Pipeline.cs 25 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Common.Logging;
  3. using Ryujinx.Graphics.GAL;
  4. using Ryujinx.Graphics.Shader;
  5. using System;
  6. namespace Ryujinx.Graphics.OpenGL
  7. {
  8. class Pipeline : IPipeline, IDisposable
  9. {
  10. private Program _program;
  11. private VertexArray _vertexArray;
  12. private Framebuffer _framebuffer;
  13. private IntPtr _indexBaseOffset;
  14. private DrawElementsType _elementsType;
  15. private PrimitiveType _primitiveType;
  16. private int _stencilFrontMask;
  17. private bool _depthMask;
  18. private bool _depthTest;
  19. private bool _hasDepthBuffer;
  20. private TextureView _unit0Texture;
  21. private ClipOrigin _clipOrigin;
  22. private ClipDepthMode _clipDepthMode;
  23. private uint[] _componentMasks;
  24. internal Pipeline()
  25. {
  26. _clipOrigin = ClipOrigin.LowerLeft;
  27. _clipDepthMode = ClipDepthMode.NegativeOneToOne;
  28. }
  29. public void Barrier()
  30. {
  31. GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
  32. }
  33. public void ClearRenderTargetColor(int index, uint componentMask, ColorF color)
  34. {
  35. GL.ColorMask(
  36. index,
  37. (componentMask & 1) != 0,
  38. (componentMask & 2) != 0,
  39. (componentMask & 4) != 0,
  40. (componentMask & 8) != 0);
  41. float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
  42. GL.ClearBuffer(ClearBuffer.Color, index, colors);
  43. RestoreComponentMask(index);
  44. }
  45. public void ClearRenderTargetDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
  46. {
  47. bool stencilMaskChanged =
  48. stencilMask != 0 &&
  49. stencilMask != _stencilFrontMask;
  50. bool depthMaskChanged = depthMask && depthMask != _depthMask;
  51. if (stencilMaskChanged)
  52. {
  53. GL.StencilMaskSeparate(StencilFace.Front, stencilMask);
  54. }
  55. if (depthMaskChanged)
  56. {
  57. GL.DepthMask(depthMask);
  58. }
  59. if (depthMask && stencilMask != 0)
  60. {
  61. GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
  62. }
  63. else if (depthMask)
  64. {
  65. GL.ClearBuffer(ClearBuffer.Depth, 0, ref depthValue);
  66. }
  67. else if (stencilMask != 0)
  68. {
  69. GL.ClearBuffer(ClearBuffer.Stencil, 0, ref stencilValue);
  70. }
  71. if (stencilMaskChanged)
  72. {
  73. GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
  74. }
  75. if (depthMaskChanged)
  76. {
  77. GL.DepthMask(_depthMask);
  78. }
  79. }
  80. public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
  81. {
  82. if (!_program.IsLinked)
  83. {
  84. Logger.PrintDebug(LogClass.Gpu, "Dispatch error, shader not linked.");
  85. return;
  86. }
  87. PrepareForDispatch();
  88. GL.DispatchCompute(groupsX, groupsY, groupsZ);
  89. }
  90. public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
  91. {
  92. if (!_program.IsLinked)
  93. {
  94. Logger.PrintDebug(LogClass.Gpu, "Draw error, shader not linked.");
  95. return;
  96. }
  97. PrepareForDraw();
  98. if (_primitiveType == PrimitiveType.Quads)
  99. {
  100. DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  101. }
  102. else if (_primitiveType == PrimitiveType.QuadStrip)
  103. {
  104. DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  105. }
  106. else
  107. {
  108. DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  109. }
  110. }
  111. private void DrawQuadsImpl(
  112. int vertexCount,
  113. int instanceCount,
  114. int firstVertex,
  115. int firstInstance)
  116. {
  117. // TODO: Instanced rendering.
