == 0)
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{
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return;
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}
|
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|
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GL.PolygonOffset(factor, units / 2f);
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// TODO: Enable when GL_EXT_polygon_offset_clamp is supported.
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// GL.PolygonOffsetClamp(factor, units, clamp);
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}
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|
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public void SetDepthClamp(bool clamp)
|
|
{
|
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if (!clamp)
|
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{
|
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GL.Disable(EnableCap.DepthClamp);
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return;
|
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}
|
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|
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GL.Enable(EnableCap.DepthClamp);
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}
|
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|
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public void SetDepthMode(DepthMode mode)
|
|
{
|
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ClipDepthMode depthMode = mode.Convert();
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|
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if (_clipDepthMode != depthMode)
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{
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_clipDepthMode = depthMode;
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GL.ClipControl(_clipOrigin, depthMode);
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}
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}
|
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|
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public void SetDepthTest(DepthTestDescriptor depthTest)
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{
|
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GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
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_depthMask = depthTest.WriteEnable;
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_depthTest = depthTest.TestEnable;
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|
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UpdateDepthTest();
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}
|
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|
|
public void SetFaceCulling(bool enable, Face face)
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|
{
|
|
if (!enable)
|
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{
|
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GL.Disable(EnableCap.CullFace);
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|
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return;
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}
|
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|
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GL.CullFace(face.Convert());
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|
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GL.Enable(EnableCap.CullFace);
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}
|
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|
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public void SetFrontFace(FrontFace frontFace)
|
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{
|
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GL.FrontFace(frontFace.Convert());
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}
|
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|
|
public void SetImage(int index, ShaderStage stage, ITexture texture)
|
|
{
|
|
int unit = _program.GetImageUnit(stage, index);
|
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|
|
if (unit != -1 && texture != null)
|
|
{
|
|
TextureBase texBase = (TextureBase)texture;
|
|
|
|
FormatInfo formatInfo = FormatTable.GetFormatInfo(texBase.Format);
|
|
|
|
SizedInternalFormat format = (SizedInternalFormat)formatInfo.PixelInternalFormat;
|
|
|
|
GL.BindImageTexture(unit, 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.Handle);
|
|
}
|
|
|
|
public void SetPointSize(float size)
|
|
{
|
|
GL.PointSize(size);
|
|
}
|
|
|
|
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 = (Program)program;
|
|
_program.Bind();
|
|
}
|
|
|
|
public void SetRasterizerDiscard(bool discard)
|
|
{
|
|
if (discard)
|
|
{
|
|
GL.Enable(EnableCap.RasterizerDiscard);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.RasterizerDiscard);
|
|
}
|
|
|
|
_rasterizerDiscard = discard;
|
|
}
|
|
|
|
public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
|
|
{
|
|
for (int index = 0; index < componentMasks.Length; index++)
|
|
{
|
|
_componentMasks[index] = componentMasks[index];
|
|
|
|
RestoreComponentMask(index);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
TextureView depthStencilView = (TextureView)depthStencil;
|
|
|
|
_framebuffer.AttachDepthStencil(depthStencilView);
|
|
|
|
_framebuffer.SetDrawBuffers(colors.Length);
|
|
|
|
_hasDepthBuffer = depthStencil != null && depthStencilView.Format != Format.S8Uint;
|
|
|
|
UpdateDepthTest();
|
|
}
|
|
|
|
public void SetSampler(int index, ShaderStage stage, ISampler sampler)
|
|
{
|
|
int unit = _program.GetTextureUnit(stage, index);
|
|
|
|
if (unit != -1 && sampler != null)
|
|
{
|
|
((Sampler)sampler).Bind(unit);
|
|
}
|
|
}
|
|
|
|
public void SetScissorEnable(int index, bool enable)
|
|
{
|
|
if (enable)
|
|
{
|
|
GL.Enable(IndexedEnableCap.ScissorTest, index);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(IndexedEnableCap.ScissorTest, index);
|
|
}
|
|
|
|
if (index == 0)
|
|
{
|
|
_scissor0Enable = enable;
|
|
}
|
|
}
|
|
|
|
public void SetScissor(int index, int x, int y, int width, int height)
|
|
{
|
|
GL.ScissorIndexed(index, x, y, width, height);
|
|
}
|
|
|
|
public void SetStencilTest(StencilTestDescriptor stencilTest)
|
|
{
|
|
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 SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer)
|
|
{
|
|
SetBuffer(index, stage, buffer, isStorage: true);
|
|
}
|
|
|
|
public void SetTexture(int index, ShaderStage stage, ITexture texture)
|
|
{
|
|
int unit = _program.GetTextureUnit(stage, index);
|
|
|
|
if (unit != -1 && texture != null)
|
|
{
|
|
if (unit == 0)
|
|
{
|
|
_unit0Texture = (TextureBase)texture;
|
|
}
|
|
else
|
|
{
|
|
((TextureBase)texture).Bind(unit);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer)
|
|
{
|
|
SetBuffer(index, stage, buffer, 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 flipY = false;
|
|
|
|
float[] viewportArray = new float[viewports.Length * 4];
|
|
|
|
double[] depthRangeArray = new double[viewports.Length * 2];
|
|
|
|
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;
|
|
|
|
// OpenGL does not support per-viewport flipping, so
|
|
// instead we decide that based on the viewport 0 value.
