Pipeline.cs 53 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Common.Logging;
  3. using Ryujinx.Graphics.GAL;
  4. using Ryujinx.Graphics.OpenGL.Image;
  5. using Ryujinx.Graphics.OpenGL.Queries;
  6. using Ryujinx.Graphics.Shader;
  7. using System;
  8. using System.Runtime.CompilerServices;
  9. namespace Ryujinx.Graphics.OpenGL
  10. {
  11. class Pipeline : IPipeline, IDisposable
  12. {
  13. private readonly DrawTextureEmulation _drawTexture;
  14. internal ulong DrawCount { get; private set; }
  15. private Program _program;
  16. private bool _rasterizerDiscard;
  17. private VertexArray _vertexArray;
  18. private Framebuffer _framebuffer;
  19. private IntPtr _indexBaseOffset;
  20. private DrawElementsType _elementsType;
  21. private PrimitiveType _primitiveType;
  22. private int _stencilFrontMask;
  23. private bool _depthMask;
  24. private bool _depthTestEnable;
  25. private bool _stencilTestEnable;
  26. private bool _cullEnable;
  27. private float[] _viewportArray = Array.Empty<float>();
  28. private double[] _depthRangeArray = Array.Empty<double>();
  29. private int _boundDrawFramebuffer;
  30. private int _boundReadFramebuffer;
  31. private CounterQueueEvent _activeConditionalRender;
  32. private Vector4<int>[] _fpIsBgra = new Vector4<int>[SupportBuffer.FragmentIsBgraCount];
  33. private Vector4<float>[] _renderScale = new Vector4<float>[73];
  34. private int _fragmentScaleCount;
  35. private TextureBase _unit0Texture;
  36. private Sampler _unit0Sampler;
  37. private FrontFaceDirection _frontFace;
  38. private ClipOrigin _clipOrigin;
  39. private ClipDepthMode _clipDepthMode;
  40. private uint _fragmentOutputMap;
  41. private uint _componentMasks;
  42. private uint _currentComponentMasks;
  43. private uint _scissorEnables;
  44. private bool _tfEnabled;
  45. private TransformFeedbackPrimitiveType _tfTopology;
  46. private SupportBufferUpdater _supportBuffer;
  47. private readonly BufferHandle[] _tfbs;
  48. private readonly BufferRange[] _tfbTargets;
  49. private ColorF _blendConstant;
  50. internal Pipeline()
  51. {
  52. _drawTexture = new DrawTextureEmulation();
  53. _rasterizerDiscard = false;
  54. _clipOrigin = ClipOrigin.LowerLeft;
  55. _clipDepthMode = ClipDepthMode.NegativeOneToOne;
  56. _fragmentOutputMap = uint.MaxValue;
  57. _componentMasks = uint.MaxValue;
  58. var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
  59. new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
  60. _tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers];
  61. _tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers];
  62. }
  63. public void Initialize(OpenGLRenderer renderer)
  64. {
  65. _supportBuffer = new SupportBufferUpdater(renderer);
  66. GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, Unsafe.As<BufferHandle, int>(ref _supportBuffer.Handle));
  67. _supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount);
  68. _supportBuffer.UpdateRenderScale(_renderScale, 0, SupportBuffer.RenderScaleMaxCount);
  69. }
  70. public void Barrier()
  71. {
  72. GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
  73. }
  74. public void BeginTransformFeedback(PrimitiveTopology topology)
  75. {
  76. GL.BeginTransformFeedback(_tfTopology = topology.ConvertToTfType());
  77. _tfEnabled = true;
  78. }
  79. public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
  80. {
  81. Buffer.Clear(destination, offset, size, value);
  82. }
  83. public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
  84. {
  85. EnsureFramebuffer();
  86. GL.ColorMask(
  87. index,
  88. (componentMask & 1) != 0,
  89. (componentMask & 2) != 0,
  90. (componentMask & 4) != 0,
  91. (componentMask & 8) != 0);
  92. float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
  93. if (layer != 0 || layerCount != _framebuffer.GetColorLayerCount(index))
  94. {
  95. for (int l = layer; l < layer + layerCount; l++)
  96. {
  97. _framebuffer.AttachColorLayerForClear(index, l);
  98. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
  99. }
  100. _framebuffer.DetachColorLayerForClear(index);
  101. }
  102. else
  103. {
  104. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
  105. }
  106. RestoreComponentMask(index);
  107. }
  108. public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
  109. {
  110. EnsureFramebuffer();
  111. bool stencilMaskChanged =
  112. stencilMask != 0 &&
  113. stencilMask != _stencilFrontMask;
  114. bool depthMaskChanged = depthMask && depthMask != _depthMask;
  115. if (stencilMaskChanged)
  116. {
  117. GL.StencilMaskSeparate(StencilFace.Front, stencilMask);
  118. }
  119. if (depthMaskChanged)
  120. {
  121. GL.DepthMask(depthMask);
  122. }
  123. if (layer != 0 || layerCount != _framebuffer.GetDepthStencilLayerCount())
  124. {
  125. for (int l = layer; l < layer + layerCount; l++)
  126. {
  127. _framebuffer.AttachDepthStencilLayerForClear(l);
  128. ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
  129. }
  130. _framebuffer.DetachDepthStencilLayerForClear();
  131. }
  132. else
  133. {
  134. ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
  135. }
  136. if (stencilMaskChanged)
  137. {
  138. GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
  139. }
  140. if (depthMaskChanged)
  141. {
  142. GL.DepthMask(_depthMask);
  143. }
  144. }
  145. private static void ClearDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
  146. {
  147. if (depthMask && stencilMask != 0)
  148. {
  149. GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
  150. }
  151. else if (depthMask)
  152. {
  153. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Depth, 0, ref depthValue);
  154. }
  155. else if (stencilMask != 0)
  156. {
  157. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue);
  158. }
  159. }
  160. public void CommandBufferBarrier()
  161. {
  162. GL.MemoryBarrier(MemoryBarrierFlags.CommandBarrierBit);
  163. }
  164. public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
  165. {
  166. Buffer.Copy(source, destination, srcOffset, dstOffset, size);
  167. }
  168. public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
  169. {
  170. if (!_program.IsLinked)
  171. {
  172. Logger.Debug?.Print(LogClass.Gpu, "Dispatch error, shader not linked.");
  173. return;
  174. }
  175. PrepareForDispatch();
  176. GL.DispatchCompute(groupsX, groupsY, groupsZ);
  177. }
  178. public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
  179. {
  180. if (!_program.IsLinked)
  181. {
  182. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  183. return;
  184. }
  185. PreDraw(vertexCount);
  186. if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
  187. {
  188. DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  189. }
  190. else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
  191. {
  192. DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  193. }
  194. else
  195. {
  196. DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  197. }
  198. PostDraw();
  199. }
  200. private void DrawQuadsImpl(
  201. int vertexCount,
  202. int instanceCount,
  203. int firstVertex,
  204. int firstInstance)
  205. {
  206. // TODO: Instanced rendering.
