Pipeline.cs 43 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. using System.Runtime.InteropServices;
  10. namespace Ryujinx.Graphics.OpenGL
  11. {
  12. class Pipeline : IPipeline, IDisposable
  13. {
  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 int _boundDrawFramebuffer;
  25. private int _boundReadFramebuffer;
  26. private struct Vector4<T>
  27. {
  28. public T X;
  29. public T Y;
  30. public T Z;
  31. public T W;
  32. }
  33. private Vector4<int>[] _fpIsBgra = new Vector4<int>[SupportBuffer.FragmentIsBgraCount];
  34. private Vector4<float>[] _renderScale = new Vector4<float>[65];
  35. private TextureBase _unit0Texture;
  36. private FrontFaceDirection _frontFace;
  37. private ClipOrigin _clipOrigin;
  38. private ClipDepthMode _clipDepthMode;
  39. private readonly uint[] _componentMasks;
  40. private uint _scissorEnables;
  41. private bool _tfEnabled;
  42. private TransformFeedbackPrimitiveType _tfTopology;
  43. private BufferHandle _supportBuffer;
  44. private readonly BufferHandle[] _tfbs;
  45. private readonly BufferRange[] _tfbTargets;
  46. private ColorF _blendConstant;
  47. internal Pipeline()
  48. {
  49. _rasterizerDiscard = false;
  50. _clipOrigin = ClipOrigin.LowerLeft;
  51. _clipDepthMode = ClipDepthMode.NegativeOneToOne;
  52. _componentMasks = new uint[Constants.MaxRenderTargets];
  53. for (int index = 0; index < Constants.MaxRenderTargets; index++)
  54. {
  55. _componentMasks[index] = 0xf;
  56. }
  57. var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
  58. new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
  59. _tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers];
  60. _tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers];
  61. }
  62. public void Initialize()
  63. {
  64. _supportBuffer = Buffer.Create(SupportBuffer.RequiredSize);
  65. GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, Unsafe.As<BufferHandle, int>(ref _supportBuffer));
  66. SetSupportBufferData<Vector4<int>>(SupportBuffer.FragmentIsBgraOffset, _fpIsBgra, SupportBuffer.FragmentIsBgraCount);
  67. SetSupportBufferData<Vector4<float>>(SupportBuffer.FragmentRenderScaleOffset, _renderScale, SupportBuffer.RenderScaleMaxCount);
  68. }
  69. public void Barrier()
  70. {
  71. GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
  72. }
  73. public void BeginTransformFeedback(PrimitiveTopology topology)
  74. {
  75. GL.BeginTransformFeedback(_tfTopology = topology.ConvertToTfType());
  76. _tfEnabled = true;
  77. }
  78. public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
  79. {
  80. Buffer.Clear(destination, offset, size, value);
  81. }
  82. public void ClearRenderTargetColor(int index, uint componentMask, ColorF color)
  83. {
  84. GL.ColorMask(
  85. index,
  86. (componentMask & 1) != 0,
  87. (componentMask & 2) != 0,
  88. (componentMask & 4) != 0,
  89. (componentMask & 8) != 0);
  90. float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
  91. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
  92. RestoreComponentMask(index);
  93. }
  94. public void ClearRenderTargetDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
  95. {
  96. bool stencilMaskChanged =
  97. stencilMask != 0 &&
  98. stencilMask != _stencilFrontMask;
  99. bool depthMaskChanged = depthMask && depthMask != _depthMask;
  100. if (stencilMaskChanged)
  101. {
  102. GL.StencilMaskSeparate(StencilFace.Front, stencilMask);
  103. }
  104. if (depthMaskChanged)
  105. {
  106. GL.DepthMask(depthMask);
  107. }
  108. if (depthMask && stencilMask != 0)
  109. {
  110. GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
  111. }
  112. else if (depthMask)
  113. {
  114. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Depth, 0, ref depthValue);
  115. }
  116. else if (stencilMask != 0)
  117. {
  118. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue);
  119. }
  120. if (stencilMaskChanged)
  121. {
  122. GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
  123. }
  124. if (depthMaskChanged)
  125. {
  126. GL.DepthMask(_depthMask);
  127. }
  128. }
  129. public void CommandBufferBarrier()
  130. {
  131. GL.MemoryBarrier(MemoryBarrierFlags.CommandBarrierBit);
  132. }
  133. public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
  134. {
  135. Buffer.Copy(source, destination, srcOffset, dstOffset, size);
  136. }
  137. public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
  138. {
  139. if (!_program.IsLinked)
  140. {
  141. Logger.Debug?.Print(LogClass.Gpu, "Dispatch error, shader not linked.");
  142. return;
  143. }
  144. PrepareForDispatch();
  145. GL.DispatchCompute(groupsX, groupsY, groupsZ);
  146. }
  147. public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
  148. {
  149. if (!_program.IsLinked)
  150. {
  151. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  152. return;
  153. }
  154. PreDraw();
  155. if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
  156. {
  157. DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  158. }
  159. else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
  160. {
  161. DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  162. }
  163. else
  164. {
  165. DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  166. }
  167. PostDraw();
  168. }
  169. private void DrawQuadsImpl(
  170. int vertexCount,
  171. int instanceCount,
  172. int firstVertex,
  173. int firstInstance)
  174. {
  175. // TODO: Instanced rendering.
