VertexArray.cs 8.8 KB

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