  118. int quadsCount = vertexCount / 4;
  119. int[] firsts = new int[quadsCount];
  120. int[] counts = new int[quadsCount];
  121. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  122. {
  123. firsts[quadIndex] = firstVertex + quadIndex * 4;
  124. counts[quadIndex] = 4;
  125. }
  126. GL.MultiDrawArrays(
  127. PrimitiveType.TriangleFan,
  128. firsts,
  129. counts,
  130. quadsCount);
  131. }
  132. private void DrawQuadStripImpl(
  133. int vertexCount,
  134. int instanceCount,
  135. int firstVertex,
  136. int firstInstance)
  137. {
  138. // TODO: Instanced rendering.
  139. int quadsCount = (vertexCount - 2) / 2;
  140. int[] firsts = new int[quadsCount];
  141. int[] counts = new int[quadsCount];
  142. firsts[0] = firstVertex;
  143. counts[0] = 4;
  144. for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
  145. {
  146. firsts[quadIndex] = firstVertex + quadIndex * 2;
  147. counts[quadIndex] = 4;
  148. }
  149. GL.MultiDrawArrays(
  150. PrimitiveType.TriangleFan,
  151. firsts,
  152. counts,
  153. quadsCount);
  154. }
  155. private void DrawImpl(
  156. int vertexCount,
  157. int instanceCount,
  158. int firstVertex,
  159. int firstInstance)
  160. {
  161. if (firstInstance == 0 && instanceCount == 1)
  162. {
  163. GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
  164. }
  165. else if (firstInstance == 0)
  166. {
  167. GL.DrawArraysInstanced(_primitiveType, firstVertex, vertexCount, instanceCount);
  168. }
  169. else
  170. {
  171. GL.DrawArraysInstancedBaseInstance(
  172. _primitiveType,
  173. firstVertex,
  174. vertexCount,
  175. instanceCount,
  176. firstInstance);
  177. }
  178. }
  179. public void DrawIndexed(
  180. int indexCount,
  181. int instanceCount,
  182. int firstIndex,
  183. int firstVertex,
  184. int firstInstance)
  185. {
  186. if (!_program.IsLinked)
  187. {
  188. Logger.PrintDebug(LogClass.Gpu, "Draw error, shader not linked.");
  189. return;
  190. }
  191. PrepareForDraw();
  192. int indexElemSize = 1;
  193. switch (_elementsType)
  194. {
  195. case DrawElementsType.UnsignedShort: indexElemSize = 2; break;
  196. case DrawElementsType.UnsignedInt: indexElemSize = 4; break;
  197. }
  198. IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
  199. if (_primitiveType == PrimitiveType.Quads)
  200. {
  201. DrawQuadsIndexedImpl(
  202. indexCount,
  203. instanceCount,
  204. indexBaseOffset,
  205. indexElemSize,
  206. firstVertex,
  207. firstInstance);
  208. }
  209. else if (_primitiveType == PrimitiveType.QuadStrip)
  210. {
  211. DrawQuadStripIndexedImpl(
  212. indexCount,
  213. instanceCount,
  214. indexBaseOffset,
  215. indexElemSize,
  216. firstVertex,
  217. firstInstance);
  218. }
  219. else
  220. {
  221. DrawIndexedImpl(
  222. indexCount,
  223. instanceCount,
  224. indexBaseOffset,
  225. firstVertex,
  226. firstInstance);
  227. }
  228. }
  229. private void DrawQuadsIndexedImpl(
  230. int indexCount,
  231. int instanceCount,
  232. IntPtr indexBaseOffset,
  233. int indexElemSize,
  234. int firstVertex,
  235. int firstInstance)
  236. {
  237. // TODO: Instanced rendering.
  238. int quadsCount = indexCount / 4;
  239. IntPtr[] indices = new IntPtr[quadsCount];
  240. int[] counts = new int[quadsCount];
  241. int[] baseVertices = new int[quadsCount];
  242. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  243. {
  244. indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
  245. counts[quadIndex] = 4;
  246. baseVertices[quadIndex] = firstVertex;
  247. }
  248. GL.MultiDrawElementsBaseVertex(
  249. PrimitiveType.TriangleFan,
  250. counts,
  251. _elementsType,
  252. indices,
  253. quadsCount,
  254. baseVertices);
  255. }
  256. private void DrawQuadStripIndexedImpl(
  257. int indexCount,
  258. int instanceCount,
  259. IntPtr indexBaseOffset,
  260. int indexElemSize,
  261. int firstVertex,
  262. int firstInstance)
  263. {
  264. // TODO: Instanced rendering.
