OGLPipeline.cs 33 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using System;
  3. using System.Collections.Generic;
  4. namespace Ryujinx.Graphics.Gal.OpenGL
  5. {
  6. class OGLPipeline : IGalPipeline
  7. {
  8. private static Dictionary<GalVertexAttribSize, int> AttribElements =
  9. new Dictionary<GalVertexAttribSize, int>()
  10. {
  11. { GalVertexAttribSize._32_32_32_32, 4 },
  12. { GalVertexAttribSize._32_32_32, 3 },
  13. { GalVertexAttribSize._16_16_16_16, 4 },
  14. { GalVertexAttribSize._32_32, 2 },
  15. { GalVertexAttribSize._16_16_16, 3 },
  16. { GalVertexAttribSize._8_8_8_8, 4 },
  17. { GalVertexAttribSize._16_16, 2 },
  18. { GalVertexAttribSize._32, 1 },
  19. { GalVertexAttribSize._8_8_8, 3 },
  20. { GalVertexAttribSize._8_8, 2 },
  21. { GalVertexAttribSize._16, 1 },
  22. { GalVertexAttribSize._8, 1 },
  23. { GalVertexAttribSize._10_10_10_2, 4 },
  24. { GalVertexAttribSize._11_11_10, 3 }
  25. };
  26. private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> FloatAttribTypes =
  27. new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
  28. {
  29. { GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Float },
  30. { GalVertexAttribSize._32_32_32, VertexAttribPointerType.Float },
  31. { GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.HalfFloat },
  32. { GalVertexAttribSize._32_32, VertexAttribPointerType.Float },
  33. { GalVertexAttribSize._16_16_16, VertexAttribPointerType.HalfFloat },
  34. { GalVertexAttribSize._16_16, VertexAttribPointerType.HalfFloat },
  35. { GalVertexAttribSize._32, VertexAttribPointerType.Float },
  36. { GalVertexAttribSize._16, VertexAttribPointerType.HalfFloat }
  37. };
  38. private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> SignedAttribTypes =
  39. new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
  40. {
  41. { GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Int },
  42. { GalVertexAttribSize._32_32_32, VertexAttribPointerType.Int },
  43. { GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.Short },
  44. { GalVertexAttribSize._32_32, VertexAttribPointerType.Int },
  45. { GalVertexAttribSize._16_16_16, VertexAttribPointerType.Short },
  46. { GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.Byte },
  47. { GalVertexAttribSize._16_16, VertexAttribPointerType.Short },
  48. { GalVertexAttribSize._32, VertexAttribPointerType.Int },
  49. { GalVertexAttribSize._8_8_8, VertexAttribPointerType.Byte },
  50. { GalVertexAttribSize._8_8, VertexAttribPointerType.Byte },
  51. { GalVertexAttribSize._16, VertexAttribPointerType.Short },
  52. { GalVertexAttribSize._8, VertexAttribPointerType.Byte },
  53. { GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.Int2101010Rev }
  54. };
  55. private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> UnsignedAttribTypes =
  56. new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
  57. {
  58. { GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.UnsignedInt },
  59. { GalVertexAttribSize._32_32_32, VertexAttribPointerType.UnsignedInt },
  60. { GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.UnsignedShort },
  61. { GalVertexAttribSize._32_32, VertexAttribPointerType.UnsignedInt },
  62. { GalVertexAttribSize._16_16_16, VertexAttribPointerType.UnsignedShort },
  63. { GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.UnsignedByte },
  64. { GalVertexAttribSize._16_16, VertexAttribPointerType.UnsignedShort },
  65. { GalVertexAttribSize._32, VertexAttribPointerType.UnsignedInt },
  66. { GalVertexAttribSize._8_8_8, VertexAttribPointerType.UnsignedByte },