  207. int quadsCount = vertexCount / 4;
  208. int[] firsts = new int[quadsCount];
  209. int[] counts = new int[quadsCount];
  210. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  211. {
  212. firsts[quadIndex] = firstVertex + quadIndex * 4;
  213. counts[quadIndex] = 4;
  214. }
  215. GL.MultiDrawArrays(
  216. PrimitiveType.TriangleFan,
  217. firsts,
  218. counts,
  219. quadsCount);
  220. }
  221. private void DrawQuadStripImpl(
  222. int vertexCount,
  223. int instanceCount,
  224. int firstVertex,
  225. int firstInstance)
  226. {
  227. int quadsCount = (vertexCount - 2) / 2;
  228. if (firstInstance != 0 || instanceCount != 1)
  229. {
  230. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  231. {
  232. GL.DrawArraysInstancedBaseInstance(PrimitiveType.TriangleFan, firstVertex + quadIndex * 2, 4, instanceCount, firstInstance);
  233. }
  234. }
  235. else
  236. {
  237. int[] firsts = new int[quadsCount];
  238. int[] counts = new int[quadsCount];
  239. firsts[0] = firstVertex;
  240. counts[0] = 4;
  241. for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
  242. {
  243. firsts[quadIndex] = firstVertex + quadIndex * 2;
  244. counts[quadIndex] = 4;
  245. }
  246. GL.MultiDrawArrays(
  247. PrimitiveType.TriangleFan,
  248. firsts,
  249. counts,
  250. quadsCount);
  251. }
  252. }
  253. private void DrawImpl(
  254. int vertexCount,
  255. int instanceCount,
  256. int firstVertex,
  257. int firstInstance)
  258. {
  259. if (firstInstance == 0 && instanceCount == 1)
  260. {
  261. GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
  262. }
  263. else if (firstInstance == 0)
  264. {
  265. GL.DrawArraysInstanced(_primitiveType, firstVertex, vertexCount, instanceCount);
  266. }
  267. else
  268. {
  269. GL.DrawArraysInstancedBaseInstance(
  270. _primitiveType,
  271. firstVertex,
  272. vertexCount,
  273. instanceCount,
  274. firstInstance);
  275. }
  276. }
  277. public void DrawIndexed(
  278. int indexCount,
  279. int instanceCount,
  280. int firstIndex,
  281. int firstVertex,
  282. int firstInstance)
  283. {
  284. if (!_program.IsLinked)
  285. {
  286. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  287. return;
  288. }
  289. PreDrawVbUnbounded();
  290. int indexElemSize = 1;
  291. switch (_elementsType)
  292. {
  293. case DrawElementsType.UnsignedShort: indexElemSize = 2; break;
  294. case DrawElementsType.UnsignedInt: indexElemSize = 4; break;
  295. }
  296. IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
  297. if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
  298. {
  299. DrawQuadsIndexedImpl(
  300. indexCount,
  301. instanceCount,
  302. indexBaseOffset,
  303. indexElemSize,
  304. firstVertex,
  305. firstInstance);
  306. }
  307. else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
  308. {
  309. DrawQuadStripIndexedImpl(
  310. indexCount,
  311. instanceCount,
  312. indexBaseOffset,
  313. indexElemSize,
  314. firstVertex,
  315. firstInstance);
  316. }
  317. else
  318. {
  319. DrawIndexedImpl(
  320. indexCount,
  321. instanceCount,
  322. indexBaseOffset,
  323. firstVertex,
  324. firstInstance);
  325. }
  326. PostDraw();
  327. }
  328. private void DrawQuadsIndexedImpl(
  329. int indexCount,
  330. int instanceCount,
  331. IntPtr indexBaseOffset,
  332. int indexElemSize,
  333. int firstVertex,
  334. int firstInstance)
  335. {
  336. int quadsCount = indexCount / 4;
  337. if (firstInstance != 0 || instanceCount != 1)
  338. {
  339. if (firstVertex != 0 && firstInstance != 0)
  340. {
  341. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  342. {
  343. GL.DrawElementsInstancedBaseVertexBaseInstance(
  344. PrimitiveType.TriangleFan,
  345. 4,
  346. _elementsType,
  347. indexBaseOffset + quadIndex * 4 * indexElemSize,
  348. instanceCount,
  349. firstVertex,
  350. firstInstance);
  351. }
  352. }
  353. else if (firstInstance != 0)
  354. {
  355. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  356. {
  357. GL.DrawElementsInstancedBaseInstance(
  358. PrimitiveType.TriangleFan,
  359. 4,
  360. _elementsType,
  361. indexBaseOffset + quadIndex * 4 * indexElemSize,
  362. instanceCount,
  363. firstInstance);
  364. }
  365. }
  366. else
  367. {
  368. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  369. {
  370. GL.DrawElementsInstanced(
  371. PrimitiveType.TriangleFan,
  372. 4,
  373. _elementsType,
  374. indexBaseOffset + quadIndex * 4 * indexElemSize,
  375. instanceCount);
  376. }
  377. }
  378. }
  379. else
  380. {
  381. IntPtr[] indices = new IntPtr[quadsCount];
  382. int[] counts = new int[quadsCount];
  383. int[] baseVertices = new int[quadsCount];
  384. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  385. {
  386. indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
  387. counts[quadIndex] = 4;
  388. baseVertices[quadIndex] = firstVertex;
  389. }
  390. GL.MultiDrawElementsBaseVertex(
  391. PrimitiveType.TriangleFan,
  392. counts,
  393. _elementsType,
  394. indices,
  395. quadsCount,
  396. baseVertices);
  397. }
  398. }
  399. private void DrawQuadStripIndexedImpl(
  400. int indexCount,
  401. int instanceCount,
  402. IntPtr indexBaseOffset,
  403. int indexElemSize,
  404. int firstVertex,
  405. int firstInstance)
  406. {
  407. // TODO: Instanced rendering.