  265. int quadsCount = (indexCount - 2) / 2;
  266. IntPtr[] indices = new IntPtr[quadsCount];
  267. int[] counts = new int[quadsCount];
  268. int[] baseVertices = new int[quadsCount];
  269. indices[0] = indexBaseOffset;
  270. counts[0] = 4;
  271. baseVertices[0] = firstVertex;
  272. for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
  273. {
  274. indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize;
  275. counts[quadIndex] = 4;
  276. baseVertices[quadIndex] = firstVertex;
  277. }
  278. GL.MultiDrawElementsBaseVertex(
  279. PrimitiveType.TriangleFan,
  280. counts,
  281. _elementsType,
  282. indices,
  283. quadsCount,
  284. baseVertices);
  285. }
  286. private void DrawIndexedImpl(
  287. int indexCount,
  288. int instanceCount,
  289. IntPtr indexBaseOffset,
  290. int firstVertex,
  291. int firstInstance)
  292. {
  293. if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
  294. {
  295. GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);
  296. }
  297. else if (firstInstance == 0 && instanceCount == 1)
  298. {
  299. GL.DrawElementsBaseVertex(
  300. _primitiveType,
  301. indexCount,
  302. _elementsType,
  303. indexBaseOffset,
  304. firstVertex);
  305. }
  306. else if (firstInstance == 0 && firstVertex == 0)
  307. {
  308. GL.DrawElementsInstanced(
  309. _primitiveType,
  310. indexCount,
  311. _elementsType,
  312. indexBaseOffset,
  313. instanceCount);
  314. }
  315. else if (firstInstance == 0)
  316. {
  317. GL.DrawElementsInstancedBaseVertex(
  318. _primitiveType,
  319. indexCount,
  320. _elementsType,
  321. indexBaseOffset,
  322. instanceCount,
  323. firstVertex);
  324. }
  325. else if (firstVertex == 0)
  326. {
  327. GL.DrawElementsInstancedBaseInstance(
  328. _primitiveType,
  329. indexCount,
  330. _elementsType,
  331. indexBaseOffset,
  332. instanceCount,
  333. firstInstance);
  334. }
  335. else
  336. {
  337. GL.DrawElementsInstancedBaseVertexBaseInstance(
  338. _primitiveType,
  339. indexCount,
  340. _elementsType,
  341. indexBaseOffset,
  342. instanceCount,
  343. firstVertex,
  344. firstInstance);
  345. }
  346. }
  347. public void SetBlendColor(ColorF color)
  348. {
  349. GL.BlendColor(color.Red, color.Green, color.Blue, color.Alpha);
  350. }
  351. public void SetBlendState(int index, BlendDescriptor blend)
  352. {
  353. if (!blend.Enable)
  354. {
  355. GL.Disable(IndexedEnableCap.Blend, index);
  356. return;
  357. }
  358. GL.BlendEquationSeparate(
  359. index,
  360. blend.ColorOp.Convert(),
  361. blend.AlphaOp.Convert());
  362. GL.BlendFuncSeparate(
  363. index,
  364. (BlendingFactorSrc)blend.ColorSrcFactor.Convert(),
  365. (BlendingFactorDest)blend.ColorDstFactor.Convert(),
  366. (BlendingFactorSrc)blend.AlphaSrcFactor.Convert(),
  367. (BlendingFactorDest)blend.AlphaDstFactor.Convert());
  368. GL.Enable(IndexedEnableCap.Blend, index);
  369. }
  370. public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
  371. {
  372. if ((enables & PolygonModeMask.Point) != 0)
  373. {
  374. GL.Enable(EnableCap.PolygonOffsetPoint);
  375. }
  376. else
  377. {
  378. GL.Disable(EnableCap.PolygonOffsetPoint);
  379. }
  380. if ((enables & PolygonModeMask.Line) != 0)
  381. {
  382. GL.Enable(EnableCap.PolygonOffsetLine);
  383. }
  384. else
  385. {
  386. GL.Disable(EnableCap.PolygonOffsetLine);
  387. }
  388. if ((enables & PolygonModeMask.Fill) != 0)
  389. {
  390. GL.Enable(EnableCap.PolygonOffsetFill);
  391. }
  392. else
  393. {
  394. GL.Disable(EnableCap.PolygonOffsetFill);
  395. }
  396. if (enables == 0)
  397. {
  398. return;
  399. }
  400. GL.PolygonOffset(factor, units);
  401. // TODO: Enable when GL_EXT_polygon_offset_clamp is supported.
