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- using OpenTK;
- using OpenTK.Graphics.OpenGL;
- using System;
- namespace Ryujinx.Graphics.Gal.OpenGL
- {
- unsafe class FrameBuffer
- {
- public int WindowWidth { get; set; }
- public int WindowHeight { get; set; }
- private int VtxShaderHandle;
- private int FragShaderHandle;
- private int PrgShaderHandle;
- private int TexHandle;
- private int TexWidth;
- private int TexHeight;
- private int VaoHandle;
- private int VboHandle;
- private int[] Pixels;
- private byte* FbPtr;
- public FrameBuffer(int Width, int Height)
- {
- if (Width < 0)
- {
- throw new ArgumentOutOfRangeException(nameof(Width));
- }
- if (Height < 0)
- {
- throw new ArgumentOutOfRangeException(nameof(Height));
- }
- TexWidth = Width;
- TexHeight = Height;
- WindowWidth = Width;
- WindowHeight = Height;
- SetupShaders();
- SetupTexture();
- SetupVertex();
- }
- private void SetupShaders()
- {
- VtxShaderHandle = GL.CreateShader(ShaderType.VertexShader);
- FragShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
- string VtxShaderSource = EmbeddedResource.GetString("GlFbVtxShader");
- string FragShaderSource = EmbeddedResource.GetString("GlFbFragShader");
- GL.ShaderSource(VtxShaderHandle, VtxShaderSource);
- GL.ShaderSource(FragShaderHandle, FragShaderSource);
- GL.CompileShader(VtxShaderHandle);
- GL.CompileShader(FragShaderHandle);
- PrgShaderHandle = GL.CreateProgram();
- GL.AttachShader(PrgShaderHandle, VtxShaderHandle);
- GL.AttachShader(PrgShaderHandle, FragShaderHandle);
- GL.LinkProgram(PrgShaderHandle);
- GL.UseProgram(PrgShaderHandle);
- int TexUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "tex");
- GL.Uniform1(TexUniformLocation, 0);
- int WindowSizeUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "window_size");
- GL.Uniform2(WindowSizeUniformLocation, new Vector2(1280.0f, 720.0f));
- }
- private void SetupTexture()
- {
- Pixels = new int[TexWidth * TexHeight];
- if (TexHandle == 0)
- {
- TexHandle = GL.GenTexture();
- }
- GL.BindTexture(TextureTarget.Texture2D, TexHandle);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
- GL.TexImage2D(TextureTarget.Texture2D,
- 0,
- PixelInternalFormat.Rgba,
- TexWidth,
- TexHeight,
- 0,
- PixelFormat.Rgba,
- PixelType.UnsignedByte,
- IntPtr.Zero);
- }
- private void SetupVertex()
- {
- VaoHandle = GL.GenVertexArray();
- VboHandle = GL.GenBuffer();
- float[] Buffer = new float[]
- {
- -1, 1, 0, 0,
- 1, 1, 1, 0,
- -1, -1, 0, 1,
- 1, -1, 1, 1
- };
- IntPtr Length = new IntPtr(Buffer.Length * 4);
- GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
- GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
- GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
- GL.BindVertexArray(VaoHandle);
- GL.EnableVertexAttribArray(0);
- GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
- GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 16, 0);
- GL.EnableVertexAttribArray(1);
- GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
- GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 16, 8);
- GL.BindVertexArray(0);
- }
- public unsafe void Set(byte* Fb, int Width, int Height, Matrix2 Transform)
- {
- if (Fb == null)
- {
- throw new ArgumentNullException(nameof(Fb));
- }
- if (Width < 0)
- {
- throw new ArgumentOutOfRangeException(nameof(Width));
- }
- if (Height < 0)
- {
- throw new ArgumentOutOfRangeException(nameof(Height));
- }
- FbPtr = Fb;
- if (Width != TexWidth ||
- Height != TexHeight)
- {
- TexWidth = Width;
- TexHeight = Height;
- SetupTexture();
- }
- GL.UseProgram(PrgShaderHandle);
- int TransformUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "transform");
- GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
- int WindowSizeUniformLocation = GL.GetUniformLocation(PrgShaderHandle, "window_size");
- GL.Uniform2(WindowSizeUniformLocation, new Vector2(WindowWidth, WindowHeight));
- }
- public void Render()
- {
- if (FbPtr == null)
- {
- return;
- }
- for (int Y = 0; Y < TexHeight; Y++)
- for (int X = 0; X < TexWidth; X++)
- {
- Pixels[X + Y * TexWidth] = *((int*)(FbPtr + GetSwizzleOffset(X, Y)));
- }
- GL.BindTexture(TextureTarget.Texture2D, TexHandle);
- GL.TexSubImage2D(TextureTarget.Texture2D,
- 0,
- 0,
- 0,
- TexWidth,
- TexHeight,
- PixelFormat.Rgba,
- PixelType.UnsignedByte,
- Pixels);
-
- GL.ActiveTexture(TextureUnit.Texture0);
- GL.BindVertexArray(VaoHandle);
- GL.UseProgram(PrgShaderHandle);
- GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
- }
- private int GetSwizzleOffset(int X, int Y)
- {
- int Pos;
- Pos = (Y & 0x7f) >> 4;
- Pos += (X >> 4) << 3;
- Pos += (Y >> 7) * ((TexWidth >> 4) << 3);
- Pos *= 1024;
- Pos += ((Y & 0xf) >> 3) << 9;
- Pos += ((X & 0xf) >> 3) << 8;
- Pos += ((Y & 0x7) >> 1) << 6;
- Pos += ((X & 0x7) >> 2) << 5;
- Pos += ((Y & 0x1) >> 0) << 4;
- Pos += ((X & 0x3) >> 0) << 2;
- return Pos;
- }
- }
- }
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