  67. { GalVertexAttribSize._8_8, VertexAttribPointerType.UnsignedByte },
  68. { GalVertexAttribSize._16, VertexAttribPointerType.UnsignedShort },
  69. { GalVertexAttribSize._8, VertexAttribPointerType.UnsignedByte },
  70. { GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.UnsignedInt2101010Rev },
  71. { GalVertexAttribSize._11_11_10, VertexAttribPointerType.UnsignedInt10F11F11FRev }
  72. };
  73. private GalPipelineState Old;
  74. private OGLConstBuffer Buffer;
  75. private OGLRenderTarget RenderTarget;
  76. private OGLRasterizer Rasterizer;
  77. private OGLShader Shader;
  78. private int VaoHandle;
  79. public OGLPipeline(
  80. OGLConstBuffer Buffer,
  81. OGLRenderTarget RenderTarget,
  82. OGLRasterizer Rasterizer,
  83. OGLShader Shader)
  84. {
  85. this.Buffer = Buffer;
  86. this.RenderTarget = RenderTarget;
  87. this.Rasterizer = Rasterizer;
  88. this.Shader = Shader;
  89. //These values match OpenGL's defaults
  90. Old = new GalPipelineState
  91. {
  92. FrontFace = GalFrontFace.CCW,
  93. CullFaceEnabled = false,
  94. CullFace = GalCullFace.Back,
  95. DepthTestEnabled = false,
  96. DepthWriteEnabled = true,
  97. DepthFunc = GalComparisonOp.Less,
  98. DepthRangeNear = 0,
  99. DepthRangeFar = 1,
  100. StencilTestEnabled = false,
  101. StencilBackFuncFunc = GalComparisonOp.Always,
  102. StencilBackFuncRef = 0,
  103. StencilBackFuncMask = UInt32.MaxValue,
  104. StencilBackOpFail = GalStencilOp.Keep,
  105. StencilBackOpZFail = GalStencilOp.Keep,
  106. StencilBackOpZPass = GalStencilOp.Keep,
  107. StencilBackMask = UInt32.MaxValue,
  108. StencilFrontFuncFunc = GalComparisonOp.Always,
  109. StencilFrontFuncRef = 0,
  110. StencilFrontFuncMask = UInt32.MaxValue,
  111. StencilFrontOpFail = GalStencilOp.Keep,
  112. StencilFrontOpZFail = GalStencilOp.Keep,
  113. StencilFrontOpZPass = GalStencilOp.Keep,
  114. StencilFrontMask = UInt32.MaxValue,
  115. BlendIndependent = false,
  116. PrimitiveRestartEnabled = false,
  117. PrimitiveRestartIndex = 0
  118. };
  119. for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
  120. {
  121. Old.Blends[Index] = BlendState.Default;
  122. Old.ColorMasks[Index] = ColorMaskState.Default;
  123. }
  124. }
  125. public void Bind(GalPipelineState New)
  126. {
  127. BindConstBuffers(New);
  128. BindVertexLayout(New);
  129. if (New.FramebufferSrgb != Old.FramebufferSrgb)
  130. {
  131. Enable(EnableCap.FramebufferSrgb, New.FramebufferSrgb);
  132. RenderTarget.FramebufferSrgb = New.FramebufferSrgb;
  133. }
  134. if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY || New.Instance != Old.Instance)
  135. {
  136. Shader.SetExtraData(New.FlipX, New.FlipY, New.Instance);
  137. }
  138. //Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
  139. //if (New.FrontFace != Old.FrontFace)
  140. //{
  141. // GL.FrontFace(OGLEnumConverter.GetFrontFace(New.FrontFace));
  142. //}
  143. //if (New.CullFaceEnabled != Old.CullFaceEnabled)
  144. //{
  145. // Enable(EnableCap.CullFace, New.CullFaceEnabled);
  146. //}
  147. //if (New.CullFaceEnabled)
  148. //{
  149. // if (New.CullFace != Old.CullFace)
  150. // {
  151. // GL.CullFace(OGLEnumConverter.GetCullFace(New.CullFace));
  152. // }
  153. //}
  154. if (New.DepthTestEnabled != Old.DepthTestEnabled)
  155. {
  156. Enable(EnableCap.DepthTest, New.DepthTestEnabled);
  157. }
  158. if (New.DepthWriteEnabled != Old.DepthWriteEnabled)
  159. {
  160. GL.DepthMask(New.DepthWriteEnabled);
  161. }
  162. if (New.DepthTestEnabled)
  163. {
  164. if (New.DepthFunc != Old.DepthFunc)
  165. {
