OGLFrameBuffer.cs 11 KB

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  1. using OpenTK;
  2. using OpenTK.Graphics.OpenGL;
  3. using System;
  4. using System.Collections.Generic;
  5. namespace Ryujinx.Graphics.Gal.OpenGL
  6. {
  7. class OGLFrameBuffer
  8. {
  9. private struct Rect
  10. {
  11. public int X { get; private set; }
  12. public int Y { get; private set; }
  13. public int Width { get; private set; }
  14. public int Height { get; private set; }
  15. public Rect(int X, int Y, int Width, int Height)
  16. {
  17. this.X = X;
  18. this.Y = Y;
  19. this.Width = Width;
  20. this.Height = Height;
  21. }
  22. }
  23. private class FrameBuffer
  24. {
  25. public int Width { get; set; }
  26. public int Height { get; set; }
  27. public int Handle { get; private set; }
  28. public int RbHandle { get; private set; }
  29. public int TexHandle { get; private set; }
  30. public FrameBuffer(int Width, int Height)
  31. {
  32. this.Width = Width;
  33. this.Height = Height;
  34. Handle = GL.GenFramebuffer();
  35. RbHandle = GL.GenRenderbuffer();
  36. TexHandle = GL.GenTexture();
  37. }
  38. }
  39. private struct ShaderProgram
  40. {
  41. public int Handle;
  42. public int VpHandle;
  43. public int FpHandle;
  44. }
  45. private Dictionary<long, FrameBuffer> Fbs;
  46. private ShaderProgram Shader;
  47. private Rect Viewport;
  48. private bool IsInitialized;
  49. private int RawFbTexWidth;
  50. private int RawFbTexHeight;
  51. private int RawFbTexHandle;
  52. private int CurrFbHandle;
  53. private int CurrTexHandle;
  54. private int VaoHandle;
  55. private int VboHandle;
  56. public OGLFrameBuffer()
  57. {
  58. Fbs = new Dictionary<long, FrameBuffer>();
  59. Shader = new ShaderProgram();
  60. }
  61. public void Create(long Tag, int Width, int Height)
  62. {
  63. if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
  64. {
  65. if (Fb.Width != Width ||
  66. Fb.Height != Height)
  67. {
  68. SetupTexture(Fb.TexHandle, Width, Height);
  69. Fb.Width = Width;
  70. Fb.Height = Height;
  71. }
  72. return;
  73. }
  74. Fb = new FrameBuffer(Width, Height);
  75. SetupTexture(Fb.TexHandle, Width, Height);
  76. GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
  77. GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Fb.RbHandle);
  78. GL.RenderbufferStorage(
  79. RenderbufferTarget.Renderbuffer,
  80. RenderbufferStorage.Depth24Stencil8,
  81. Width,
  82. Height);
  83. GL.FramebufferRenderbuffer(
  84. FramebufferTarget.Framebuffer,
  85. FramebufferAttachment.DepthStencilAttachment,
  86. RenderbufferTarget.Renderbuffer,
  87. Fb.RbHandle);
  88. GL.FramebufferTexture(
  89. FramebufferTarget.Framebuffer,
  90. FramebufferAttachment.ColorAttachment0,
  91. Fb.TexHandle,
  92. 0);
  93. GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
  94. Fbs.Add(Tag, Fb);
  95. }
  96. public void Bind(long Tag)
  97. {
  98. if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
  99. {
  100. GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
  101. CurrFbHandle = Fb.Handle;
  102. }
  103. }
  104. public void BindTexture(long Tag, int Index)
  105. {
  106. if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
  107. {
  108. GL.ActiveTexture(TextureUnit.Texture0 + Index);
  109. GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);
  110. }
  111. }
  112. public void Set(long Tag)
  113. {
  114. if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
  115. {
  116. CurrTexHandle = Fb.TexHandle;
  117. }
  118. }
  119. public void Set(byte[] Data, int Width, int Height)
  120. {
  121. if (RawFbTexHandle == 0)
  122. {
  123. RawFbTexHandle = GL.GenTexture();
  124. }
  125. if (RawFbTexWidth != Width ||
  126. RawFbTexHeight != Height)
  127. {
  128. SetupTexture(RawFbTexHandle, Width, Height);
  129. RawFbTexWidth = Width;
  130. RawFbTexHeight = Height;
  131. }
  132. GL.ActiveTexture(TextureUnit.Texture0);
  133. GL.BindTexture(TextureTarget.Texture2D, RawFbTexHandle);
  134. (PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
  135. GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, Format, Type, Data);
  136. CurrTexHandle = RawFbTexHandle;
  137. }
  138. public void SetTransform(Matrix2 Transform, Vector2 Offs)
  139. {
  140. EnsureInitialized();
  141. int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
  142. GL.UseProgram(Shader.Handle);
  143. int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
  144. GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
  145. int OffsetUniformLocation = GL.GetUniformLocation(Shader.Handle, "offset");
  146. GL.Uniform2(OffsetUniformLocation, ref Offs);
  147. GL.UseProgram(CurrentProgram);
  148. }
  149. public void SetViewport(int X, int Y, int Width, int Height)
  150. {
  151. Viewport = new Rect(X, Y, Width, Height);
  152. //TODO
  153. }
  154. public void Render()
  155. {
  156. if (CurrTexHandle != 0)
  157. {
  158. EnsureInitialized();
  159. bool AlphaBlendEnable = GL.GetInteger(GetPName.Blend) != 0;
  160. GL.Disable(EnableCap.Blend);
  161. GL.ActiveTexture(TextureUnit.Texture0);
  162. GL.BindTexture(TextureTarget.Texture2D, CurrTexHandle);
  163. int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
  164. GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
  165. GL.Viewport(0, 0, 1280, 720);
  166. GL.Clear(
  167. ClearBufferMask.ColorBufferBit |
  168. ClearBufferMask.DepthBufferBit);
  169. GL.BindVertexArray(VaoHandle);
  170. GL.UseProgram(Shader.Handle);
  171. GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
  172. //Restore the original state.