  176. int quadsCount = vertexCount / 4;
  177. int[] firsts = new int[quadsCount];
  178. int[] counts = new int[quadsCount];
  179. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  180. {
  181. firsts[quadIndex] = firstVertex + quadIndex * 4;
  182. counts[quadIndex] = 4;
  183. }
  184. GL.MultiDrawArrays(
  185. PrimitiveType.TriangleFan,
  186. firsts,
  187. counts,
  188. quadsCount);
  189. }
  190. private void DrawQuadStripImpl(
  191. int vertexCount,
  192. int instanceCount,
  193. int firstVertex,
  194. int firstInstance)
  195. {
  196. int quadsCount = (vertexCount - 2) / 2;
  197. if (firstInstance != 0 || instanceCount != 1)
  198. {
  199. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  200. {
  201. GL.DrawArraysInstancedBaseInstance(PrimitiveType.TriangleFan, firstVertex + quadIndex * 2, 4, instanceCount, firstInstance);
  202. }
  203. }
  204. else
  205. {
  206. int[] firsts = new int[quadsCount];
  207. int[] counts = new int[quadsCount];
  208. firsts[0] = firstVertex;
  209. counts[0] = 4;
  210. for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
  211. {
  212. firsts[quadIndex] = firstVertex + quadIndex * 2;
  213. counts[quadIndex] = 4;
  214. }
  215. GL.MultiDrawArrays(
  216. PrimitiveType.TriangleFan,
  217. firsts,
  218. counts,
  219. quadsCount);
  220. }
  221. }
  222. private void DrawImpl(
  223. int vertexCount,
  224. int instanceCount,
  225. int firstVertex,
  226. int firstInstance)
  227. {
  228. if (firstInstance == 0 && instanceCount == 1)
  229. {
  230. GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
  231. }
  232. else if (firstInstance == 0)
  233. {
  234. GL.DrawArraysInstanced(_primitiveType, firstVertex, vertexCount, instanceCount);
  235. }
  236. else
  237. {
  238. GL.DrawArraysInstancedBaseInstance(
  239. _primitiveType,
  240. firstVertex,
  241. vertexCount,
  242. instanceCount,
  243. firstInstance);
  244. }
  245. }
  246. public void DrawIndexed(
  247. int indexCount,
  248. int instanceCount,
  249. int firstIndex,
  250. int firstVertex,
  251. int firstInstance)
  252. {
  253. if (!_program.IsLinked)
  254. {
  255. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  256. return;
  257. }
  258. PreDraw();
  259. int indexElemSize = 1;
  260. switch (_elementsType)
  261. {
  262. case DrawElementsType.UnsignedShort: indexElemSize = 2; break;
  263. case DrawElementsType.UnsignedInt: indexElemSize = 4; break;
  264. }
  265. IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
  266. if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
  267. {
  268. DrawQuadsIndexedImpl(
  269. indexCount,
  270. instanceCount,
  271. indexBaseOffset,
  272. indexElemSize,
  273. firstVertex,
  274. firstInstance);
  275. }
  276. else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
  277. {
  278. DrawQuadStripIndexedImpl(
  279. indexCount,
  280. instanceCount,
  281. indexBaseOffset,
  282. indexElemSize,
  283. firstVertex,
  284. firstInstance);
  285. }
  286. else
  287. {
  288. DrawIndexedImpl(
  289. indexCount,
  290. instanceCount,
  291. indexBaseOffset,
  292. firstVertex,
  293. firstInstance);
  294. }
  295. PostDraw();
  296. }
  297. private void DrawQuadsIndexedImpl(
  298. int indexCount,
  299. int instanceCount,
  300. IntPtr indexBaseOffset,
  301. int indexElemSize,
  302. int firstVertex,
  303. int firstInstance)
  304. {
  305. int quadsCount = indexCount / 4;
  306. if (firstInstance != 0 || instanceCount != 1)
  307. {
  308. if (firstVertex != 0 && firstInstance != 0)
  309. {
  310. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  311. {
  312. GL.DrawElementsInstancedBaseVertexBaseInstance(
  313. PrimitiveType.TriangleFan,
  314. 4,
  315. _elementsType,
  316. indexBaseOffset + quadIndex * 4 * indexElemSize,
  317. instanceCount,
  318. firstVertex,
  319. firstInstance);
  320. }
  321. }
  322. else if (firstInstance != 0)
  323. {
  324. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  325. {
  326. GL.DrawElementsInstancedBaseInstance(
