Pipeline.cs 53 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. namespace Ryujinx.Graphics.OpenGL
  9. {
  10. class Pipeline : IPipeline, IDisposable
  11. {
  12. private const int SavedImages = 2;
  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 nint _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 readonly Vector4<int>[] _fpIsBgra = new Vector4<int>[SupportBuffer.FragmentIsBgraCount];
  33. private readonly TextureBase[] _images;
  34. private TextureBase _unit0Texture;
  35. private Sampler _unit0Sampler;
  36. private FrontFaceDirection _frontFace;
  37. private ClipOrigin _clipOrigin;
  38. private ClipDepthMode _clipDepthMode;
  39. private uint _fragmentOutputMap;
  40. private uint _componentMasks;
  41. private uint _currentComponentMasks;
  42. private bool _advancedBlendEnable;
  43. private uint _scissorEnables;
  44. private bool _tfEnabled;
  45. private TransformFeedbackPrimitiveType _tfTopology;
  46. private readonly BufferHandle[] _tfbs;
  47. private readonly BufferRange[] _tfbTargets;
  48. private ColorF _blendConstant;
  49. internal Pipeline()
  50. {
  51. _drawTexture = new DrawTextureEmulation();
  52. _rasterizerDiscard = false;
  53. _clipOrigin = ClipOrigin.LowerLeft;
  54. _clipDepthMode = ClipDepthMode.NegativeOneToOne;
  55. _fragmentOutputMap = uint.MaxValue;
  56. _componentMasks = uint.MaxValue;
  57. _images = new TextureBase[SavedImages];
  58. _tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers];
  59. _tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers];
  60. }
  61. public void Barrier()
  62. {
  63. GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
  64. }
  65. public void BeginTransformFeedback(PrimitiveTopology topology)
  66. {
  67. GL.BeginTransformFeedback(_tfTopology = topology.ConvertToTfType());
  68. _tfEnabled = true;
  69. }
  70. public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
  71. {
  72. Buffer.Clear(destination, offset, size, value);
  73. }
  74. public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
  75. {
  76. EnsureFramebuffer();
  77. GL.ColorMask(
  78. index,
  79. (componentMask & 1) != 0,
  80. (componentMask & 2) != 0,
  81. (componentMask & 4) != 0,
  82. (componentMask & 8) != 0);
  83. float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
  84. if (layer != 0 || layerCount != _framebuffer.GetColorLayerCount(index))
  85. {
  86. for (int l = layer; l < layer + layerCount; l++)
  87. {
  88. _framebuffer.AttachColorLayerForClear(index, l);
  89. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
  90. }
  91. _framebuffer.DetachColorLayerForClear(index);
  92. }
  93. else
  94. {
  95. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
  96. }
  97. RestoreComponentMask(index);
  98. }
  99. public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
  100. {
  101. EnsureFramebuffer();
  102. bool stencilMaskChanged =
  103. stencilMask != 0 &&
  104. stencilMask != _stencilFrontMask;
  105. bool depthMaskChanged = depthMask && depthMask != _depthMask;
  106. if (stencilMaskChanged)
  107. {
  108. GL.StencilMaskSeparate(StencilFace.Front, stencilMask);
  109. }
  110. if (depthMaskChanged)
  111. {
  112. GL.DepthMask(depthMask);
  113. }
  114. if (layer != 0 || layerCount != _framebuffer.GetDepthStencilLayerCount())
  115. {
  116. for (int l = layer; l < layer + layerCount; l++)
  117. {
  118. _framebuffer.AttachDepthStencilLayerForClear(l);
  119. ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
  120. }
  121. _framebuffer.DetachDepthStencilLayerForClear();
  122. }
  123. else
  124. {
  125. ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
  126. }
  127. if (stencilMaskChanged)
  128. {
  129. GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
  130. }
  131. if (depthMaskChanged)
  132. {
  133. GL.DepthMask(_depthMask);
  134. }
  135. }
  136. private static void ClearDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
  137. {
  138. if (depthMask && stencilMask != 0)
  139. {
  140. GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
  141. }
  142. else if (depthMask)
  143. {
  144. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Depth, 0, ref depthValue);
  145. }
  146. else if (stencilMask != 0)
  147. {
  148. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue);
  149. }
  150. }
  151. public void CommandBufferBarrier()
  152. {
  153. GL.MemoryBarrier(MemoryBarrierFlags.CommandBarrierBit);
  154. }
  155. public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
  156. {
  157. Buffer.Copy(source, destination, srcOffset, dstOffset, size);
  158. }
  159. public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
  160. {
  161. if (!_program.IsLinked)
  162. {
  163. Logger.Debug?.Print(LogClass.Gpu, "Dispatch error, shader not linked.");
  164. return;
  165. }
  166. PrepareForDispatch();
  167. GL.DispatchCompute(groupsX, groupsY, groupsZ);
  168. }
  169. public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
  170. {
  171. if (!_program.IsLinked)
  172. {
  173. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  174. return;
  175. }
  176. PreDraw(vertexCount);
  177. if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
  178. {
  179. DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  180. }
  181. else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
  182. {
  183. DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  184. }
  185. else
  186. {
  187. DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  188. }
  189. PostDraw();
  190. }
  191. private static void DrawQuadsImpl(
  192. int vertexCount,
  193. int instanceCount,
  194. int firstVertex,
  195. int firstInstance)
  196. {
  197. // TODO: Instanced rendering.