  166. GL.DepthFunc(OGLEnumConverter.GetDepthFunc(New.DepthFunc));
  167. }
  168. }
  169. if (New.DepthRangeNear != Old.DepthRangeNear ||
  170. New.DepthRangeFar != Old.DepthRangeFar)
  171. {
  172. GL.DepthRange(New.DepthRangeNear, New.DepthRangeFar);
  173. }
  174. if (New.StencilTestEnabled != Old.StencilTestEnabled)
  175. {
  176. Enable(EnableCap.StencilTest, New.StencilTestEnabled);
  177. }
  178. if (New.StencilTwoSideEnabled != Old.StencilTwoSideEnabled)
  179. {
  180. Enable((EnableCap)All.StencilTestTwoSideExt, New.StencilTwoSideEnabled);
  181. }
  182. if (New.StencilTestEnabled)
  183. {
  184. if (New.StencilBackFuncFunc != Old.StencilBackFuncFunc ||
  185. New.StencilBackFuncRef != Old.StencilBackFuncRef ||
  186. New.StencilBackFuncMask != Old.StencilBackFuncMask)
  187. {
  188. GL.StencilFuncSeparate(
  189. StencilFace.Back,
  190. OGLEnumConverter.GetStencilFunc(New.StencilBackFuncFunc),
  191. New.StencilBackFuncRef,
  192. New.StencilBackFuncMask);
  193. }
  194. if (New.StencilBackOpFail != Old.StencilBackOpFail ||
  195. New.StencilBackOpZFail != Old.StencilBackOpZFail ||
  196. New.StencilBackOpZPass != Old.StencilBackOpZPass)
  197. {
  198. GL.StencilOpSeparate(
  199. StencilFace.Back,
  200. OGLEnumConverter.GetStencilOp(New.StencilBackOpFail),
  201. OGLEnumConverter.GetStencilOp(New.StencilBackOpZFail),
  202. OGLEnumConverter.GetStencilOp(New.StencilBackOpZPass));
  203. }
  204. if (New.StencilBackMask != Old.StencilBackMask)
  205. {
  206. GL.StencilMaskSeparate(StencilFace.Back, New.StencilBackMask);
  207. }
  208. if (New.StencilFrontFuncFunc != Old.StencilFrontFuncFunc ||
  209. New.StencilFrontFuncRef != Old.StencilFrontFuncRef ||
  210. New.StencilFrontFuncMask != Old.StencilFrontFuncMask)
  211. {
  212. GL.StencilFuncSeparate(
  213. StencilFace.Front,
  214. OGLEnumConverter.GetStencilFunc(New.StencilFrontFuncFunc),
  215. New.StencilFrontFuncRef,
  216. New.StencilFrontFuncMask);
  217. }
  218. if (New.StencilFrontOpFail != Old.StencilFrontOpFail ||
  219. New.StencilFrontOpZFail != Old.StencilFrontOpZFail ||
  220. New.StencilFrontOpZPass != Old.StencilFrontOpZPass)
  221. {
  222. GL.StencilOpSeparate(
  223. StencilFace.Front,
  224. OGLEnumConverter.GetStencilOp(New.StencilFrontOpFail),
  225. OGLEnumConverter.GetStencilOp(New.StencilFrontOpZFail),
  226. OGLEnumConverter.GetStencilOp(New.StencilFrontOpZPass));
  227. }
  228. if (New.StencilFrontMask != Old.StencilFrontMask)
  229. {
  230. GL.StencilMaskSeparate(StencilFace.Front, New.StencilFrontMask);
  231. }
  232. }
  233. // Scissor Test
  234. bool forceUpdate;
  235. for (int Index = 0; Index < New.ScissorTestCount; Index++)
  236. {
  237. forceUpdate = false;
  238. if (New.ScissorTestEnabled[Index] != Old.ScissorTestEnabled[Index])
  239. {
  240. if (New.ScissorTestEnabled[Index])
  241. {
  242. // If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
  243. if (New.ScissorTestCount == 1)
  244. {
  245. GL.Enable(EnableCap.ScissorTest);
  246. }
  247. else
  248. {
  249. GL.Enable(IndexedEnableCap.ScissorTest, Index);
  250. }
  251. forceUpdate = true;
  252. }
  253. else
  254. {
  255. GL.Disable(IndexedEnableCap.ScissorTest, Index);
  256. }
  257. }
  258. if (New.ScissorTestEnabled[Index] &&
  259. (New.ScissorTestX[Index] != Old.ScissorTestX[Index] ||
  260. New.ScissorTestY[Index] != Old.ScissorTestY[Index] ||
  261. New.ScissorTestWidth[Index] != Old.ScissorTestWidth[Index] ||
  262. New.ScissorTestHeight[Index] != Old.ScissorTestHeight[Index] ||
  263. forceUpdate)) // Force update intentionally last to reduce if comparisons
  264. {