  327. PrimitiveType.TriangleFan,
  328. 4,
  329. _elementsType,
  330. indexBaseOffset + quadIndex * 4 * indexElemSize,
  331. instanceCount,
  332. firstInstance);
  333. }
  334. }
  335. else
  336. {
  337. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  338. {
  339. GL.DrawElementsInstanced(
  340. PrimitiveType.TriangleFan,
  341. 4,
  342. _elementsType,
  343. indexBaseOffset + quadIndex * 4 * indexElemSize,
  344. instanceCount);
  345. }
  346. }
  347. }
  348. else
  349. {
  350. IntPtr[] indices = new IntPtr[quadsCount];
  351. int[] counts = new int[quadsCount];
  352. int[] baseVertices = new int[quadsCount];
  353. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  354. {
  355. indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
  356. counts[quadIndex] = 4;
  357. baseVertices[quadIndex] = firstVertex;
  358. }
  359. GL.MultiDrawElementsBaseVertex(
  360. PrimitiveType.TriangleFan,
  361. counts,
  362. _elementsType,
  363. indices,
  364. quadsCount,
  365. baseVertices);
  366. }
  367. }
  368. private void DrawQuadStripIndexedImpl(
  369. int indexCount,
  370. int instanceCount,
  371. IntPtr indexBaseOffset,
  372. int indexElemSize,
  373. int firstVertex,
  374. int firstInstance)
  375. {
  376. // TODO: Instanced rendering.
  377. int quadsCount = (indexCount - 2) / 2;
  378. IntPtr[] indices = new IntPtr[quadsCount];
  379. int[] counts = new int[quadsCount];
  380. int[] baseVertices = new int[quadsCount];
  381. indices[0] = indexBaseOffset;
  382. counts[0] = 4;
  383. baseVertices[0] = firstVertex;
  384. for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
  385. {
  386. indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize;
  387. counts[quadIndex] = 4;
  388. baseVertices[quadIndex] = firstVertex;
  389. }
  390. GL.MultiDrawElementsBaseVertex(
  391. PrimitiveType.TriangleFan,
  392. counts,
  393. _elementsType,
  394. indices,
  395. quadsCount,
  396. baseVertices);
  397. }
  398. private void DrawIndexedImpl(
  399. int indexCount,
  400. int instanceCount,
  401. IntPtr indexBaseOffset,
  402. int firstVertex,
  403. int firstInstance)
  404. {
  405. if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
  406. {
  407. GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);
  408. }
  409. else if (firstInstance == 0 && instanceCount == 1)
  410. {
  411. GL.DrawElementsBaseVertex(
  412. _primitiveType,
  413. indexCount,
  414. _elementsType,
  415. indexBaseOffset,
  416. firstVertex);
  417. }
  418. else if (firstInstance == 0 && firstVertex == 0)
  419. {
  420. GL.DrawElementsInstanced(
  421. _primitiveType,
  422. indexCount,
  423. _elementsType,
  424. indexBaseOffset,
  425. instanceCount);
  426. }
  427. else if (firstInstance == 0)
  428. {
  429. GL.DrawElementsInstancedBaseVertex(
  430. _primitiveType,
  431. indexCount,
  432. _elementsType,
  433. indexBaseOffset,
  434. instanceCount,
  435. firstVertex);
  436. }
  437. else if (firstVertex == 0)
  438. {
  439. GL.DrawElementsInstancedBaseInstance(
  440. _primitiveType,
  441. indexCount,
  442. _elementsType,
  443. indexBaseOffset,
  444. instanceCount,
  445. firstInstance);
  446. }
  447. else
  448. {
  449. GL.DrawElementsInstancedBaseVertexBaseInstance(
  450. _primitiveType,
  451. indexCount,
  452. _elementsType,
  453. indexBaseOffset,
  454. instanceCount,
  455. firstVertex,
  456. firstInstance);
  457. }
  458. }
  459. public void EndTransformFeedback()
  460. {
  461. GL.EndTransformFeedback();
  462. _tfEnabled = false;
  463. }
  464. public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  465. {
  466. if (!_program.IsLinked)
  467. {
  468. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  469. return;
  470. }
  471. PreDraw();
  472. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  473. GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
  474. GL.MultiDrawArraysIndirectCount(
  475. _primitiveType,
  476. (IntPtr)indirectBuffer.Offset,
  477. (IntPtr)parameterBuffer.Offset,
  478. maxDrawCount,