|
|
// It will apply to all viewports.
|
|
if (index == 0)
|
|
{
|
|
flipY = viewport.Region.Height < 0;
|
|
}
|
|
|
|
if (viewport.SwizzleY == ViewportSwizzle.NegativeY)
|
|
{
|
|
flipY = !flipY;
|
|
}
|
|
|
|
viewportArray[viewportElemIndex + 2] = MathF.Abs(viewport.Region.Width);
|
|
viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height);
|
|
|
|
depthRangeArray[index * 2 + 0] = viewport.DepthNear;
|
|
depthRangeArray[index * 2 + 1] = viewport.DepthFar;
|
|
}
|
|
|
|
GL.ViewportArray(first, viewports.Length, viewportArray);
|
|
|
|
GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
|
|
|
|
SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
|
|
}
|
|
|
|
public void TextureBarrier()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
|
|
}
|
|
|
|
public void TextureBarrierTiled()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
|
|
}
|
|
|
|
private void SetBuffer(int index, ShaderStage stage, BufferRange buffer, bool isStorage)
|
|
{
|
|
int bindingPoint = isStorage
|
|
? _program.GetStorageBufferBindingPoint(stage, index)
|
|
: _program.GetUniformBufferBindingPoint(stage, index);
|
|
|
|
if (bindingPoint == -1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
BufferRangeTarget target = isStorage
|
|
? BufferRangeTarget.ShaderStorageBuffer
|
|
: BufferRangeTarget.UniformBuffer;
|
|
|
|
if (buffer.Handle == null)
|
|
{
|
|
GL.BindBufferRange(target, bindingPoint, 0, IntPtr.Zero, 0);
|
|
|
|
return;
|
|
}
|
|
|
|
IntPtr bufferOffset = (IntPtr)buffer.Offset;
|
|
|
|
GL.BindBufferRange(target, bindingPoint, buffer.Handle.ToInt32(), bufferOffset, buffer.Size);
|
|
}
|
|
|
|
private void SetOrigin(ClipOrigin origin)
|
|
{
|
|
if (_clipOrigin != origin)
|
|
{
|
|
_clipOrigin = origin;
|
|
|
|
GL.ClipControl(origin, _clipDepthMode);
|
|
}
|
|
}
|
|
|
|
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()
|
|
{
|
|
return (_boundDrawFramebuffer, _boundReadFramebuffer);
|
|
}
|
|
|
|
private void UpdateDepthTest()
|
|
{
|
|
// Enabling depth operations is only valid when we have
|
|
// a depth buffer, otherwise it's not allowed.
|
|
if (_hasDepthBuffer)
|
|
{
|
|
if (_depthTest)
|
|
{
|
|
GL.Enable(EnableCap.DepthTest);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.DepthTest);
|
|
}
|
|
|
|
GL.DepthMask(_depthMask);
|
|
}
|
|
else
|
|
{
|
|
GL.Disable(EnableCap.DepthTest);
|
|
|
|
GL.DepthMask(false);
|
|
}
|
|
}
|
|
|
|
private void PrepareForDispatch()
|
|
{
|
|
if (_unit0Texture != null)
|
|
{
|
|
_unit0Texture.Bind(0);
|
|
}
|
|
}
|
|
|
|
private void PrepareForDraw()
|
|
{
|
|
_vertexArray.Validate();
|
|
|
|
if (_unit0Texture != null)
|
|
{
|
|
_unit0Texture.Bind(0);
|
|
}
|
|
}
|
|
|
|
private void RestoreComponentMask(int index)
|
|
{
|
|
GL.ColorMask(
|
|
index,
|
|
(_componentMasks[index] & 1u) != 0,
|
|
(_componentMasks[index] & 2u) != 0,
|
|
(_componentMasks[index] & 4u) != 0,
|
|
(_componentMasks[index] & 8u) != 0);
|
|
}
|
|
|
|
public void RestoreScissor0Enable()
|
|
{
|
|
if (_scissor0Enable)
|
|
{
|
|
GL.Enable(IndexedEnableCap.ScissorTest, 0);
|
|
}
|
|
}
|
|
|
|
public void RestoreRasterizerDiscard()
|
|
{
|
|
if (_rasterizerDiscard)
|
|
{
|
|
GL.Enable(EnableCap.RasterizerDiscard);
|
|
}
|
|
}
|
|
|
|
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 (evt.Disposed)
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
|
|
{
|
|
GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false; // The GPU will flush the queries to CPU and evaluate the condition there instead.
|
|
}
|
|
|
|
public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
|
|
{
|
|
return false; // We don't currently have a way to compare two counters for conditional rendering.
|
|
}
|
|
|
|
public void EndHostConditionalRendering()
|
|
{
|
|
GL.EndConditionalRender();
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
_framebuffer?.Dispose();
|
|
_vertexArray?.Dispose();
|
|
}
|
|
}
|
|
}
|