  408. int quadsCount = (indexCount - 2) / 2;
  409. IntPtr[] indices = new IntPtr[quadsCount];
  410. int[] counts = new int[quadsCount];
  411. int[] baseVertices = new int[quadsCount];
  412. indices[0] = indexBaseOffset;
  413. counts[0] = 4;
  414. baseVertices[0] = firstVertex;
  415. for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
  416. {
  417. indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize;
  418. counts[quadIndex] = 4;
  419. baseVertices[quadIndex] = firstVertex;
  420. }
  421. GL.MultiDrawElementsBaseVertex(
  422. PrimitiveType.TriangleFan,
  423. counts,
  424. _elementsType,
  425. indices,
  426. quadsCount,
  427. baseVertices);
  428. }
  429. private void DrawIndexedImpl(
  430. int indexCount,
  431. int instanceCount,
  432. IntPtr indexBaseOffset,
  433. int firstVertex,
  434. int firstInstance)
  435. {
  436. if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
  437. {
  438. GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);
  439. }
  440. else if (firstInstance == 0 && instanceCount == 1)
  441. {
  442. GL.DrawElementsBaseVertex(
  443. _primitiveType,
  444. indexCount,
  445. _elementsType,
  446. indexBaseOffset,
  447. firstVertex);
  448. }
  449. else if (firstInstance == 0 && firstVertex == 0)
  450. {
  451. GL.DrawElementsInstanced(
  452. _primitiveType,
  453. indexCount,
  454. _elementsType,
  455. indexBaseOffset,
  456. instanceCount);
  457. }
  458. else if (firstInstance == 0)
  459. {
  460. GL.DrawElementsInstancedBaseVertex(
  461. _primitiveType,
  462. indexCount,
  463. _elementsType,
  464. indexBaseOffset,
  465. instanceCount,
  466. firstVertex);
  467. }
  468. else if (firstVertex == 0)
  469. {
  470. GL.DrawElementsInstancedBaseInstance(
  471. _primitiveType,
  472. indexCount,
  473. _elementsType,
  474. indexBaseOffset,
  475. instanceCount,
  476. firstInstance);
  477. }
  478. else
  479. {
  480. GL.DrawElementsInstancedBaseVertexBaseInstance(
  481. _primitiveType,
  482. indexCount,
  483. _elementsType,
  484. indexBaseOffset,
  485. instanceCount,
  486. firstVertex,
  487. firstInstance);
  488. }
  489. }
  490. public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
  491. {
  492. if (texture is TextureView view && sampler is Sampler samp)
  493. {
  494. _supportBuffer.Commit();
  495. if (HwCapabilities.SupportsDrawTexture)
  496. {
  497. GL.NV.DrawTexture(
  498. view.Handle,
  499. samp.Handle,
  500. dstRegion.X1,
  501. dstRegion.Y1,
  502. dstRegion.X2,
  503. dstRegion.Y2,
  504. 0,
  505. srcRegion.X1 / view.Width,
  506. srcRegion.Y1 / view.Height,
  507. srcRegion.X2 / view.Width,
  508. srcRegion.Y2 / view.Height);
  509. }
  510. else
  511. {
  512. static void Disable(EnableCap cap, bool enabled)
  513. {
  514. if (enabled)
  515. {
  516. GL.Disable(cap);
  517. }
  518. }
  519. static void Enable(EnableCap cap, bool enabled)
  520. {
  521. if (enabled)
  522. {
  523. GL.Enable(cap);
  524. }
  525. }
  526. Disable(EnableCap.CullFace, _cullEnable);
  527. Disable(EnableCap.StencilTest, _stencilTestEnable);
  528. Disable(EnableCap.DepthTest, _depthTestEnable);
  529. if (_depthMask)
  530. {
  531. GL.DepthMask(false);
  532. }
  533. if (_tfEnabled)
  534. {
  535. GL.EndTransformFeedback();
  536. }
  537. GL.ClipControl(ClipOrigin.UpperLeft, ClipDepthMode.NegativeOneToOne);
  538. _drawTexture.Draw(
  539. view,
  540. samp,
  541. dstRegion.X1,
  542. dstRegion.Y1,
  543. dstRegion.X2,
  544. dstRegion.Y2,
  545. srcRegion.X1 / view.Width,
  546. srcRegion.Y1 / view.Height,
  547. srcRegion.X2 / view.Width,
  548. srcRegion.Y2 / view.Height);
  549. _program?.Bind();
  550. _unit0Sampler?.Bind(0);
  551. RestoreViewport0();
  552. Enable(EnableCap.CullFace, _cullEnable);
  553. Enable(EnableCap.StencilTest, _stencilTestEnable);
  554. Enable(EnableCap.DepthTest, _depthTestEnable);
  555. if (_depthMask)
  556. {
  557. GL.DepthMask(true);
  558. }
  559. if (_tfEnabled)
  560. {
  561. GL.BeginTransformFeedback(_tfTopology);
  562. }
  563. RestoreClipControl();
  564. }
  565. }
  566. }
  567. public void EndTransformFeedback()
  568. {
  569. GL.EndTransformFeedback();
  570. _tfEnabled = false;
  571. }
  572. public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  573. {
  574. if (!_program.IsLinked)
  575. {
  576. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  577. return;
  578. }
  579. PreDrawVbUnbounded();
  580. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  581. GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
  582. GL.MultiDrawArraysIndirectCount(
  583. _primitiveType,
  584. (IntPtr)indirectBuffer.Offset,
  585. (IntPtr)parameterBuffer.Offset,
  586. maxDrawCount,
  587. stride);
  588. PostDraw();
  589. }
  590. public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  591. {
  592. if (!_program.IsLinked)
  593. {
  594. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  595. return;