  265. // If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
  266. if (New.ScissorTestCount == 1)
  267. {
  268. GL.Scissor(New.ScissorTestX[Index], New.ScissorTestY[Index],
  269. New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
  270. }
  271. else
  272. {
  273. GL.ScissorIndexed(Index, New.ScissorTestX[Index], New.ScissorTestY[Index],
  274. New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
  275. }
  276. }
  277. }
  278. if (New.BlendIndependent)
  279. {
  280. for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
  281. {
  282. SetBlendState(Index, New.Blends[Index], Old.Blends[Index]);
  283. }
  284. }
  285. else
  286. {
  287. if (New.BlendIndependent != Old.BlendIndependent)
  288. {
  289. SetAllBlendState(New.Blends[0]);
  290. }
  291. else
  292. {
  293. SetBlendState(New.Blends[0], Old.Blends[0]);
  294. }
  295. }
  296. if (New.ColorMaskCommon)
  297. {
  298. if (New.ColorMaskCommon != Old.ColorMaskCommon || !New.ColorMasks[0].Equals(Old.ColorMasks[0]))
  299. {
  300. GL.ColorMask(
  301. New.ColorMasks[0].Red,
  302. New.ColorMasks[0].Green,
  303. New.ColorMasks[0].Blue,
  304. New.ColorMasks[0].Alpha);
  305. }
  306. }
  307. else
  308. {
  309. for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
  310. {
  311. if (!New.ColorMasks[Index].Equals(Old.ColorMasks[Index]))
  312. {
  313. GL.ColorMask(
  314. Index,
  315. New.ColorMasks[Index].Red,
  316. New.ColorMasks[Index].Green,
  317. New.ColorMasks[Index].Blue,
  318. New.ColorMasks[Index].Alpha);
  319. }
  320. }
  321. }
  322. if (New.PrimitiveRestartEnabled != Old.PrimitiveRestartEnabled)
  323. {
  324. Enable(EnableCap.PrimitiveRestart, New.PrimitiveRestartEnabled);
  325. }
  326. if (New.PrimitiveRestartEnabled)
  327. {
  328. if (New.PrimitiveRestartIndex != Old.PrimitiveRestartIndex)
  329. {
  330. GL.PrimitiveRestartIndex(New.PrimitiveRestartIndex);
  331. }
  332. }
  333. Old = New;
  334. }
  335. private void SetAllBlendState(BlendState New)
  336. {
  337. Enable(EnableCap.Blend, New.Enabled);
  338. if (New.Enabled)
  339. {
  340. if (New.SeparateAlpha)
  341. {
  342. GL.BlendEquationSeparate(
  343. OGLEnumConverter.GetBlendEquation(New.EquationRgb),
  344. OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
  345. GL.BlendFuncSeparate(
  346. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
  347. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
  348. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
  349. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
  350. }
  351. else
  352. {
  353. GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.EquationRgb));
  354. GL.BlendFunc(
  355. OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
  356. OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
  357. }
  358. }
  359. }
  360. private void SetBlendState(BlendState New, BlendState Old)
  361. {
  362. if (New.Enabled != Old.Enabled)
  363. {
  364. Enable(EnableCap.Blend, New.Enabled);
  365. }
  366. if (New.Enabled)
  367. {
  368. if (New.SeparateAlpha)
  369. {
  370. if (New.EquationRgb != Old.EquationRgb ||
  371. New.EquationAlpha != Old.EquationAlpha)
  372. {
  373. GL.BlendEquationSeparate(
  374. OGLEnumConverter.GetBlendEquation(New.EquationRgb),
  375. OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
  376. }
  377. if (New.FuncSrcRgb != Old.FuncSrcRgb ||
  378. New.FuncDstRgb != Old.FuncDstRgb ||
  379. New.FuncSrcAlpha != Old.FuncSrcAlpha ||
  380. New.FuncDstAlpha != Old.FuncDstAlpha)
  381. {
  382. GL.BlendFuncSeparate(
  383. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
