VertexArray.cs 10 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Graphics.GAL;
  3. using System;
  4. using System.Numerics;
  5. using System.Runtime.CompilerServices;
  6. namespace Ryujinx.Graphics.OpenGL
  7. {
  8. class VertexArray : IDisposable
  9. {
  10. public int Handle { get; private set; }
  11. private bool _needsAttribsUpdate;
  12. private readonly VertexAttribDescriptor[] _vertexAttribs;
  13. private readonly VertexBufferDescriptor[] _vertexBuffers;
  14. private int _vertexAttribsCount;
  15. private int _vertexBuffersCount;
  16. private int _minVertexCount;
  17. private uint _vertexAttribsInUse;
  18. private uint _vertexBuffersInUse;
  19. private uint _vertexBuffersLimited;
  20. private BufferRange _indexBuffer;
  21. private BufferHandle _tempIndexBuffer;
  22. private BufferHandle _tempVertexBuffer;
  23. private int _tempVertexBufferSize;
  24. public VertexArray()
  25. {
  26. Handle = GL.GenVertexArray();
  27. _vertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttribs];
  28. _vertexBuffers = new VertexBufferDescriptor[Constants.MaxVertexBuffers];
  29. _tempIndexBuffer = Buffer.Create();
  30. }
  31. public void Bind()
  32. {
  33. GL.BindVertexArray(Handle);
  34. }
  35. public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
  36. {
  37. int minVertexCount = int.MaxValue;
  38. int bindingIndex;
  39. for (bindingIndex = 0; bindingIndex < vertexBuffers.Length; bindingIndex++)
  40. {
  41. VertexBufferDescriptor vb = vertexBuffers[bindingIndex];
  42. if (vb.Buffer.Handle != BufferHandle.Null)
  43. {
  44. int vertexCount = vb.Stride <= 0 ? 0 : vb.Buffer.Size / vb.Stride;
  45. if (minVertexCount > vertexCount)
  46. {
  47. minVertexCount = vertexCount;
  48. }
  49. GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
  50. GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
  51. _vertexBuffersInUse |= 1u << bindingIndex;
  52. }
  53. else
  54. {
  55. if ((_vertexBuffersInUse & (1u << bindingIndex)) != 0)
  56. {
  57. GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
  58. _vertexBuffersInUse &= ~(1u << bindingIndex);
  59. }
  60. }
  61. _vertexBuffers[bindingIndex] = vb;
  62. }
  63. _vertexBuffersCount = bindingIndex;
  64. _minVertexCount = minVertexCount;
  65. _needsAttribsUpdate = true;
  66. }
  67. public void SetVertexAttributes(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
  68. {
  69. int index = 0;
  70. for (; index < vertexAttribs.Length; index++)
  71. {
  72. VertexAttribDescriptor attrib = vertexAttribs[index];
  73. if (attrib.Equals(_vertexAttribs[index]))
  74. {
  75. continue;
  76. }
  77. FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format);
  78. if (attrib.IsZero)
  79. {
  80. // Disabling the attribute causes the shader to read a constant value.
  81. // We currently set the constant to (0, 0, 0, 0).
  82. DisableVertexAttrib(index);
  83. }
  84. else
  85. {
  86. EnableVertexAttrib(index);
  87. }
  88. int offset = attrib.Offset;
  89. int size = fmtInfo.Components;
  90. bool isFloat = fmtInfo.PixelType == PixelType.Float ||
  91. fmtInfo.PixelType == PixelType.HalfFloat;
  92. if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled)
  93. {
  94. VertexAttribType type = (VertexAttribType)fmtInfo.PixelType;
  95. GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset);
  96. }
  97. else
  98. {
  99. VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType;
  100. GL.VertexAttribIFormat(index, size, type, offset);
  101. }
  102. GL.VertexAttribBinding(index, attrib.BufferIndex);
  103. _vertexAttribs[index] = attrib;
  104. }
  105. _vertexAttribsCount = index;
  106. for (; index < Constants.MaxVertexAttribs; index++)
  107. {
  108. DisableVertexAttrib(index);
  109. }
  110. }
  111. public void SetIndexBuffer(BufferRange range)
  112. {
  113. _indexBuffer = range;
  114. GL.BindBuffer(BufferTarget.ElementArrayBuffer, range.Handle.ToInt32());
  115. }
  116. public void SetRangeOfIndexBuffer()
  117. {
  118. Buffer.Resize(_tempIndexBuffer, _indexBuffer.Size);
  119. Buffer.Copy(_indexBuffer.Handle, _tempIndexBuffer, _indexBuffer.Offset, 0, _indexBuffer.Size);
  120. GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tempIndexBuffer.ToInt32());
  121. }
  122. public void RestoreIndexBuffer()
  123. {
  124. GL.BindBuffer(BufferTarget.ElementArrayBuffer, _indexBuffer.Handle.ToInt32());
  125. }
  126. public void PreDraw(int vertexCount)
  127. {
  128. LimitVertexBuffers(vertexCount);
  129. Validate();
  130. }
  131. public void PreDrawVbUnbounded()
  132. {
  133. UnlimitVertexBuffers();
  134. Validate();
  135. }
  136. public void LimitVertexBuffers(int vertexCount)
  137. {
  138. // Is it possible for the draw to fetch outside the bounds of any vertex buffer currently bound?