  596. }
  597. PreDrawVbUnbounded();
  598. _vertexArray.SetRangeOfIndexBuffer();
  599. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  600. GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
  601. GL.MultiDrawElementsIndirectCount(
  602. _primitiveType,
  603. (All)_elementsType,
  604. (IntPtr)indirectBuffer.Offset,
  605. (IntPtr)parameterBuffer.Offset,
  606. maxDrawCount,
  607. stride);
  608. _vertexArray.RestoreIndexBuffer();
  609. PostDraw();
  610. }
  611. public void SetAlphaTest(bool enable, float reference, CompareOp op)
  612. {
  613. if (!enable)
  614. {
  615. GL.Disable(EnableCap.AlphaTest);
  616. return;
  617. }
  618. GL.AlphaFunc((AlphaFunction)op.Convert(), reference);
  619. GL.Enable(EnableCap.AlphaTest);
  620. }
  621. public void SetBlendState(int index, BlendDescriptor blend)
  622. {
  623. if (!blend.Enable)
  624. {
  625. GL.Disable(IndexedEnableCap.Blend, index);
  626. return;
  627. }
  628. GL.BlendEquationSeparate(
  629. index,
  630. blend.ColorOp.Convert(),
  631. blend.AlphaOp.Convert());
  632. GL.BlendFuncSeparate(
  633. index,
  634. (BlendingFactorSrc)blend.ColorSrcFactor.Convert(),
  635. (BlendingFactorDest)blend.ColorDstFactor.Convert(),
  636. (BlendingFactorSrc)blend.AlphaSrcFactor.Convert(),
  637. (BlendingFactorDest)blend.AlphaDstFactor.Convert());
  638. static bool IsDualSource(BlendFactor factor)
  639. {
  640. switch (factor)
  641. {
  642. case BlendFactor.Src1Color:
  643. case BlendFactor.Src1ColorGl:
  644. case BlendFactor.Src1Alpha:
  645. case BlendFactor.Src1AlphaGl:
  646. case BlendFactor.OneMinusSrc1Color:
  647. case BlendFactor.OneMinusSrc1ColorGl:
  648. case BlendFactor.OneMinusSrc1Alpha:
  649. case BlendFactor.OneMinusSrc1AlphaGl:
  650. return true;
  651. }
  652. return false;
  653. }
  654. EnsureFramebuffer();
  655. _framebuffer.SetDualSourceBlend(
  656. IsDualSource(blend.ColorSrcFactor) ||
  657. IsDualSource(blend.ColorDstFactor) ||
  658. IsDualSource(blend.AlphaSrcFactor) ||
  659. IsDualSource(blend.AlphaDstFactor));
  660. if (_blendConstant != blend.BlendConstant)
  661. {
  662. _blendConstant = blend.BlendConstant;
  663. GL.BlendColor(
  664. blend.BlendConstant.Red,
  665. blend.BlendConstant.Green,
  666. blend.BlendConstant.Blue,
  667. blend.BlendConstant.Alpha);
  668. }
  669. GL.Enable(IndexedEnableCap.Blend, index);
  670. }
  671. public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
  672. {
  673. if ((enables & PolygonModeMask.Point) != 0)
  674. {
  675. GL.Enable(EnableCap.PolygonOffsetPoint);
  676. }
  677. else
  678. {
  679. GL.Disable(EnableCap.PolygonOffsetPoint);
  680. }
  681. if ((enables & PolygonModeMask.Line) != 0)
  682. {
  683. GL.Enable(EnableCap.PolygonOffsetLine);
  684. }
  685. else
  686. {
  687. GL.Disable(EnableCap.PolygonOffsetLine);
  688. }
  689. if ((enables & PolygonModeMask.Fill) != 0)
  690. {
  691. GL.Enable(EnableCap.PolygonOffsetFill);
  692. }
  693. else
  694. {
  695. GL.Disable(EnableCap.PolygonOffsetFill);
  696. }
  697. if (enables == 0)
  698. {
  699. return;
  700. }
  701. if (HwCapabilities.SupportsPolygonOffsetClamp)
  702. {
  703. GL.PolygonOffsetClamp(factor, units, clamp);
  704. }
  705. else
  706. {
  707. GL.PolygonOffset(factor, units);
  708. }
  709. }
  710. public void SetDepthClamp(bool clamp)
  711. {
  712. if (!clamp)
  713. {
  714. GL.Disable(EnableCap.DepthClamp);
  715. return;
  716. }
  717. GL.Enable(EnableCap.DepthClamp);
  718. }
  719. public void SetDepthMode(DepthMode mode)
  720. {
  721. ClipDepthMode depthMode = mode.Convert();
  722. if (_clipDepthMode != depthMode)
  723. {
  724. _clipDepthMode = depthMode;
  725. GL.ClipControl(_clipOrigin, depthMode);
  726. }
  727. }
  728. public void SetDepthTest(DepthTestDescriptor depthTest)
  729. {
  730. if (depthTest.TestEnable)
  731. {
  732. GL.Enable(EnableCap.DepthTest);
  733. GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
  734. }
  735. else
  736. {
  737. GL.Disable(EnableCap.DepthTest);
  738. }
  739. GL.DepthMask(depthTest.WriteEnable);
  740. _depthMask = depthTest.WriteEnable;
  741. _depthTestEnable = depthTest.TestEnable;
  742. }
  743. public void SetFaceCulling(bool enable, Face face)
  744. {
  745. _cullEnable = enable;
  746. if (!enable)
  747. {
  748. GL.Disable(EnableCap.CullFace);
  749. return;
  750. }
  751. GL.CullFace(face.Convert());
  752. GL.Enable(EnableCap.CullFace);
  753. }
  754. public void SetFrontFace(FrontFace frontFace)
  755. {
  756. SetFrontFace(_frontFace = frontFace.Convert());
  757. }
  758. public void SetImage(int binding, ITexture texture, Format imageFormat)
  759. {
  760. if (texture == null)
  761. {
  762. return;
  763. }
  764. TextureBase texBase = (TextureBase)texture;
  765. SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
  766. if (format != 0)
  767. {