  402. // GL.PolygonOffsetClamp(factor, units, clamp);
  403. }
  404. public void SetDepthMode(DepthMode mode)
  405. {
  406. ClipDepthMode depthMode = mode.Convert();
  407. if (_clipDepthMode != depthMode)
  408. {
  409. _clipDepthMode = depthMode;
  410. GL.ClipControl(_clipOrigin, depthMode);
  411. }
  412. }
  413. public void SetDepthTest(DepthTestDescriptor depthTest)
  414. {
  415. GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
  416. _depthMask = depthTest.WriteEnable;
  417. _depthTest = depthTest.TestEnable;
  418. UpdateDepthTest();
  419. }
  420. public void SetFaceCulling(bool enable, Face face)
  421. {
  422. if (!enable)
  423. {
  424. GL.Disable(EnableCap.CullFace);
  425. return;
  426. }
  427. GL.CullFace(face.Convert());
  428. GL.Enable(EnableCap.CullFace);
  429. }
  430. public void SetFrontFace(FrontFace frontFace)
  431. {
  432. GL.FrontFace(frontFace.Convert());
  433. }
  434. public void SetImage(int index, ShaderStage stage, ITexture texture)
  435. {
  436. int unit = _program.GetImageUnit(stage, index);
  437. if (unit != -1 && texture != null)
  438. {
  439. TextureView view = (TextureView)texture;
  440. FormatInfo formatInfo = FormatTable.GetFormatInfo(view.Format);
  441. SizedInternalFormat format = (SizedInternalFormat)formatInfo.PixelInternalFormat;
  442. GL.BindImageTexture(unit, view.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
  443. }
  444. }
  445. public void SetIndexBuffer(BufferRange buffer, IndexType type)
  446. {
  447. _elementsType = type.Convert();
  448. _indexBaseOffset = (IntPtr)buffer.Offset;
  449. EnsureVertexArray();
  450. _vertexArray.SetIndexBuffer((Buffer)buffer.Buffer);
  451. }
  452. public void SetPrimitiveRestart(bool enable, int index)
  453. {
  454. if (!enable)
  455. {
  456. GL.Disable(EnableCap.PrimitiveRestart);
  457. return;
  458. }
  459. GL.PrimitiveRestartIndex(index);
  460. GL.Enable(EnableCap.PrimitiveRestart);
  461. }
  462. public void SetPrimitiveTopology(PrimitiveTopology topology)
  463. {
  464. _primitiveType = topology.Convert();
  465. }
  466. public void SetProgram(IProgram program)
  467. {
  468. _program = (Program)program;
  469. _program.Bind();
  470. }
  471. public void SetRenderTargetColorMasks(uint[] componentMasks)
  472. {
  473. _componentMasks = (uint[])componentMasks.Clone();
  474. for (int index = 0; index < componentMasks.Length; index++)
  475. {
  476. RestoreComponentMask(index);
  477. }
  478. }
  479. public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
  480. {
  481. EnsureFramebuffer();
  482. for (int index = 0; index < colors.Length; index++)
  483. {
  484. TextureView color = (TextureView)colors[index];
  485. _framebuffer.AttachColor(index, color);
  486. }
  487. TextureView depthStencilView = (TextureView)depthStencil;
  488. _framebuffer.AttachDepthStencil(depthStencilView);
  489. _framebuffer.SetDrawBuffers(colors.Length);
  490. _hasDepthBuffer = depthStencil != null && depthStencilView.Format != Format.S8Uint;
  491. UpdateDepthTest();
  492. }
