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