  479. stride);
  480. PostDraw();
  481. }
  482. public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  483. {
  484. if (!_program.IsLinked)
  485. {
  486. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  487. return;
  488. }
  489. PreDraw();
  490. _vertexArray.SetRangeOfIndexBuffer();
  491. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  492. GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
  493. GL.MultiDrawElementsIndirectCount(
  494. _primitiveType,
  495. (Version46)_elementsType,
  496. (IntPtr)indirectBuffer.Offset,
  497. (IntPtr)parameterBuffer.Offset,
  498. maxDrawCount,
  499. stride);
  500. _vertexArray.RestoreIndexBuffer();
  501. PostDraw();
  502. }
  503. public void SetAlphaTest(bool enable, float reference, CompareOp op)
  504. {
  505. if (!enable)
  506. {
  507. GL.Disable(EnableCap.AlphaTest);
  508. return;
  509. }
  510. GL.AlphaFunc((AlphaFunction)op.Convert(), reference);
  511. GL.Enable(EnableCap.AlphaTest);
  512. }
  513. public void SetBlendState(int index, BlendDescriptor blend)
  514. {
  515. if (!blend.Enable)
  516. {
  517. GL.Disable(IndexedEnableCap.Blend, index);
  518. return;
  519. }
  520. GL.BlendEquationSeparate(
  521. index,
  522. blend.ColorOp.Convert(),
  523. blend.AlphaOp.Convert());
  524. GL.BlendFuncSeparate(
  525. index,
  526. (BlendingFactorSrc)blend.ColorSrcFactor.Convert(),
  527. (BlendingFactorDest)blend.ColorDstFactor.Convert(),
  528. (BlendingFactorSrc)blend.AlphaSrcFactor.Convert(),
  529. (BlendingFactorDest)blend.AlphaDstFactor.Convert());
  530. static bool IsDualSource(BlendFactor factor)
  531. {
  532. switch (factor)
  533. {
  534. case BlendFactor.Src1Color:
  535. case BlendFactor.Src1ColorGl:
  536. case BlendFactor.Src1Alpha:
  537. case BlendFactor.Src1AlphaGl:
  538. case BlendFactor.OneMinusSrc1Color:
  539. case BlendFactor.OneMinusSrc1ColorGl:
  540. case BlendFactor.OneMinusSrc1Alpha:
  541. case BlendFactor.OneMinusSrc1AlphaGl:
  542. return true;
  543. }
  544. return false;
  545. }
  546. EnsureFramebuffer();
  547. _framebuffer.SetDualSourceBlend(
  548. IsDualSource(blend.ColorSrcFactor) ||
  549. IsDualSource(blend.ColorDstFactor) ||
  550. IsDualSource(blend.AlphaSrcFactor) ||
  551. IsDualSource(blend.AlphaDstFactor));
  552. if (_blendConstant != blend.BlendConstant)
  553. {
  554. _blendConstant = blend.BlendConstant;
  555. GL.BlendColor(
  556. blend.BlendConstant.Red,
  557. blend.BlendConstant.Green,
  558. blend.BlendConstant.Blue,
  559. blend.BlendConstant.Alpha);
  560. }
  561. GL.Enable(IndexedEnableCap.Blend, index);
  562. }
  563. public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
  564. {
  565. if ((enables & PolygonModeMask.Point) != 0)
  566. {
  567. GL.Enable(EnableCap.PolygonOffsetPoint);
  568. }
  569. else
  570. {
  571. GL.Disable(EnableCap.PolygonOffsetPoint);
  572. }
  573. if ((enables & PolygonModeMask.Line) != 0)
  574. {
  575. GL.Enable(EnableCap.PolygonOffsetLine);
  576. }
  577. else
  578. {
  579. GL.Disable(EnableCap.PolygonOffsetLine);
  580. }
  581. if ((enables & PolygonModeMask.Fill) != 0)
  582. {
  583. GL.Enable(EnableCap.PolygonOffsetFill);
  584. }
  585. else
  586. {
  587. GL.Disable(EnableCap.PolygonOffsetFill);
  588. }
  589. if (enables == 0)
  590. {
  591. return;
  592. }
  593. if (HwCapabilities.SupportsPolygonOffsetClamp)
  594. {
  595. GL.PolygonOffsetClamp(factor, units, clamp);
  596. }
  597. else
  598. {
  599. GL.PolygonOffset(factor, units);
  600. }
  601. }
  602. public void SetDepthClamp(bool clamp)
  603. {
  604. if (!clamp)
  605. {
  606. GL.Disable(EnableCap.DepthClamp);
  607. return;
  608. }
  609. GL.Enable(EnableCap.DepthClamp);
  610. }
  611. public void SetDepthMode(DepthMode mode)
  612. {
  613. ClipDepthMode depthMode = mode.Convert();
  614. if (_clipDepthMode != depthMode)
  615. {
  616. _clipDepthMode = depthMode;
  617. GL.ClipControl(_clipOrigin, depthMode);
  618. }
  619. }
  620. public void SetDepthTest(DepthTestDescriptor depthTest)
  621. {