  493. public void SetSampler(int index, ShaderStage stage, ISampler sampler)
  494. {
  495. int unit = _program.GetTextureUnit(stage, index);
  496. if (unit != -1 && sampler != null)
  497. {
  498. ((Sampler)sampler).Bind(unit);
  499. }
  500. }
  501. public void SetStencilTest(StencilTestDescriptor stencilTest)
  502. {
  503. if (!stencilTest.TestEnable)
  504. {
  505. GL.Disable(EnableCap.StencilTest);
  506. return;
  507. }
  508. GL.StencilOpSeparate(
  509. StencilFace.Front,
  510. stencilTest.FrontSFail.Convert(),
  511. stencilTest.FrontDpFail.Convert(),
  512. stencilTest.FrontDpPass.Convert());
  513. GL.StencilFuncSeparate(
  514. StencilFace.Front,
  515. (StencilFunction)stencilTest.FrontFunc.Convert(),
  516. stencilTest.FrontFuncRef,
  517. stencilTest.FrontFuncMask);
  518. GL.StencilMaskSeparate(StencilFace.Front, stencilTest.FrontMask);
  519. GL.StencilOpSeparate(
  520. StencilFace.Back,
  521. stencilTest.BackSFail.Convert(),
  522. stencilTest.BackDpFail.Convert(),
  523. stencilTest.BackDpPass.Convert());
  524. GL.StencilFuncSeparate(
  525. StencilFace.Back,
  526. (StencilFunction)stencilTest.BackFunc.Convert(),
  527. stencilTest.BackFuncRef,
  528. stencilTest.BackFuncMask);
  529. GL.StencilMaskSeparate(StencilFace.Back, stencilTest.BackMask);
  530. GL.Enable(EnableCap.StencilTest);
  531. _stencilFrontMask = stencilTest.FrontMask;
  532. }
  533. public void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer)
  534. {
  535. SetBuffer(index, stage, buffer, isStorage: true);
  536. }
  537. public void SetTexture(int index, ShaderStage stage, ITexture texture)
  538. {
  539. int unit = _program.GetTextureUnit(stage, index);
  540. if (unit != -1 && texture != null)
  541. {
  542. if (unit == 0)
  543. {
  544. _unit0Texture = ((TextureView)texture);
  545. }
  546. else
  547. {
  548. ((TextureView)texture).Bind(unit);
  549. }
  550. }
  551. }
  552. public void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer)
  553. {
  554. SetBuffer(index, stage, buffer, isStorage: false);
  555. }
  556. public void SetVertexAttribs(VertexAttribDescriptor[] vertexAttribs)
  557. {
  558. EnsureVertexArray();
  559. _vertexArray.SetVertexAttributes(vertexAttribs);
  560. }
  561. public void SetVertexBuffers(VertexBufferDescriptor[] vertexBuffers)
  562. {
  563. EnsureVertexArray();
  564. _vertexArray.SetVertexBuffers(vertexBuffers);
  565. }
  566. public void SetViewports(int first, Viewport[] viewports)
  567. {
  568. bool flipY = false;
  569. float[] viewportArray = new float[viewports.Length * 4];
  570. double[] depthRangeArray = new double[viewports.Length * 2];
  571. for (int index = 0; index < viewports.Length; index++)
  572. {
  573. int viewportElemIndex = index * 4;
  574. Viewport viewport = viewports[index];
  575. viewportArray[viewportElemIndex + 0] = viewport.Region.X;
  576. viewportArray[viewportElemIndex + 1] = viewport.Region.Y;
  577. // OpenGL does not support per-viewport flipping, so
  578. // instead we decide that based on the viewport 0 value.
  579. // It will apply to all viewports.
