mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-17 00:06:39 +00:00
8e1adb95cf
* Add support for HLE macros and accelerate MultiDrawElementsIndirectCount * Add missing barrier * Fix index buffer count * Add support check for each macro hle before use * Add missing xml doc Co-authored-by: gdkchan <gab.dark.100@gmail.com>
212 lines
6.5 KiB
C#
212 lines
6.5 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Graphics.GAL;
|
|
using System;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL
|
|
{
|
|
class VertexArray : IDisposable
|
|
{
|
|
public int Handle { get; private set; }
|
|
|
|
private bool _needsAttribsUpdate;
|
|
|
|
private readonly VertexAttribDescriptor[] _vertexAttribs;
|
|
private readonly VertexBufferDescriptor[] _vertexBuffers;
|
|
|
|
private int _vertexAttribsCount;
|
|
private int _vertexBuffersCount;
|
|
|
|
private uint _vertexAttribsInUse;
|
|
private uint _vertexBuffersInUse;
|
|
|
|
private BufferRange _indexBuffer;
|
|
private BufferHandle _tempIndexBuffer;
|
|
|
|
public VertexArray()
|
|
{
|
|
Handle = GL.GenVertexArray();
|
|
|
|
_vertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttribs];
|
|
_vertexBuffers = new VertexBufferDescriptor[Constants.MaxVertexBuffers];
|
|
|
|
_tempIndexBuffer = Buffer.Create();
|
|
}
|
|
|
|
public void Bind()
|
|
{
|
|
GL.BindVertexArray(Handle);
|
|
}
|
|
|
|
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
|
|
{
|
|
int bindingIndex;
|
|
for (bindingIndex = 0; bindingIndex < vertexBuffers.Length; bindingIndex++)
|
|
{
|
|
VertexBufferDescriptor vb = vertexBuffers[bindingIndex];
|
|
|
|
if (vb.Buffer.Handle != BufferHandle.Null)
|
|
{
|
|
GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
|
|
GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
|
|
_vertexBuffersInUse |= 1u << bindingIndex;
|
|
}
|
|
else
|
|
{
|
|
if ((_vertexBuffersInUse & (1u << bindingIndex)) != 0)
|
|
{
|
|
GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
|
|
_vertexBuffersInUse &= ~(1u << bindingIndex);
|
|
}
|
|
}
|
|
|
|
_vertexBuffers[bindingIndex] = vb;
|
|
}
|
|
|
|
_vertexBuffersCount = bindingIndex;
|
|
_needsAttribsUpdate = true;
|
|
}
|
|
|
|
public void SetVertexAttributes(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
|
|
{
|
|
int index = 0;
|
|
|
|
for (; index < vertexAttribs.Length; index++)
|
|
{
|
|
VertexAttribDescriptor attrib = vertexAttribs[index];
|
|
|
|
if (attrib.Equals(_vertexAttribs[index]))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format);
|
|
|
|
if (attrib.IsZero)
|
|
{
|
|
// Disabling the attribute causes the shader to read a constant value.
|
|
// We currently set the constant to (0, 0, 0, 0).
|
|
DisableVertexAttrib(index);
|
|
}
|
|
else
|
|
{
|
|
EnableVertexAttrib(index);
|
|
}
|
|
|
|
int offset = attrib.Offset;
|
|
int size = fmtInfo.Components;
|
|
|
|
bool isFloat = fmtInfo.PixelType == PixelType.Float ||
|
|
fmtInfo.PixelType == PixelType.HalfFloat;
|
|
|
|
if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled)
|
|
{
|
|
VertexAttribType type = (VertexAttribType)fmtInfo.PixelType;
|
|
|
|
GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset);
|
|
}
|
|
else
|
|
{
|
|
VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType;
|
|
|
|
GL.VertexAttribIFormat(index, size, type, offset);
|
|
}
|
|
|
|
GL.VertexAttribBinding(index, attrib.BufferIndex);
|
|
|
|
_vertexAttribs[index] = attrib;
|
|
}
|
|
|
|
_vertexAttribsCount = index;
|
|
|
|
for (; index < Constants.MaxVertexAttribs; index++)
|
|
{
|
|
DisableVertexAttrib(index);
|
|
}
|
|
}
|
|
|
|
public void SetIndexBuffer(BufferRange range)
|
|
{
|
|
_indexBuffer = range;
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, range.Handle.ToInt32());
|
|
}
|
|
|
|
public void SetRangeOfIndexBuffer()
|
|
{
|
|
Buffer.Resize(_tempIndexBuffer, _indexBuffer.Size);
|
|
Buffer.Copy(_indexBuffer.Handle, _tempIndexBuffer, _indexBuffer.Offset, 0, _indexBuffer.Size);
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tempIndexBuffer.ToInt32());
|
|
}
|
|
|
|
public void RestoreIndexBuffer()
|
|
{
|
|
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _indexBuffer.Handle.ToInt32());
|
|
}
|
|
|
|
public void Validate()
|
|
{
|
|
for (int attribIndex = 0; attribIndex < _vertexAttribsCount; attribIndex++)
|
|
{
|
|
VertexAttribDescriptor attrib = _vertexAttribs[attribIndex];
|
|
|
|
if (!attrib.IsZero)
|
|
{
|
|
if ((uint)attrib.BufferIndex >= _vertexBuffersCount)
|
|
{
|
|
DisableVertexAttrib(attribIndex);
|
|
continue;
|
|
}
|
|
|
|
if (_vertexBuffers[attrib.BufferIndex].Buffer.Handle == BufferHandle.Null)
|
|
{
|
|
DisableVertexAttrib(attribIndex);
|
|
continue;
|
|
}
|
|
|
|
if (_needsAttribsUpdate)
|
|
{
|
|
EnableVertexAttrib(attribIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
_needsAttribsUpdate = false;
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void EnableVertexAttrib(int index)
|
|
{
|
|
uint mask = 1u << index;
|
|
|
|
if ((_vertexAttribsInUse & mask) == 0)
|
|
{
|
|
_vertexAttribsInUse |= mask;
|
|
GL.EnableVertexAttribArray(index);
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private void DisableVertexAttrib(int index)
|
|
{
|
|
uint mask = 1u << index;
|
|
|
|
if ((_vertexAttribsInUse & mask) != 0)
|
|
{
|
|
_vertexAttribsInUse &= ~mask;
|
|
GL.DisableVertexAttribArray(index);
|
|
GL.VertexAttrib4(index, 0f, 0f, 0f, 1f);
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (Handle != 0)
|
|
{
|
|
GL.DeleteVertexArray(Handle);
|
|
|
|
Handle = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|