  622. if (depthTest.TestEnable)
  623. {
  624. GL.Enable(EnableCap.DepthTest);
  625. GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
  626. }
  627. else
  628. {
  629. GL.Disable(EnableCap.DepthTest);
  630. }
  631. GL.DepthMask(depthTest.WriteEnable);
  632. _depthMask = depthTest.WriteEnable;
  633. }
  634. public void SetFaceCulling(bool enable, Face face)
  635. {
  636. if (!enable)
  637. {
  638. GL.Disable(EnableCap.CullFace);
  639. return;
  640. }
  641. GL.CullFace(face.Convert());
  642. GL.Enable(EnableCap.CullFace);
  643. }
  644. public void SetFrontFace(FrontFace frontFace)
  645. {
  646. SetFrontFace(_frontFace = frontFace.Convert());
  647. }
  648. public void SetImage(int binding, ITexture texture, Format imageFormat)
  649. {
  650. if (texture == null)
  651. {
  652. return;
  653. }
  654. TextureBase texBase = (TextureBase)texture;
  655. SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
  656. if (format != 0)
  657. {
  658. GL.BindImageTexture(binding, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
  659. }
  660. }
  661. public void SetIndexBuffer(BufferRange buffer, IndexType type)
  662. {
  663. _elementsType = type.Convert();
  664. _indexBaseOffset = (IntPtr)buffer.Offset;
  665. EnsureVertexArray();
  666. _vertexArray.SetIndexBuffer(buffer);
  667. }
  668. public void SetLogicOpState(bool enable, LogicalOp op)
  669. {
  670. if (enable)
  671. {
  672. GL.Enable(EnableCap.ColorLogicOp);
  673. GL.LogicOp((LogicOp)op.Convert());
  674. }
  675. else
  676. {
  677. GL.Disable(EnableCap.ColorLogicOp);
  678. }
  679. }
  680. public void SetLineParameters(float width, bool smooth)
  681. {
  682. if (smooth)
  683. {
  684. GL.Enable(EnableCap.LineSmooth);
  685. }
  686. else
  687. {
  688. GL.Disable(EnableCap.LineSmooth);
  689. }
  690. GL.LineWidth(width);
  691. }
  692. public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
  693. {
  694. // GL_POINT_SPRITE was deprecated in core profile 3.2+ and causes GL_INVALID_ENUM when set.
  695. // As we don't know if the current context is core or compat, it's safer to keep this code.
  696. if (enablePointSprite)
  697. {
  698. GL.Enable(EnableCap.PointSprite);
  699. }
  700. else
  701. {
  702. GL.Disable(EnableCap.PointSprite);
  703. }
  704. if (isProgramPointSize)
  705. {
  706. GL.Enable(EnableCap.ProgramPointSize);
  707. }
  708. else
  709. {
  710. GL.Disable(EnableCap.ProgramPointSize);
  711. }
  712. GL.PointParameter(origin == Origin.LowerLeft
  713. ? PointSpriteCoordOriginParameter.LowerLeft
  714. : PointSpriteCoordOriginParameter.UpperLeft);
  715. // Games seem to set point size to 0 which generates a GL_INVALID_VALUE
  716. // From the spec, GL_INVALID_VALUE is generated if size is less than or equal to 0.
  717. GL.PointSize(Math.Max(float.Epsilon, size));
  718. }
  719. public void SetPrimitiveRestart(bool enable, int index)
  720. {
  721. if (!enable)
  722. {
  723. GL.Disable(EnableCap.PrimitiveRestart);
  724. return;
  725. }
  726. GL.PrimitiveRestartIndex(index);
  727. GL.Enable(EnableCap.PrimitiveRestart);
  728. }
  729. public void SetPrimitiveTopology(PrimitiveTopology topology)
  730. {
  731. _primitiveType = topology.Convert();
  732. }
  733. public void SetProgram(IProgram program)
  734. {
  735. _program = (Program)program;
  736. if (_tfEnabled)
  737. {
  738. GL.EndTransformFeedback();
  739. _program.Bind();
  740. GL.BeginTransformFeedback(_tfTopology);
  741. }
  742. else
  743. {
  744. _program.Bind();
  745. }
  746. }
  747. public void SetRasterizerDiscard(bool discard)
  748. {
  749. if (discard)
  750. {
  751. GL.Enable(EnableCap.RasterizerDiscard);
  752. }
  753. else
  754. {
  755. GL.Disable(EnableCap.RasterizerDiscard);
  756. }
  757. _rasterizerDiscard = discard;
  758. }
  759. public void SetRenderTargetScale(float scale)
  760. {
  761. _renderScale[0].X = scale;
  762. SetSupportBufferData<Vector4<float>>(SupportBuffer.FragmentRenderScaleOffset, _renderScale, 1); // Just the first element.