  384. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
  385. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
  386. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
  387. }
  388. }
  389. else
  390. {
  391. if (New.EquationRgb != Old.EquationRgb)
  392. {
  393. GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.EquationRgb));
  394. }
  395. if (New.FuncSrcRgb != Old.FuncSrcRgb ||
  396. New.FuncDstRgb != Old.FuncDstRgb)
  397. {
  398. GL.BlendFunc(
  399. OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
  400. OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
  401. }
  402. }
  403. }
  404. }
  405. private void SetBlendState(int Index, BlendState New, BlendState Old)
  406. {
  407. if (New.Enabled != Old.Enabled)
  408. {
  409. Enable(IndexedEnableCap.Blend, Index, New.Enabled);
  410. }
  411. if (New.Enabled)
  412. {
  413. if (New.SeparateAlpha)
  414. {
  415. if (New.EquationRgb != Old.EquationRgb ||
  416. New.EquationAlpha != Old.EquationAlpha)
  417. {
  418. GL.BlendEquationSeparate(
  419. Index,
  420. OGLEnumConverter.GetBlendEquation(New.EquationRgb),
  421. OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
  422. }
  423. if (New.FuncSrcRgb != Old.FuncSrcRgb ||
  424. New.FuncDstRgb != Old.FuncDstRgb ||
  425. New.FuncSrcAlpha != Old.FuncSrcAlpha ||
  426. New.FuncDstAlpha != Old.FuncDstAlpha)
  427. {
  428. GL.BlendFuncSeparate(
  429. Index,
  430. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
  431. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
  432. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
  433. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
  434. }
  435. }
  436. else
  437. {
  438. if (New.EquationRgb != Old.EquationRgb)
  439. {
  440. GL.BlendEquation(Index, OGLEnumConverter.GetBlendEquation(New.EquationRgb));
  441. }
  442. if (New.FuncSrcRgb != Old.FuncSrcRgb ||
  443. New.FuncDstRgb != Old.FuncDstRgb)
  444. {
  445. GL.BlendFunc(
  446. Index,
  447. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
  448. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
  449. }
  450. }
  451. }
  452. }
  453. private void BindConstBuffers(GalPipelineState New)
  454. {
  455. int FreeBinding = OGLShader.ReservedCbufCount;
  456. void BindIfNotNull(OGLShaderStage Stage)
  457. {
  458. if (Stage != null)
  459. {
  460. foreach (ShaderDeclInfo DeclInfo in Stage.ConstBufferUsage)
  461. {
  462. long Key = New.ConstBufferKeys[(int)Stage.Type][DeclInfo.Cbuf];
  463. if (Key != 0 && Buffer.TryGetUbo(Key, out int UboHandle))
  464. {
  465. GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, UboHandle);
  466. }
  467. FreeBinding++;
  468. }
  469. }
  470. }
  471. BindIfNotNull(Shader.Current.Vertex);
  472. BindIfNotNull(Shader.Current.TessControl);
  473. BindIfNotNull(Shader.Current.TessEvaluation);
  474. BindIfNotNull(Shader.Current.Geometry);
  475. BindIfNotNull(Shader.Current.Fragment);
  476. }
  477. private void BindVertexLayout(GalPipelineState New)
  478. {
  479. foreach (GalVertexBinding Binding in New.VertexBindings)
  480. {
  481. if (!Binding.Enabled || !Rasterizer.TryGetVbo(Binding.VboKey, out int VboHandle))
  482. {
  483. continue;
  484. }
  485. if (VaoHandle == 0)
  486. {
  487. VaoHandle = GL.GenVertexArray();
  488. //Vertex arrays shouldn't be used anywhere else in OpenGL's backend
  489. //if you want to use it, move this line out of the if
  490. GL.BindVertexArray(VaoHandle);
  491. }
  492. foreach (GalVertexAttrib Attrib in Binding.Attribs)
  493. {
  494. //Skip uninitialized attributes.