  768. GL.BindImageTexture(binding, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
  769. }
  770. }
  771. public void SetIndexBuffer(BufferRange buffer, IndexType type)
  772. {
  773. _elementsType = type.Convert();
  774. _indexBaseOffset = (IntPtr)buffer.Offset;
  775. EnsureVertexArray();
  776. _vertexArray.SetIndexBuffer(buffer);
  777. }
  778. public void SetLogicOpState(bool enable, LogicalOp op)
  779. {
  780. if (enable)
  781. {
  782. GL.Enable(EnableCap.ColorLogicOp);
  783. GL.LogicOp((LogicOp)op.Convert());
  784. }
  785. else
  786. {
  787. GL.Disable(EnableCap.ColorLogicOp);
  788. }
  789. }
  790. public void SetMultisampleState(MultisampleDescriptor multisample)
  791. {
  792. if (multisample.AlphaToCoverageEnable)
  793. {
  794. GL.Enable(EnableCap.SampleAlphaToCoverage);
  795. if (multisample.AlphaToOneEnable)
  796. {
  797. GL.Enable(EnableCap.SampleAlphaToOne);
  798. }
  799. else
  800. {
  801. GL.Disable(EnableCap.SampleAlphaToOne);
  802. }
  803. if (HwCapabilities.SupportsAlphaToCoverageDitherControl)
  804. {
  805. GL.NV.AlphaToCoverageDitherControl(multisample.AlphaToCoverageDitherEnable
  806. ? NvAlphaToCoverageDitherControl.AlphaToCoverageDitherEnableNv
  807. : NvAlphaToCoverageDitherControl.AlphaToCoverageDitherDisableNv);
  808. }
  809. }
  810. else
  811. {
  812. GL.Disable(EnableCap.SampleAlphaToCoverage);
  813. }
  814. }
  815. public void SetLineParameters(float width, bool smooth)
  816. {
  817. if (smooth)
  818. {
  819. GL.Enable(EnableCap.LineSmooth);
  820. }
  821. else
  822. {
  823. GL.Disable(EnableCap.LineSmooth);
  824. }
  825. GL.LineWidth(width);
  826. }
  827. public unsafe void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
  828. {
  829. GL.PatchParameter(PatchParameterInt.PatchVertices, vertices);
  830. fixed (float* pOuterLevel = defaultOuterLevel)
  831. {
  832. GL.PatchParameter(PatchParameterFloat.PatchDefaultOuterLevel, pOuterLevel);
  833. }
  834. fixed (float* pInnerLevel = defaultInnerLevel)
  835. {
  836. GL.PatchParameter(PatchParameterFloat.PatchDefaultInnerLevel, pInnerLevel);
  837. }
  838. }
  839. public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
  840. {
  841. // GL_POINT_SPRITE was deprecated in core profile 3.2+ and causes GL_INVALID_ENUM when set.
  842. // As we don't know if the current context is core or compat, it's safer to keep this code.
  843. if (enablePointSprite)
  844. {
  845. GL.Enable(EnableCap.PointSprite);
  846. }
  847. else
  848. {
  849. GL.Disable(EnableCap.PointSprite);
  850. }
  851. if (isProgramPointSize)
  852. {
  853. GL.Enable(EnableCap.ProgramPointSize);
  854. }
  855. else
  856. {
  857. GL.Disable(EnableCap.ProgramPointSize);
  858. }
  859. GL.PointParameter(origin == Origin.LowerLeft
  860. ? PointSpriteCoordOriginParameter.LowerLeft
  861. : PointSpriteCoordOriginParameter.UpperLeft);
  862. // Games seem to set point size to 0 which generates a GL_INVALID_VALUE
  863. // From the spec, GL_INVALID_VALUE is generated if size is less than or equal to 0.
  864. GL.PointSize(Math.Max(float.Epsilon, size));
  865. }
  866. public void SetPolygonMode(GAL.PolygonMode frontMode, GAL.PolygonMode backMode)
  867. {
  868. if (frontMode == backMode)
  869. {
  870. GL.PolygonMode(MaterialFace.FrontAndBack, frontMode.Convert());
  871. }
  872. else
  873. {
  874. GL.PolygonMode(MaterialFace.Front, frontMode.Convert());
  875. GL.PolygonMode(MaterialFace.Back, backMode.Convert());
  876. }
  877. }
  878. public void SetPrimitiveRestart(bool enable, int index)
  879. {
  880. if (!enable)
  881. {
  882. GL.Disable(EnableCap.PrimitiveRestart);
  883. return;
  884. }
  885. GL.PrimitiveRestartIndex(index);
  886. GL.Enable(EnableCap.PrimitiveRestart);
  887. }
  888. public void SetPrimitiveTopology(PrimitiveTopology topology)
  889. {
  890. _primitiveType = topology.Convert();
  891. }
  892. public void SetProgram(IProgram program)
  893. {
  894. Program prg = (Program)program;
  895. if (_tfEnabled)
  896. {
  897. GL.EndTransformFeedback();
  898. prg.Bind();
  899. GL.BeginTransformFeedback(_tfTopology);
  900. }
  901. else
  902. {
  903. prg.Bind();
  904. }
  905. if (prg.HasFragmentShader && _fragmentOutputMap != (uint)prg.FragmentOutputMap)
  906. {
  907. _fragmentOutputMap = (uint)prg.FragmentOutputMap;
  908. for (int index = 0; index < Constants.MaxRenderTargets; index++)
  909. {
  910. RestoreComponentMask(index, force: false);
  911. }
  912. }
  913. _program = prg;
  914. }
  915. public void SetRasterizerDiscard(bool discard)
  916. {
  917. if (discard)
  918. {
  919. GL.Enable(EnableCap.RasterizerDiscard);
  920. }
  921. else
  922. {
  923. GL.Disable(EnableCap.RasterizerDiscard);
  924. }
  925. _rasterizerDiscard = discard;
  926. }
  927. public void SetRenderTargetScale(float scale)
  928. {
  929. _renderScale[0].X = scale;
  930. _supportBuffer.UpdateRenderScale(_renderScale, 0, 1); // Just the first element.