  763. }
  764. public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
  765. {
  766. for (int index = 0; index < componentMasks.Length; index++)
  767. {
  768. _componentMasks[index] = componentMasks[index];
  769. RestoreComponentMask(index);
  770. }
  771. }
  772. public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
  773. {
  774. EnsureFramebuffer();
  775. bool isBgraChanged = false;
  776. for (int index = 0; index < colors.Length; index++)
  777. {
  778. TextureView color = (TextureView)colors[index];
  779. _framebuffer.AttachColor(index, color);
  780. int isBgra = color != null && color.Format.IsBgr() ? 1 : 0;
  781. if (_fpIsBgra[index].X != isBgra)
  782. {
  783. _fpIsBgra[index].X = isBgra;
  784. isBgraChanged = true;
  785. RestoreComponentMask(index);
  786. }
  787. }
  788. if (isBgraChanged)
  789. {
  790. SetSupportBufferData<Vector4<int>>(SupportBuffer.FragmentIsBgraOffset, _fpIsBgra, SupportBuffer.FragmentIsBgraCount);
  791. }
  792. TextureView depthStencilView = (TextureView)depthStencil;
  793. _framebuffer.AttachDepthStencil(depthStencilView);
  794. _framebuffer.SetDrawBuffers(colors.Length);
  795. }
  796. public void SetSampler(int binding, ISampler sampler)
  797. {
  798. if (sampler == null)
  799. {
  800. return;
  801. }
  802. ((Sampler)sampler).Bind(binding);
  803. }
  804. public void SetScissor(int index, bool enable, int x, int y, int width, int height)
  805. {
  806. uint mask = 1u << index;
  807. if (!enable)
  808. {
  809. if ((_scissorEnables & mask) != 0)
  810. {
  811. _scissorEnables &= ~mask;
  812. GL.Disable(IndexedEnableCap.ScissorTest, index);
  813. }
  814. return;
  815. }
  816. if ((_scissorEnables & mask) == 0)
  817. {
  818. _scissorEnables |= mask;
  819. GL.Enable(IndexedEnableCap.ScissorTest, index);
  820. }
  821. GL.ScissorIndexed(index, x, y, width, height);
  822. }
  823. public void SetStencilTest(StencilTestDescriptor stencilTest)
  824. {
  825. if (!stencilTest.TestEnable)
  826. {
  827. GL.Disable(EnableCap.StencilTest);
  828. return;
  829. }
  830. GL.StencilOpSeparate(
  831. StencilFace.Front,
  832. stencilTest.FrontSFail.Convert(),
  833. stencilTest.FrontDpFail.Convert(),
  834. stencilTest.FrontDpPass.Convert());
  835. GL.StencilFuncSeparate(
  836. StencilFace.Front,
  837. (StencilFunction)stencilTest.FrontFunc.Convert(),
  838. stencilTest.FrontFuncRef,
  839. stencilTest.FrontFuncMask);
  840. GL.StencilMaskSeparate(StencilFace.Front, stencilTest.FrontMask);
  841. GL.StencilOpSeparate(
  842. StencilFace.Back,
  843. stencilTest.BackSFail.Convert(),
  844. stencilTest.BackDpFail.Convert(),
  845. stencilTest.BackDpPass.Convert());
  846. GL.StencilFuncSeparate(
  847. StencilFace.Back,
  848. (StencilFunction)stencilTest.BackFunc.Convert(),
  849. stencilTest.BackFuncRef,
  850. stencilTest.BackFuncMask);
  851. GL.StencilMaskSeparate(StencilFace.Back, stencilTest.BackMask);
  852. GL.Enable(EnableCap.StencilTest);
  853. _stencilFrontMask = stencilTest.FrontMask;
  854. }
  855. public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  856. {
  857. SetBuffers(first, buffers, isStorage: true);
  858. }
  859. public void SetTexture(int binding, ITexture texture)
  860. {
  861. if (texture == null)
  862. {
  863. return;
  864. }
  865. if (binding == 0)
  866. {
  867. _unit0Texture = (TextureBase)texture;
  868. }
  869. else
  870. {
  871. ((TextureBase)texture).Bind(binding);
  872. }
  873. }
  874. public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
  875. {
  876. if (_tfEnabled)
  877. {
  878. GL.EndTransformFeedback();
  879. }
  880. int count = Math.Min(buffers.Length, Constants.MaxTransformFeedbackBuffers);
  881. for (int i = 0; i < count; i++)
  882. {
  883. BufferRange buffer = buffers[i];
  884. _tfbTargets[i] = buffer;
  885. if (buffer.Handle == BufferHandle.Null)
  886. {
  887. GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, 0);
  888. continue;
  889. }
  890. if (_tfbs[i] == BufferHandle.Null)
  891. {
  892. _tfbs[i] = Buffer.Create();
  893. }
  894. Buffer.Resize(_tfbs[i], buffer.Size);
  895. Buffer.Copy(buffer.Handle, _tfbs[i], buffer.Offset, 0, buffer.Size);
  896. GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, _tfbs[i].ToInt32());
  897. }
  898. if (_tfEnabled)
  899. {
  900. GL.BeginTransformFeedback(_tfTopology);
  901. }
  902. }