  139. if (vertexCount <= _minVertexCount)
  140. {
  141. return;
  142. }
  143. // If the draw can fetch out of bounds, let's ensure that it will only fetch zeros rather than memory garbage.
  144. int currentTempVbOffset = 0;
  145. uint buffersInUse = _vertexBuffersInUse;
  146. while (buffersInUse != 0)
  147. {
  148. int vbIndex = BitOperations.TrailingZeroCount(buffersInUse);
  149. ref var vb = ref _vertexBuffers[vbIndex];
  150. int requiredSize = vertexCount * vb.Stride;
  151. if (vb.Buffer.Size < requiredSize)
  152. {
  153. BufferHandle tempVertexBuffer = EnsureTempVertexBufferSize(currentTempVbOffset + requiredSize);
  154. Buffer.Copy(vb.Buffer.Handle, tempVertexBuffer, vb.Buffer.Offset, currentTempVbOffset, vb.Buffer.Size);
  155. Buffer.Clear(tempVertexBuffer, currentTempVbOffset + vb.Buffer.Size, requiredSize - vb.Buffer.Size, 0);
  156. GL.BindVertexBuffer(vbIndex, tempVertexBuffer.ToInt32(), (IntPtr)currentTempVbOffset, vb.Stride);
  157. currentTempVbOffset += requiredSize;
  158. _vertexBuffersLimited |= 1u << vbIndex;
  159. }
  160. buffersInUse &= ~(1u << vbIndex);
  161. }
  162. }
  163. private BufferHandle EnsureTempVertexBufferSize(int size)
  164. {
  165. BufferHandle tempVertexBuffer = _tempVertexBuffer;
  166. if (_tempVertexBufferSize < size)
  167. {
  168. _tempVertexBufferSize = size;
  169. if (tempVertexBuffer == BufferHandle.Null)
  170. {
  171. tempVertexBuffer = Buffer.Create(size);
  172. _tempVertexBuffer = tempVertexBuffer;
  173. return tempVertexBuffer;
  174. }
  175. Buffer.Resize(_tempVertexBuffer, size);
  176. }
  177. return tempVertexBuffer;
  178. }
  179. public void UnlimitVertexBuffers()
  180. {
  181. uint buffersLimited = _vertexBuffersLimited;
  182. if (buffersLimited == 0)
  183. {
  184. return;
  185. }
  186. while (buffersLimited != 0)
  187. {
  188. int vbIndex = BitOperations.TrailingZeroCount(buffersLimited);
  189. ref var vb = ref _vertexBuffers[vbIndex];
  190. GL.BindVertexBuffer(vbIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
  191. buffersLimited &= ~(1u << vbIndex);
  192. }
  193. _vertexBuffersLimited = 0;
  194. }
  195. public void Validate()
  196. {
  197. for (int attribIndex = 0; attribIndex < _vertexAttribsCount; attribIndex++)
  198. {
  199. VertexAttribDescriptor attrib = _vertexAttribs[attribIndex];
  200. if (!attrib.IsZero)
  201. {
  202. if ((uint)attrib.BufferIndex >= _vertexBuffersCount)
  203. {
  204. DisableVertexAttrib(attribIndex);
  205. continue;
  206. }
  207. if (_vertexBuffers[attrib.BufferIndex].Buffer.Handle == BufferHandle.Null)
  208. {
  209. DisableVertexAttrib(attribIndex);
  210. continue;
  211. }
  212. if (_needsAttribsUpdate)
  213. {
  214. EnableVertexAttrib(attribIndex);
  215. }
  216. }
  217. }
  218. _needsAttribsUpdate = false;
  219. }
  220. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  221. private void EnableVertexAttrib(int index)
  222. {
  223. uint mask = 1u << index;
  224. if ((_vertexAttribsInUse & mask) == 0)
  225. {
  226. _vertexAttribsInUse |= mask;
  227. GL.EnableVertexAttribArray(index);
  228. }
  229. }
  230. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  231. private void DisableVertexAttrib(int index)
  232. {
  233. uint mask = 1u << index;
  234. if ((_vertexAttribsInUse & mask) != 0)
  235. {
  236. _vertexAttribsInUse &= ~mask;
  237. GL.DisableVertexAttribArray(index);
  238. GL.VertexAttrib4(index, 0f, 0f, 0f, 1f);
  239. }
  240. }
  241. public void Dispose()
  242. {
  243. if (Handle != 0)
  244. {
  245. GL.DeleteVertexArray(Handle);
  246. Handle = 0;
  247. }
  248. }
  249. }
  250. }