mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-16 23:36:44 +00:00
212e472c9f
* This might help AMD a bit * Removal of old workaround.
151 lines
4.1 KiB
C#
151 lines
4.1 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Image;
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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 Framebuffer : IDisposable
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{
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public int Handle { get; private set; }
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private FramebufferAttachment _lastDsAttachment;
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private readonly TextureView[] _colors;
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private int _colorsCount;
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private bool _dualSourceBlend;
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public Framebuffer()
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{
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Handle = GL.GenFramebuffer();
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_colors = new TextureView[8];
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}
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public int Bind()
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{
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, Handle);
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return Handle;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void AttachColor(int index, TextureView color)
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{
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if (_colors[index] == color)
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{
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return;
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}
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FramebufferAttachment attachment = FramebufferAttachment.ColorAttachment0 + index;
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, attachment, color?.Handle ?? 0, 0);
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_colors[index] = color;
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}
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public void AttachDepthStencil(TextureView depthStencil)
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{
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// Detach the last depth/stencil buffer if there is any.
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if (_lastDsAttachment != 0)
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{
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, _lastDsAttachment, 0, 0);
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}
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if (depthStencil != null)
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{
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FramebufferAttachment attachment;
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if (IsPackedDepthStencilFormat(depthStencil.Format))
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{
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attachment = FramebufferAttachment.DepthStencilAttachment;
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}
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else if (IsDepthOnlyFormat(depthStencil.Format))
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{
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attachment = FramebufferAttachment.DepthAttachment;
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}
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else
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{
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attachment = FramebufferAttachment.StencilAttachment;
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}
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GL.FramebufferTexture(
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FramebufferTarget.Framebuffer,
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attachment,
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depthStencil.Handle,
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0);
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_lastDsAttachment = attachment;
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}
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else
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{
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_lastDsAttachment = 0;
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}
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}
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public void SetDualSourceBlend(bool enable)
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{
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bool oldEnable = _dualSourceBlend;
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_dualSourceBlend = enable;
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// When dual source blend is used,
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// we can only have one draw buffer.
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if (enable)
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{
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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}
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else if (oldEnable)
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{
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SetDrawBuffersImpl(_colorsCount);
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}
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}
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public void SetDrawBuffers(int colorsCount)
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{
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if (_colorsCount != colorsCount && !_dualSourceBlend)
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{
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SetDrawBuffersImpl(colorsCount);
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}
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_colorsCount = colorsCount;
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}
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private void SetDrawBuffersImpl(int colorsCount)
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{
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DrawBuffersEnum[] drawBuffers = new DrawBuffersEnum[colorsCount];
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for (int index = 0; index < colorsCount; index++)
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{
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drawBuffers[index] = DrawBuffersEnum.ColorAttachment0 + index;
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}
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GL.DrawBuffers(colorsCount, drawBuffers);
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}
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private static bool IsPackedDepthStencilFormat(Format format)
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{
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return format == Format.D24UnormS8Uint ||
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format == Format.D32FloatS8Uint;
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}
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private static bool IsDepthOnlyFormat(Format format)
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{
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return format == Format.D16Unorm ||
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format == Format.D24X8Unorm ||
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format == Format.D32Float;
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteFramebuffer(Handle);
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Handle = 0;
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}
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}
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}
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}
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