  495. if (Attrib.Size == 0)
  496. {
  497. continue;
  498. }
  499. GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
  500. bool Unsigned =
  501. Attrib.Type == GalVertexAttribType.Unorm ||
  502. Attrib.Type == GalVertexAttribType.Uint ||
  503. Attrib.Type == GalVertexAttribType.Uscaled;
  504. bool Normalize =
  505. Attrib.Type == GalVertexAttribType.Snorm ||
  506. Attrib.Type == GalVertexAttribType.Unorm;
  507. VertexAttribPointerType Type = 0;
  508. if (Attrib.Type == GalVertexAttribType.Float)
  509. {
  510. Type = GetType(FloatAttribTypes, Attrib);
  511. }
  512. else
  513. {
  514. if (Unsigned)
  515. {
  516. Type = GetType(UnsignedAttribTypes, Attrib);
  517. }
  518. else
  519. {
  520. Type = GetType(SignedAttribTypes, Attrib);
  521. }
  522. }
  523. if (!AttribElements.TryGetValue(Attrib.Size, out int Size))
  524. {
  525. throw new InvalidOperationException("Invalid attribute size \"" + Attrib.Size + "\"!");
  526. }
  527. int Offset = Attrib.Offset;
  528. if (Binding.Stride != 0)
  529. {
  530. GL.EnableVertexAttribArray(Attrib.Index);
  531. if (Attrib.Type == GalVertexAttribType.Sint ||
  532. Attrib.Type == GalVertexAttribType.Uint)
  533. {
  534. IntPtr Pointer = new IntPtr(Offset);
  535. VertexAttribIntegerType IType = (VertexAttribIntegerType)Type;
  536. GL.VertexAttribIPointer(Attrib.Index, Size, IType, Binding.Stride, Pointer);
  537. }
  538. else
  539. {
  540. GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Binding.Stride, Offset);
  541. }
  542. }
  543. else
  544. {
  545. GL.DisableVertexAttribArray(Attrib.Index);
  546. SetConstAttrib(Attrib);
  547. }
  548. if (Binding.Instanced && Binding.Divisor != 0)
  549. {
  550. GL.VertexAttribDivisor(Attrib.Index, 1);
  551. }
  552. else
  553. {
  554. GL.VertexAttribDivisor(Attrib.Index, 0);
  555. }
  556. }
  557. }
  558. }
  559. private static VertexAttribPointerType GetType(Dictionary<GalVertexAttribSize, VertexAttribPointerType> Dict, GalVertexAttrib Attrib)
  560. {
  561. if (!Dict.TryGetValue(Attrib.Size, out VertexAttribPointerType Type))
  562. {
  563. ThrowUnsupportedAttrib(Attrib);
  564. }
  565. return Type;
  566. }
  567. private unsafe static void SetConstAttrib(GalVertexAttrib Attrib)
  568. {
  569. if (Attrib.Size == GalVertexAttribSize._10_10_10_2 ||
  570. Attrib.Size == GalVertexAttribSize._11_11_10)
  571. {
  572. ThrowUnsupportedAttrib(Attrib);
  573. }
  574. fixed (byte* Ptr = Attrib.Data)
  575. {
  576. if (Attrib.Type == GalVertexAttribType.Unorm)
  577. {
  578. switch (Attrib.Size)
  579. {
  580. case GalVertexAttribSize._8:
  581. case GalVertexAttribSize._8_8:
  582. case GalVertexAttribSize._8_8_8:
  583. case GalVertexAttribSize._8_8_8_8:
  584. GL.VertexAttrib4N((uint)Attrib.Index, Ptr);
  585. break;
  586. case GalVertexAttribSize._16:
  587. case GalVertexAttribSize._16_16:
  588. case GalVertexAttribSize._16_16_16:
  589. case GalVertexAttribSize._16_16_16_16:
  590. GL.VertexAttrib4N((uint)Attrib.Index, (ushort*)Ptr);
  591. break;
  592. case GalVertexAttribSize._32:
  593. case GalVertexAttribSize._32_32:
  594. case GalVertexAttribSize._32_32_32:
  595. case GalVertexAttribSize._32_32_32_32:
  596. GL.VertexAttrib4N((uint)Attrib.Index, (uint*)Ptr);
  597. break;
  598. }
  599. }
  600. else if (Attrib.Type == GalVertexAttribType.Snorm)
  601. {
  602. switch (Attrib.Size)
  603. {
  604. case GalVertexAttribSize._8:
  605. case GalVertexAttribSize._8_8:
  606. case GalVertexAttribSize._8_8_8:
  607. case GalVertexAttribSize._8_8_8_8:
  608. GL.VertexAttrib4N((uint)Attrib.Index, (sbyte*)Ptr);
  609. break;
  610. case GalVertexAttribSize._16:
  611. case GalVertexAttribSize._16_16:
  612. case GalVertexAttribSize._16_16_16:
  613. case GalVertexAttribSize._16_16_16_16:
  614. GL.VertexAttrib4N((uint)Attrib.Index, (short*)Ptr);
  615. break;
  616. case GalVertexAttribSize._32:
  617. case GalVertexAttribSize._32_32:
  618. case GalVertexAttribSize._32_32_32:
  619. case GalVertexAttribSize._32_32_32_32:
  620. GL.VertexAttrib4N((uint)Attrib.Index, (int*)Ptr);
  621. break;
  622. }
  623. }
  624. else if (Attrib.Type == GalVertexAttribType.Uint)
  625. {
  626. switch (Attrib.Size)
  627. {
  628. case GalVertexAttribSize._8:
  629. case GalVertexAttribSize._8_8:
  630. case GalVertexAttribSize._8_8_8:
  631. case GalVertexAttribSize._8_8_8_8:
  632. GL.VertexAttribI4((uint)Attrib.Index, Ptr);
  633. break;
  634. case GalVertexAttribSize._16:
  635. case GalVertexAttribSize._16_16:
  636. case GalVertexAttribSize._16_16_16:
  637. case GalVertexAttribSize._16_16_16_16:
  638. GL.VertexAttribI4((uint)Attrib.Index, (ushort*)Ptr);
  639. break;
  640. case GalVertexAttribSize._32:
  641. case GalVertexAttribSize._32_32:
  642. case GalVertexAttribSize._32_32_32:
  643. case GalVertexAttribSize._32_32_32_32:
  644. GL.VertexAttribI4((uint)Attrib.Index, (uint*)Ptr);
  645. break;
  646. }
  647. }
  648. else if (Attrib.Type == GalVertexAttribType.Sint)
  649. {
  650. switch (Attrib.Size)
  651. {
  652. case GalVertexAttribSize._8:
  653. case GalVertexAttribSize._8_8:
  654. case GalVertexAttribSize._8_8_8:
  655. case GalVertexAttribSize._8_8_8_8:
  656. GL.VertexAttribI4((uint)Attrib.Index, (sbyte*)Ptr);
  657. break;
  658. case GalVertexAttribSize._16:
  659. case GalVertexAttribSize._16_16:
  660. case GalVertexAttribSize._16_16_16:
  661. case GalVertexAttribSize._16_16_16_16:
  662. GL.VertexAttribI4((uint)Attrib.Index, (short*)Ptr);
  663. break;
  664. case GalVertexAttribSize._32:
  665. case GalVertexAttribSize._32_32:
  666. case GalVertexAttribSize._32_32_32:
  667. case GalVertexAttribSize._32_32_32_32:
  668. GL.VertexAttribI4((uint)Attrib.Index, (int*)Ptr);
  669. break;
  670. }
  671. }
  672. else if (Attrib.Type == GalVertexAttribType.Float)
  673. {
  674. switch (Attrib.Size)
  675. {
  676. case GalVertexAttribSize._32:
  677. case GalVertexAttribSize._32_32:
  678. case GalVertexAttribSize._32_32_32:
  679. case GalVertexAttribSize._32_32_32_32:
  680. GL.VertexAttrib4(Attrib.Index, (float*)Ptr);
  681. break;
  682. default: ThrowUnsupportedAttrib(Attrib); break;
  683. }
  684. }
  685. }
  686. }
  687. private static void ThrowUnsupportedAttrib(GalVertexAttrib Attrib)
  688. {
  689. throw new NotImplementedException("Unsupported size \"" + Attrib.Size + "\" on type \"" + Attrib.Type + "\"!");
  690. }
  691. private void Enable(EnableCap Cap, bool Enabled)
  692. {
  693. if (Enabled)
  694. {
  695. GL.Enable(Cap);
  696. }
  697. else
  698. {
  699. GL.Disable(Cap);
  700. }
  701. }
  702. private void Enable(IndexedEnableCap Cap, int Index, bool Enabled)
  703. {
  704. if (Enabled)
  705. {
  706. GL.Enable(Cap, Index);
  707. }
  708. else
  709. {
  710. GL.Disable(Cap, Index);
  711. }
  712. }
  713. public void ResetDepthMask()
  714. {
  715. Old.DepthWriteEnabled = true;
  716. }
  717. public void ResetColorMask(int Index)
  718. {
  719. Old.ColorMasks[Index] = ColorMaskState.Default;
  720. }
  721. }
  722. }