  173. GL.BindFramebuffer(FramebufferTarget.Framebuffer, CurrFbHandle);
  174. GL.UseProgram(CurrentProgram);
  175. if (AlphaBlendEnable)
  176. {
  177. GL.Enable(EnableCap.Blend);
  178. }
  179. }
  180. }
  181. private void SetViewport()
  182. {
  183. GL.Viewport(
  184. Viewport.X,
  185. Viewport.Y,
  186. Viewport.Width,
  187. Viewport.Height);
  188. }
  189. private void EnsureInitialized()
  190. {
  191. if (!IsInitialized)
  192. {
  193. IsInitialized = true;
  194. SetupShader();
  195. SetupVertex();
  196. }
  197. }
  198. private void SetupShader()
  199. {
  200. Shader.VpHandle = GL.CreateShader(ShaderType.VertexShader);
  201. Shader.FpHandle = GL.CreateShader(ShaderType.FragmentShader);
  202. string VpSource = EmbeddedResource.GetString("GlFbVtxShader");
  203. string FpSource = EmbeddedResource.GetString("GlFbFragShader");
  204. GL.ShaderSource(Shader.VpHandle, VpSource);
  205. GL.ShaderSource(Shader.FpHandle, FpSource);
  206. GL.CompileShader(Shader.VpHandle);
  207. GL.CompileShader(Shader.FpHandle);
  208. Shader.Handle = GL.CreateProgram();
  209. GL.AttachShader(Shader.Handle, Shader.VpHandle);
  210. GL.AttachShader(Shader.Handle, Shader.FpHandle);
  211. GL.LinkProgram(Shader.Handle);
  212. GL.UseProgram(Shader.Handle);
  213. Matrix2 Transform = Matrix2.Identity;
  214. int TexUniformLocation = GL.GetUniformLocation(Shader.Handle, "tex");
  215. GL.Uniform1(TexUniformLocation, 0);
  216. int WindowSizeUniformLocation = GL.GetUniformLocation(Shader.Handle, "window_size");
  217. GL.Uniform2(WindowSizeUniformLocation, new Vector2(1280.0f, 720.0f));
  218. int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
  219. GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
  220. }
  221. private void SetupVertex()
  222. {
  223. VaoHandle = GL.GenVertexArray();
  224. VboHandle = GL.GenBuffer();
  225. float[] Buffer = new float[]
  226. {
  227. -1, 1, 0, 0,
  228. 1, 1, 1, 0,
  229. -1, -1, 0, 1,
  230. 1, -1, 1, 1
  231. };
  232. IntPtr Length = new IntPtr(Buffer.Length * 4);
  233. GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
  234. GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
  235. GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
  236. GL.BindVertexArray(VaoHandle);
  237. GL.EnableVertexAttribArray(0);
  238. GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
  239. GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 16, 0);
  240. GL.EnableVertexAttribArray(1);
  241. GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
  242. GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 16, 8);
  243. }
  244. private void SetupTexture(int Handle, int Width, int Height)
  245. {
  246. GL.BindTexture(TextureTarget.Texture2D, Handle);
  247. const int MinFilter = (int)TextureMinFilter.Linear;
  248. const int MagFilter = (int)TextureMagFilter.Linear;
  249. GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
  250. GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
  251. (PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
  252. const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
  253. const int Level = 0;
  254. const int Border = 0;
  255. GL.TexImage2D(
  256. TextureTarget.Texture2D,
  257. Level,
  258. InternalFmt,
  259. Width,
  260. Height,
  261. Border,
  262. Format,
  263. Type,
  264. IntPtr.Zero);
  265. }
  266. }
  267. }