  903. public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  904. {
  905. SetBuffers(first, buffers, isStorage: false);
  906. }
  907. public void SetUserClipDistance(int index, bool enableClip)
  908. {
  909. if (!enableClip)
  910. {
  911. GL.Disable(EnableCap.ClipDistance0 + index);
  912. return;
  913. }
  914. GL.Enable(EnableCap.ClipDistance0 + index);
  915. }
  916. public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
  917. {
  918. EnsureVertexArray();
  919. _vertexArray.SetVertexAttributes(vertexAttribs);
  920. }
  921. public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
  922. {
  923. EnsureVertexArray();
  924. _vertexArray.SetVertexBuffers(vertexBuffers);
  925. }
  926. public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
  927. {
  928. float[] viewportArray = new float[viewports.Length * 4];
  929. double[] depthRangeArray = new double[viewports.Length * 2];
  930. for (int index = 0; index < viewports.Length; index++)
  931. {
  932. int viewportElemIndex = index * 4;
  933. Viewport viewport = viewports[index];
  934. viewportArray[viewportElemIndex + 0] = viewport.Region.X;
  935. viewportArray[viewportElemIndex + 1] = viewport.Region.Y + (viewport.Region.Height < 0 ? viewport.Region.Height : 0);
  936. viewportArray[viewportElemIndex + 2] = viewport.Region.Width;
  937. viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height);
  938. if (HwCapabilities.SupportsViewportSwizzle)
  939. {
  940. GL.NV.ViewportSwizzle(
  941. index,
  942. viewport.SwizzleX.Convert(),
  943. viewport.SwizzleY.Convert(),
  944. viewport.SwizzleZ.Convert(),
  945. viewport.SwizzleW.Convert());
  946. }
  947. depthRangeArray[index * 2 + 0] = viewport.DepthNear;
  948. depthRangeArray[index * 2 + 1] = viewport.DepthFar;
  949. }
  950. bool flipY = viewports.Length != 0 && viewports[0].Region.Height < 0;
  951. SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
  952. GL.ViewportArray(first, viewports.Length, viewportArray);
  953. GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
  954. }
  955. public void TextureBarrier()
  956. {
  957. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  958. }
  959. public void TextureBarrierTiled()
  960. {
  961. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  962. }
  963. private void SetBuffers(int first, ReadOnlySpan<BufferRange> buffers, bool isStorage)
  964. {
  965. BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer;
  966. for (int index = 0; index < buffers.Length; index++)
  967. {
  968. BufferRange buffer = buffers[index];
  969. if (buffer.Handle == BufferHandle.Null)
  970. {
  971. GL.BindBufferRange(target, first + index, 0, IntPtr.Zero, 0);
  972. continue;
  973. }
  974. GL.BindBufferRange(target, first + index, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
  975. }
  976. }
  977. private void SetOrigin(ClipOrigin origin)
  978. {
  979. if (_clipOrigin != origin)
  980. {
  981. _clipOrigin = origin;
  982. GL.ClipControl(origin, _clipDepthMode);
  983. SetFrontFace(_frontFace);
  984. }
  985. }
  986. private void SetFrontFace(FrontFaceDirection frontFace)
  987. {
  988. // Changing clip origin will also change the front face to compensate
  989. // for the flipped viewport, we flip it again here to compensate as
  990. // this effect is undesirable for us.
  991. if (_clipOrigin == ClipOrigin.UpperLeft)
  992. {
  993. frontFace = frontFace == FrontFaceDirection.Ccw ? FrontFaceDirection.Cw : FrontFaceDirection.Ccw;
  994. }
  995. GL.FrontFace(frontFace);
  996. }
  997. private void EnsureVertexArray()
  998. {
  999. if (_vertexArray == null)
  1000. {
  1001. _vertexArray = new VertexArray();
  1002. _vertexArray.Bind();
  1003. }
  1004. }
  1005. private void EnsureFramebuffer()
  1006. {
  1007. if (_framebuffer == null)
  1008. {
  1009. _framebuffer = new Framebuffer();
  1010. int boundHandle = _framebuffer.Bind();
  1011. _boundDrawFramebuffer = _boundReadFramebuffer = boundHandle;
  1012. GL.Enable(EnableCap.FramebufferSrgb);
  1013. }
  1014. }
  1015. internal (int drawHandle, int readHandle) GetBoundFramebuffers()
  1016. {
  1017. if (BackgroundContextWorker.InBackground)
  1018. {
  1019. return (0, 0);
  1020. }
  1021. return (_boundDrawFramebuffer, _boundReadFramebuffer);
  1022. }
  1023. public void UpdateRenderScale(ShaderStage stage, float[] scales, int textureCount, int imageCount)