  931. }
  932. public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
  933. {
  934. _componentMasks = 0;
  935. for (int index = 0; index < componentMasks.Length; index++)
  936. {
  937. _componentMasks |= componentMasks[index] << (index * 4);
  938. RestoreComponentMask(index, force: false);
  939. }
  940. }
  941. public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
  942. {
  943. EnsureFramebuffer();
  944. bool isBgraChanged = false;
  945. for (int index = 0; index < colors.Length; index++)
  946. {
  947. TextureView color = (TextureView)colors[index];
  948. _framebuffer.AttachColor(index, color);
  949. if (color != null)
  950. {
  951. int isBgra = color.Format.IsBgr() ? 1 : 0;
  952. if (_fpIsBgra[index].X != isBgra)
  953. {
  954. _fpIsBgra[index].X = isBgra;
  955. isBgraChanged = true;
  956. RestoreComponentMask(index);
  957. }
  958. }
  959. }
  960. if (isBgraChanged)
  961. {
  962. _supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount);
  963. }
  964. TextureView depthStencilView = (TextureView)depthStencil;
  965. _framebuffer.AttachDepthStencil(depthStencilView);
  966. _framebuffer.SetDrawBuffers(colors.Length);
  967. }
  968. public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
  969. {
  970. int count = Math.Min(regions.Length, Constants.MaxViewports);
  971. Span<int> v = stackalloc int[count * 4];
  972. for (int index = 0; index < count; index++)
  973. {
  974. int vIndex = index * 4;
  975. var region = regions[index];
  976. bool enabled = (region.X | region.Y) != 0 || region.Width != 0xffff || region.Height != 0xffff;
  977. uint mask = 1u << index;
  978. if (enabled)
  979. {
  980. v[vIndex] = region.X;
  981. v[vIndex + 1] = region.Y;
  982. v[vIndex + 2] = region.Width;
  983. v[vIndex + 3] = region.Height;
  984. if ((_scissorEnables & mask) == 0)
  985. {
  986. _scissorEnables |= mask;
  987. GL.Enable(IndexedEnableCap.ScissorTest, index);
  988. }
  989. }
  990. else
  991. {
  992. if ((_scissorEnables & mask) != 0)
  993. {
  994. _scissorEnables &= ~mask;
  995. GL.Disable(IndexedEnableCap.ScissorTest, index);
  996. }
  997. }
  998. }
  999. GL.ScissorArray(0, count, ref v[0]);
  1000. }
  1001. public void SetStencilTest(StencilTestDescriptor stencilTest)
  1002. {
  1003. _stencilTestEnable = stencilTest.TestEnable;
  1004. if (!stencilTest.TestEnable)
  1005. {
  1006. GL.Disable(EnableCap.StencilTest);
  1007. return;
  1008. }
  1009. GL.StencilOpSeparate(
  1010. StencilFace.Front,
  1011. stencilTest.FrontSFail.Convert(),
  1012. stencilTest.FrontDpFail.Convert(),
  1013. stencilTest.FrontDpPass.Convert());
  1014. GL.StencilFuncSeparate(
  1015. StencilFace.Front,
  1016. (StencilFunction)stencilTest.FrontFunc.Convert(),
  1017. stencilTest.FrontFuncRef,
  1018. stencilTest.FrontFuncMask);
  1019. GL.StencilMaskSeparate(StencilFace.Front, stencilTest.FrontMask);
  1020. GL.StencilOpSeparate(
  1021. StencilFace.Back,
  1022. stencilTest.BackSFail.Convert(),
  1023. stencilTest.BackDpFail.Convert(),
  1024. stencilTest.BackDpPass.Convert());
  1025. GL.StencilFuncSeparate(
  1026. StencilFace.Back,
  1027. (StencilFunction)stencilTest.BackFunc.Convert(),
  1028. stencilTest.BackFuncRef,
  1029. stencilTest.BackFuncMask);
  1030. GL.StencilMaskSeparate(StencilFace.Back, stencilTest.BackMask);
  1031. GL.Enable(EnableCap.StencilTest);
  1032. _stencilFrontMask = stencilTest.FrontMask;
  1033. }
  1034. public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  1035. {
  1036. SetBuffers(first, buffers, isStorage: true);
  1037. }
  1038. public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
  1039. {
  1040. if (texture != null)
  1041. {
  1042. if (binding == 0)
  1043. {
  1044. _unit0Texture = (TextureBase)texture;
  1045. }
  1046. else
  1047. {
  1048. ((TextureBase)texture).Bind(binding);
  1049. }
  1050. }
  1051. Sampler glSampler = (Sampler)sampler;
  1052. glSampler?.Bind(binding);
  1053. if (binding == 0)
  1054. {
  1055. _unit0Sampler = glSampler;
  1056. }
  1057. }
  1058. public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
  1059. {
  1060. if (_tfEnabled)
  1061. {
  1062. GL.EndTransformFeedback();
  1063. }
  1064. int count = Math.Min(buffers.Length, Constants.MaxTransformFeedbackBuffers);
  1065. for (int i = 0; i < count; i++)
  1066. {
  1067. BufferRange buffer = buffers[i];
  1068. _tfbTargets[i] = buffer;
  1069. if (buffer.Handle == BufferHandle.Null)
  1070. {
  1071. GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, 0);
  1072. continue;
  1073. }
  1074. if (_tfbs[i] == BufferHandle.Null)
  1075. {
  1076. _tfbs[i] = Buffer.Create();
  1077. }
  1078. Buffer.Resize(_tfbs[i], buffer.Size);
  1079. Buffer.Copy(buffer.Handle, _tfbs[i], buffer.Offset, 0, buffer.Size);
  1080. GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, _tfbs[i].ToInt32());
  1081. }
  1082. if (_tfEnabled)
  1083. {
  1084. GL.BeginTransformFeedback(_tfTopology);
  1085. }
  1086. }
  1087. public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  1088. {
  1089. SetBuffers(first, buffers, isStorage: false);
  1090. }
  1091. public void SetUserClipDistance(int index, bool enableClip)