  580. if (index == 0)
  581. {
  582. flipY = viewport.Region.Height < 0;
  583. }
  584. if (viewport.SwizzleY == ViewportSwizzle.NegativeY)
  585. {
  586. flipY = !flipY;
  587. }
  588. viewportArray[viewportElemIndex + 2] = MathF.Abs(viewport.Region.Width);
  589. viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height);
  590. depthRangeArray[index * 2 + 0] = viewport.DepthNear;
  591. depthRangeArray[index * 2 + 1] = viewport.DepthFar;
  592. }
  593. GL.ViewportArray(first, viewports.Length, viewportArray);
  594. GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
  595. SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
  596. }
  597. public void TextureBarrier()
  598. {
  599. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  600. }
  601. public void TextureBarrierTiled()
  602. {
  603. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  604. }
  605. private void SetBuffer(int index, ShaderStage stage, BufferRange buffer, bool isStorage)
  606. {
  607. int bindingPoint = isStorage
  608. ? _program.GetStorageBufferBindingPoint(stage, index)
  609. : _program.GetUniformBufferBindingPoint(stage, index);
  610. if (bindingPoint == -1)
  611. {
  612. return;
  613. }
  614. BufferRangeTarget target = isStorage
  615. ? BufferRangeTarget.ShaderStorageBuffer
  616. : BufferRangeTarget.UniformBuffer;
  617. if (buffer.Buffer == null)
  618. {
  619. GL.BindBufferRange(target, bindingPoint, 0, IntPtr.Zero, 0);
  620. return;
  621. }
  622. int bufferHandle = ((Buffer)buffer.Buffer).Handle;
  623. IntPtr bufferOffset = (IntPtr)buffer.Offset;
  624. GL.BindBufferRange(target, bindingPoint, bufferHandle, bufferOffset, buffer.Size);
  625. }
  626. private void SetOrigin(ClipOrigin origin)
  627. {
  628. if (_clipOrigin != origin)
  629. {
  630. _clipOrigin = origin;
  631. GL.ClipControl(origin, _clipDepthMode);
  632. }
  633. }
  634. private void EnsureVertexArray()
  635. {
  636. if (_vertexArray == null)
  637. {
  638. _vertexArray = new VertexArray();
  639. _vertexArray.Bind();
  640. }
  641. }
  642. private void EnsureFramebuffer()
  643. {
  644. if (_framebuffer == null)
  645. {
  646. _framebuffer = new Framebuffer();
  647. _framebuffer.Bind();
  648. GL.Enable(EnableCap.FramebufferSrgb);
  649. }
  650. }
  651. private void UpdateDepthTest()
  652. {
  653. // Enabling depth operations is only valid when we have
  654. // a depth buffer, otherwise it's not allowed.
  655. if (_hasDepthBuffer)
  656. {
  657. if (_depthTest)
  658. {
  659. GL.Enable(EnableCap.DepthTest);
  660. }
  661. else
  662. {
  663. GL.Disable(EnableCap.DepthTest);
  664. }
  665. GL.DepthMask(_depthMask);
  666. }
  667. else
  668. {
  669. GL.Disable(EnableCap.DepthTest);
  670. GL.DepthMask(false);
  671. }
  672. }
  673. private void PrepareForDispatch()
  674. {
  675. if (_unit0Texture != null)
  676. {
  677. _unit0Texture.Bind(0);
  678. }
  679. }
  680. private void PrepareForDraw()
  681. {
  682. _vertexArray.Validate();
  683. if (_unit0Texture != null)
  684. {
  685. _unit0Texture.Bind(0);
  686. }
  687. }
  688. private void RestoreComponentMask(int index)
  689. {
  690. if (_componentMasks != null)
  691. {
  692. GL.ColorMask(
  693. index,
  694. (_componentMasks[index] & 1u) != 0,
  695. (_componentMasks[index] & 2u) != 0,
  696. (_componentMasks[index] & 4u) != 0,
  697. (_componentMasks[index] & 8u) != 0);
  698. }
  699. }
  700. public void Dispose()
  701. {
  702. _framebuffer?.Dispose();
  703. _vertexArray?.Dispose();
  704. }
  705. }
  706. }