VertexArray.cs 6.5 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Graphics.GAL;
  3. using System;
  4. using System.Runtime.CompilerServices;
  5. namespace Ryujinx.Graphics.OpenGL
  6. {
  7. class VertexArray : IDisposable
  8. {
  9. public int Handle { get; private set; }
  10. private bool _needsAttribsUpdate;
  11. private readonly VertexAttribDescriptor[] _vertexAttribs;
  12. private readonly VertexBufferDescriptor[] _vertexBuffers;
  13. private int _vertexAttribsCount;
  14. private int _vertexBuffersCount;
  15. private uint _vertexAttribsInUse;
  16. private uint _vertexBuffersInUse;
  17. private BufferRange _indexBuffer;
  18. private BufferHandle _tempIndexBuffer;
  19. public VertexArray()
  20. {
  21. Handle = GL.GenVertexArray();
  22. _vertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttribs];
  23. _vertexBuffers = new VertexBufferDescriptor[Constants.MaxVertexBuffers];
  24. _tempIndexBuffer = Buffer.Create();
  25. }
  26. public void Bind()
  27. {
  28. GL.BindVertexArray(Handle);
  29. }
  30. public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
  31. {
  32. int bindingIndex;
  33. for (bindingIndex = 0; bindingIndex < vertexBuffers.Length; bindingIndex++)
  34. {
  35. VertexBufferDescriptor vb = vertexBuffers[bindingIndex];
  36. if (vb.Buffer.Handle != BufferHandle.Null)
  37. {
  38. GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
  39. GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
  40. _vertexBuffersInUse |= 1u << bindingIndex;
  41. }
  42. else
  43. {
  44. if ((_vertexBuffersInUse & (1u << bindingIndex)) != 0)
  45. {
  46. GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
  47. _vertexBuffersInUse &= ~(1u << bindingIndex);
  48. }
  49. }
  50. _vertexBuffers[bindingIndex] = vb;
  51. }
  52. _vertexBuffersCount = bindingIndex;
  53. _needsAttribsUpdate = true;
  54. }
  55. public void SetVertexAttributes(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
  56. {
  57. int index = 0;
  58. for (; index < vertexAttribs.Length; index++)
  59. {
  60. VertexAttribDescriptor attrib = vertexAttribs[index];
  61. if (attrib.Equals(_vertexAttribs[index]))
  62. {
  63. continue;
  64. }
  65. FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format);
  66. if (attrib.IsZero)
  67. {
  68. // Disabling the attribute causes the shader to read a constant value.
  69. // We currently set the constant to (0, 0, 0, 0).
  70. DisableVertexAttrib(index);
  71. }
  72. else
  73. {
  74. EnableVertexAttrib(index);
  75. }
  76. int offset = attrib.Offset;
  77. int size = fmtInfo.Components;
  78. bool isFloat = fmtInfo.PixelType == PixelType.Float ||
  79. fmtInfo.PixelType == PixelType.HalfFloat;
  80. if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled)
  81. {
  82. VertexAttribType type = (VertexAttribType)fmtInfo.PixelType;
  83. GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset);
  84. }
  85. else
  86. {
  87. VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType;
  88. GL.VertexAttribIFormat(index, size, type, offset);
  89. }
  90. GL.VertexAttribBinding(index, attrib.BufferIndex);
  91. _vertexAttribs[index] = attrib;
  92. }
  93. _vertexAttribsCount = index;
  94. for (; index < Constants.MaxVertexAttribs; index++)
  95. {
  96. DisableVertexAttrib(index);
  97. }
  98. }
  99. public void SetIndexBuffer(BufferRange range)
  100. {
  101. _indexBuffer = range;
  102. GL.BindBuffer(BufferTarget.ElementArrayBuffer, range.Handle.ToInt32());
  103. }
  104. public void SetRangeOfIndexBuffer()
  105. {
  106. Buffer.Resize(_tempIndexBuffer, _indexBuffer.Size);
  107. Buffer.Copy(_indexBuffer.Handle, _tempIndexBuffer, _indexBuffer.Offset, 0, _indexBuffer.Size);
  108. GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tempIndexBuffer.ToInt32());
  109. }
  110. public void RestoreIndexBuffer()
  111. {
  112. GL.BindBuffer(BufferTarget.ElementArrayBuffer, _indexBuffer.Handle.ToInt32());
  113. }
  114. public void Validate()
  115. {
  116. for (int attribIndex = 0; attribIndex < _vertexAttribsCount; attribIndex++)
  117. {
  118. VertexAttribDescriptor attrib = _vertexAttribs[attribIndex];
  119. if (!attrib.IsZero)
  120. {
  121. if ((uint)attrib.BufferIndex >= _vertexBuffersCount)
  122. {
  123. DisableVertexAttrib(attribIndex);
  124. continue;
  125. }
  126. if (_vertexBuffers[attrib.BufferIndex].Buffer.Handle == BufferHandle.Null)
  127. {
  128. DisableVertexAttrib(attribIndex);
  129. continue;
  130. }
  131. if (_needsAttribsUpdate)
  132. {
  133. EnableVertexAttrib(attribIndex);
  134. }
  135. }
  136. }
  137. _needsAttribsUpdate = false;
  138. }
  139. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  140. private void EnableVertexAttrib(int index)
  141. {
  142. uint mask = 1u << index;
  143. if ((_vertexAttribsInUse & mask) == 0)
  144. {
  145. _vertexAttribsInUse |= mask;
  146. GL.EnableVertexAttribArray(index);
  147. }
  148. }
  149. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  150. private void DisableVertexAttrib(int index)
  151. {
  152. uint mask = 1u << index;
  153. if ((_vertexAttribsInUse & mask) != 0)
  154. {
  155. _vertexAttribsInUse &= ~mask;
  156. GL.DisableVertexAttribArray(index);
  157. GL.VertexAttrib4(index, 0f, 0f, 0f, 1f);
  158. }
  159. }
  160. public void Dispose()
  161. {
  162. if (Handle != 0)
  163. {
  164. GL.DeleteVertexArray(Handle);
  165. Handle = 0;
  166. }
  167. }
  168. }
  169. }