  1092. {
  1093. if (!enableClip)
  1094. {
  1095. GL.Disable(EnableCap.ClipDistance0 + index);
  1096. return;
  1097. }
  1098. GL.Enable(EnableCap.ClipDistance0 + index);
  1099. }
  1100. public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
  1101. {
  1102. EnsureVertexArray();
  1103. _vertexArray.SetVertexAttributes(vertexAttribs);
  1104. }
  1105. public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
  1106. {
  1107. EnsureVertexArray();
  1108. _vertexArray.SetVertexBuffers(vertexBuffers);
  1109. }
  1110. public void SetViewports(ReadOnlySpan<Viewport> viewports, bool disableTransform)
  1111. {
  1112. Array.Resize(ref _viewportArray, viewports.Length * 4);
  1113. Array.Resize(ref _depthRangeArray, viewports.Length * 2);
  1114. float[] viewportArray = _viewportArray;
  1115. double[] depthRangeArray = _depthRangeArray;
  1116. for (int index = 0; index < viewports.Length; index++)
  1117. {
  1118. int viewportElemIndex = index * 4;
  1119. Viewport viewport = viewports[index];
  1120. viewportArray[viewportElemIndex + 0] = viewport.Region.X;
  1121. viewportArray[viewportElemIndex + 1] = viewport.Region.Y + (viewport.Region.Height < 0 ? viewport.Region.Height : 0);
  1122. viewportArray[viewportElemIndex + 2] = viewport.Region.Width;
  1123. viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height);
  1124. if (HwCapabilities.SupportsViewportSwizzle)
  1125. {
  1126. GL.NV.ViewportSwizzle(
  1127. index,
  1128. viewport.SwizzleX.Convert(),
  1129. viewport.SwizzleY.Convert(),
  1130. viewport.SwizzleZ.Convert(),
  1131. viewport.SwizzleW.Convert());
  1132. }
  1133. depthRangeArray[index * 2 + 0] = viewport.DepthNear;
  1134. depthRangeArray[index * 2 + 1] = viewport.DepthFar;
  1135. }
  1136. bool flipY = viewports.Length != 0 && viewports[0].Region.Height < 0;
  1137. SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
  1138. GL.ViewportArray(0, viewports.Length, viewportArray);
  1139. GL.DepthRangeArray(0, viewports.Length, depthRangeArray);
  1140. float disableTransformF = disableTransform ? 1.0f : 0.0f;
  1141. if (_supportBuffer.Data.ViewportInverse.W != disableTransformF || disableTransform)
  1142. {
  1143. float scale = _renderScale[0].X;
  1144. _supportBuffer.UpdateViewportInverse(new Vector4<float>
  1145. {
  1146. X = scale * 2f / viewports[0].Region.Width,
  1147. Y = scale * 2f / viewports[0].Region.Height,
  1148. Z = 1,
  1149. W = disableTransformF
  1150. });
  1151. }
  1152. }
  1153. public void TextureBarrier()
  1154. {
  1155. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  1156. }
  1157. public void TextureBarrierTiled()
  1158. {
  1159. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  1160. }
  1161. private void SetBuffers(int first, ReadOnlySpan<BufferRange> buffers, bool isStorage)
  1162. {
  1163. BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer;
  1164. for (int index = 0; index < buffers.Length; index++)
  1165. {
  1166. BufferRange buffer = buffers[index];
  1167. if (buffer.Handle == BufferHandle.Null)
  1168. {
  1169. GL.BindBufferRange(target, first + index, 0, IntPtr.Zero, 0);
  1170. continue;
  1171. }
  1172. GL.BindBufferRange(target, first + index, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
  1173. }
  1174. }
  1175. private void SetOrigin(ClipOrigin origin)
  1176. {
  1177. if (_clipOrigin != origin)
  1178. {
  1179. _clipOrigin = origin;
  1180. GL.ClipControl(origin, _clipDepthMode);
  1181. SetFrontFace(_frontFace);
  1182. }
  1183. }
  1184. private void SetFrontFace(FrontFaceDirection frontFace)
  1185. {
  1186. // Changing clip origin will also change the front face to compensate
  1187. // for the flipped viewport, we flip it again here to compensate as
  1188. // this effect is undesirable for us.
  1189. if (_clipOrigin == ClipOrigin.UpperLeft)
  1190. {
  1191. frontFace = frontFace == FrontFaceDirection.Ccw ? FrontFaceDirection.Cw : FrontFaceDirection.Ccw;
  1192. }
  1193. GL.FrontFace(frontFace);
  1194. }
  1195. private void EnsureVertexArray()
  1196. {
  1197. if (_vertexArray == null)
  1198. {
  1199. _vertexArray = new VertexArray();
  1200. _vertexArray.Bind();
  1201. }
  1202. }
  1203. private void EnsureFramebuffer()
  1204. {
  1205. if (_framebuffer == null)
  1206. {
  1207. _framebuffer = new Framebuffer();
  1208. int boundHandle = _framebuffer.Bind();
  1209. _boundDrawFramebuffer = _boundReadFramebuffer = boundHandle;
  1210. GL.Enable(EnableCap.FramebufferSrgb);
  1211. }
  1212. }
  1213. internal (int drawHandle, int readHandle) GetBoundFramebuffers()
  1214. {
  1215. if (BackgroundContextWorker.InBackground)
  1216. {
  1217. return (0, 0);
  1218. }
  1219. return (_boundDrawFramebuffer, _boundReadFramebuffer);
  1220. }
  1221. public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
  1222. {
  1223. bool changed = false;
  1224. for (int index = 0; index < totalCount; index++)
  1225. {
  1226. if (_renderScale[1 + index].X != scales[index])
  1227. {
  1228. _renderScale[1 + index].X = scales[index];
  1229. changed = true;
  1230. }
  1231. }
  1232. // Only update fragment count if there are scales after it for the vertex stage.