  1024. {
  1025. if (stage != ShaderStage.Compute && stage != ShaderStage.Fragment)
  1026. {
  1027. return;
  1028. }
  1029. bool changed = false;
  1030. for (int index = 0; index < textureCount + imageCount; index++)
  1031. {
  1032. if (_renderScale[1 + index].X != scales[index])
  1033. {
  1034. _renderScale[1 + index].X = scales[index];
  1035. changed = true;
  1036. }
  1037. }
  1038. if (changed)
  1039. {
  1040. SetSupportBufferData<Vector4<float>>(SupportBuffer.FragmentRenderScaleOffset, _renderScale, 1 + textureCount + imageCount);
  1041. }
  1042. }
  1043. private void SetSupportBufferData<T>(int offset, ReadOnlySpan<T> data, int count) where T : unmanaged
  1044. {
  1045. Buffer.SetData(_supportBuffer, offset, MemoryMarshal.Cast<T, byte>(data.Slice(0, count)));
  1046. }
  1047. private void PrepareForDispatch()
  1048. {
  1049. if (_unit0Texture != null)
  1050. {
  1051. _unit0Texture.Bind(0);
  1052. }
  1053. }
  1054. private void PreDraw()
  1055. {
  1056. DrawCount++;
  1057. _vertexArray.Validate();
  1058. if (_unit0Texture != null)
  1059. {
  1060. _unit0Texture.Bind(0);
  1061. }
  1062. }
  1063. private void PostDraw()
  1064. {
  1065. if (_tfEnabled)
  1066. {
  1067. for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
  1068. {
  1069. if (_tfbTargets[i].Handle != BufferHandle.Null)
  1070. {
  1071. Buffer.Copy(_tfbs[i], _tfbTargets[i].Handle, 0, _tfbTargets[i].Offset, _tfbTargets[i].Size);
  1072. }
  1073. }
  1074. }
  1075. }
  1076. public void RestoreComponentMask(int index)
  1077. {
  1078. // If the bound render target is bgra, swap the red and blue masks.
  1079. uint redMask = _fpIsBgra[index].X == 0 ? 1u : 4u;
  1080. uint blueMask = _fpIsBgra[index].X == 0 ? 4u : 1u;
  1081. GL.ColorMask(
  1082. index,
  1083. (_componentMasks[index] & redMask) != 0,
  1084. (_componentMasks[index] & 2u) != 0,
  1085. (_componentMasks[index] & blueMask) != 0,
  1086. (_componentMasks[index] & 8u) != 0);
  1087. }
  1088. public void RestoreScissor0Enable()
  1089. {
  1090. if ((_scissorEnables & 1u) != 0)
  1091. {
  1092. GL.Enable(IndexedEnableCap.ScissorTest, 0);
  1093. }
  1094. }
  1095. public void RestoreRasterizerDiscard()
  1096. {
  1097. if (_rasterizerDiscard)
  1098. {
  1099. GL.Enable(EnableCap.RasterizerDiscard);
  1100. }
  1101. }
  1102. public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
  1103. {
  1104. if (value is CounterQueueEvent)
  1105. {
  1106. // Compare an event and a constant value.
  1107. CounterQueueEvent evt = (CounterQueueEvent)value;
  1108. // Easy host conditional rendering when the check matches what GL can do:
  1109. // - Event is of type samples passed.
  1110. // - Result is not a combination of multiple queries.
  1111. // - Comparing against 0.
  1112. // - Event has not already been flushed.
  1113. if (evt.Disposed)
  1114. {
  1115. // If the event has been flushed, then just use the values on the CPU.
  1116. // The query object may already be repurposed for another draw (eg. begin + end).
  1117. return false;
  1118. }
  1119. if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
  1120. {
  1121. GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
  1122. return true;
  1123. }
  1124. }
  1125. // The GPU will flush the queries to CPU and evaluate the condition there instead.
  1126. GL.Flush(); // The thread will be stalled manually flushing the counter, so flush GL commands now.
  1127. return false;
  1128. }
  1129. public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
  1130. {
  1131. GL.Flush(); // The GPU thread will be stalled manually flushing the counter, so flush GL commands now.
  1132. return false; // We don't currently have a way to compare two counters for conditional rendering.
  1133. }
  1134. public void EndHostConditionalRendering()
  1135. {
  1136. GL.EndConditionalRender();
  1137. }
  1138. public void Dispose()
  1139. {
  1140. if (_supportBuffer != BufferHandle.Null)
  1141. {
  1142. Buffer.Delete(_supportBuffer);
  1143. _supportBuffer = BufferHandle.Null;
  1144. }
  1145. for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
  1146. {
  1147. if (_tfbs[i] != BufferHandle.Null)
  1148. {
  1149. Buffer.Delete(_tfbs[i]);
  1150. _tfbs[i] = BufferHandle.Null;
  1151. }
  1152. }
  1153. _framebuffer?.Dispose();
  1154. _vertexArray?.Dispose();
  1155. }
  1156. }
  1157. }