  1233. if (fragmentCount != totalCount && fragmentCount != _fragmentScaleCount)
  1234. {
  1235. _fragmentScaleCount = fragmentCount;
  1236. _supportBuffer.UpdateFragmentRenderScaleCount(_fragmentScaleCount);
  1237. }
  1238. if (changed)
  1239. {
  1240. _supportBuffer.UpdateRenderScale(_renderScale, 0, 1 + totalCount);
  1241. }
  1242. }
  1243. private void PrepareForDispatch()
  1244. {
  1245. _unit0Texture?.Bind(0);
  1246. _supportBuffer.Commit();
  1247. }
  1248. private void PreDraw(int vertexCount)
  1249. {
  1250. _vertexArray.PreDraw(vertexCount);
  1251. PreDraw();
  1252. }
  1253. private void PreDrawVbUnbounded()
  1254. {
  1255. _vertexArray.PreDrawVbUnbounded();
  1256. PreDraw();
  1257. }
  1258. private void PreDraw()
  1259. {
  1260. DrawCount++;
  1261. _unit0Texture?.Bind(0);
  1262. _supportBuffer.Commit();
  1263. }
  1264. private void PostDraw()
  1265. {
  1266. if (_tfEnabled)
  1267. {
  1268. for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
  1269. {
  1270. if (_tfbTargets[i].Handle != BufferHandle.Null)
  1271. {
  1272. Buffer.Copy(_tfbs[i], _tfbTargets[i].Handle, 0, _tfbTargets[i].Offset, _tfbTargets[i].Size);
  1273. }
  1274. }
  1275. }
  1276. }
  1277. public void RestoreComponentMask(int index, bool force = true)
  1278. {
  1279. // If the bound render target is bgra, swap the red and blue masks.
  1280. uint redMask = _fpIsBgra[index].X == 0 ? 1u : 4u;
  1281. uint blueMask = _fpIsBgra[index].X == 0 ? 4u : 1u;
  1282. int shift = index * 4;
  1283. uint componentMask = _componentMasks & _fragmentOutputMap;
  1284. uint checkMask = 0xfu << shift;
  1285. uint componentMaskAtIndex = componentMask & checkMask;
  1286. if (!force && componentMaskAtIndex == (_currentComponentMasks & checkMask))
  1287. {
  1288. return;
  1289. }
  1290. componentMask >>= shift;
  1291. componentMask &= 0xfu;
  1292. GL.ColorMask(
  1293. index,
  1294. (componentMask & redMask) != 0,
  1295. (componentMask & 2u) != 0,
  1296. (componentMask & blueMask) != 0,
  1297. (componentMask & 8u) != 0);
  1298. _currentComponentMasks &= ~checkMask;
  1299. _currentComponentMasks |= componentMaskAtIndex;
  1300. }
  1301. public void RestoreClipControl()
  1302. {
  1303. GL.ClipControl(_clipOrigin, _clipDepthMode);
  1304. }
  1305. public void RestoreScissor0Enable()
  1306. {
  1307. if ((_scissorEnables & 1u) != 0)
  1308. {
  1309. GL.Enable(IndexedEnableCap.ScissorTest, 0);
  1310. }
  1311. }
  1312. public void RestoreRasterizerDiscard()
  1313. {
  1314. if (_rasterizerDiscard)
  1315. {
  1316. GL.Enable(EnableCap.RasterizerDiscard);
  1317. }
  1318. }
  1319. public void RestoreViewport0()
  1320. {
  1321. if (_viewportArray.Length > 0)
  1322. {
  1323. GL.ViewportArray(0, 1, _viewportArray);
  1324. }
  1325. }
  1326. public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
  1327. {
  1328. if (value is CounterQueueEvent)
  1329. {
  1330. // Compare an event and a constant value.
  1331. CounterQueueEvent evt = (CounterQueueEvent)value;
  1332. // Easy host conditional rendering when the check matches what GL can do:
  1333. // - Event is of type samples passed.
  1334. // - Result is not a combination of multiple queries.
  1335. // - Comparing against 0.
  1336. // - Event has not already been flushed.
  1337. if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
  1338. {
  1339. if (!value.ReserveForHostAccess())
  1340. {
  1341. // If the event has been flushed, then just use the values on the CPU.
  1342. // The query object may already be repurposed for another draw (eg. begin + end).
  1343. return false;
  1344. }
  1345. GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
  1346. _activeConditionalRender = evt;
  1347. return true;
  1348. }
  1349. }
  1350. // The GPU will flush the queries to CPU and evaluate the condition there instead.
  1351. GL.Flush(); // The thread will be stalled manually flushing the counter, so flush GL commands now.
  1352. return false;
  1353. }
  1354. public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
  1355. {
  1356. GL.Flush(); // The GPU thread will be stalled manually flushing the counter, so flush GL commands now.
  1357. return false; // We don't currently have a way to compare two counters for conditional rendering.
  1358. }
  1359. public void EndHostConditionalRendering()
  1360. {
  1361. GL.EndConditionalRender();
  1362. _activeConditionalRender?.ReleaseHostAccess();
  1363. _activeConditionalRender = null;
  1364. }
  1365. public void Dispose()
  1366. {
  1367. _supportBuffer?.Dispose();
  1368. for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
  1369. {
  1370. if (_tfbs[i] != BufferHandle.Null)
  1371. {
  1372. Buffer.Delete(_tfbs[i]);
  1373. _tfbs[i] = BufferHandle.Null;
  1374. }
  1375. }
  1376. _activeConditionalRender?.ReleaseHostAccess();
  1377. _framebuffer?.Dispose();
  1378. _vertexArray?.Dispose();
  1379. _drawTexture.Dispose();
  1380. }
  1381. }
  1382. }