  198. int quadsCount = vertexCount / 4;
  199. int[] firsts = new int[quadsCount];
  200. int[] counts = new int[quadsCount];
  201. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  202. {
  203. firsts[quadIndex] = firstVertex + quadIndex * 4;
  204. counts[quadIndex] = 4;
  205. }
  206. GL.MultiDrawArrays(
  207. PrimitiveType.TriangleFan,
  208. firsts,
  209. counts,
  210. quadsCount);
  211. }
  212. private static void DrawQuadStripImpl(
  213. int vertexCount,
  214. int instanceCount,
  215. int firstVertex,
  216. int firstInstance)
  217. {
  218. int quadsCount = (vertexCount - 2) / 2;
  219. if (firstInstance != 0 || instanceCount != 1)
  220. {
  221. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  222. {
  223. GL.DrawArraysInstancedBaseInstance(PrimitiveType.TriangleFan, firstVertex + quadIndex * 2, 4, instanceCount, firstInstance);
  224. }
  225. }
  226. else
  227. {
  228. int[] firsts = new int[quadsCount];
  229. int[] counts = new int[quadsCount];
  230. firsts[0] = firstVertex;
  231. counts[0] = 4;
  232. for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
  233. {
  234. firsts[quadIndex] = firstVertex + quadIndex * 2;
  235. counts[quadIndex] = 4;
  236. }
  237. GL.MultiDrawArrays(
  238. PrimitiveType.TriangleFan,
  239. firsts,
  240. counts,
  241. quadsCount);
  242. }
  243. }
  244. private void DrawImpl(
  245. int vertexCount,
  246. int instanceCount,
  247. int firstVertex,
  248. int firstInstance)
  249. {
  250. if (firstInstance == 0 && instanceCount == 1)
  251. {
  252. GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
  253. }
  254. else if (firstInstance == 0)
  255. {
  256. GL.DrawArraysInstanced(_primitiveType, firstVertex, vertexCount, instanceCount);
  257. }
  258. else
  259. {
  260. GL.DrawArraysInstancedBaseInstance(
  261. _primitiveType,
  262. firstVertex,
  263. vertexCount,
  264. instanceCount,
  265. firstInstance);
  266. }
  267. }
  268. public void DrawIndexed(
  269. int indexCount,
  270. int instanceCount,
  271. int firstIndex,
  272. int firstVertex,
  273. int firstInstance)
  274. {
  275. if (!_program.IsLinked)
  276. {
  277. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  278. return;
  279. }
  280. PreDrawVbUnbounded();
  281. int indexElemSize = 1;
  282. switch (_elementsType)
  283. {
  284. case DrawElementsType.UnsignedShort:
  285. indexElemSize = 2;
  286. break;
  287. case DrawElementsType.UnsignedInt:
  288. indexElemSize = 4;
  289. break;
  290. }
  291. nint indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
  292. if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
  293. {
  294. DrawQuadsIndexedImpl(
  295. indexCount,
  296. instanceCount,
  297. indexBaseOffset,
  298. indexElemSize,
  299. firstVertex,
  300. firstInstance);
  301. }
  302. else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
  303. {
  304. DrawQuadStripIndexedImpl(
  305. indexCount,
  306. instanceCount,
  307. indexBaseOffset,
  308. indexElemSize,
  309. firstVertex,
  310. firstInstance);
  311. }
  312. else
  313. {
  314. DrawIndexedImpl(
  315. indexCount,
  316. instanceCount,
  317. indexBaseOffset,
  318. firstVertex,
  319. firstInstance);
  320. }
  321. PostDraw();
  322. }
  323. private void DrawQuadsIndexedImpl(
  324. int indexCount,
  325. int instanceCount,
  326. nint indexBaseOffset,
  327. int indexElemSize,
  328. int firstVertex,
  329. int firstInstance)
  330. {
  331. int quadsCount = indexCount / 4;
  332. if (firstInstance != 0 || instanceCount != 1)
  333. {
  334. if (firstVertex != 0 && firstInstance != 0)
  335. {
  336. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  337. {
  338. GL.DrawElementsInstancedBaseVertexBaseInstance(
  339. PrimitiveType.TriangleFan,
  340. 4,
  341. _elementsType,
  342. indexBaseOffset + quadIndex * 4 * indexElemSize,
  343. instanceCount,
  344. firstVertex,
  345. firstInstance);
  346. }
  347. }
  348. else if (firstInstance != 0)
  349. {
  350. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  351. {
  352. GL.DrawElementsInstancedBaseInstance(
  353. PrimitiveType.TriangleFan,
  354. 4,
  355. _elementsType,
  356. indexBaseOffset + quadIndex * 4 * indexElemSize,
  357. instanceCount,
  358. firstInstance);
  359. }
  360. }
  361. else
  362. {
  363. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  364. {
  365. GL.DrawElementsInstanced(
  366. PrimitiveType.TriangleFan,
  367. 4,
  368. _elementsType,
  369. indexBaseOffset + quadIndex * 4 * indexElemSize,
  370. instanceCount);
  371. }
  372. }
  373. }
  374. else
  375. {
  376. nint[] indices = new nint[quadsCount];
  377. int[] counts = new int[quadsCount];
  378. int[] baseVertices = new int[quadsCount];
  379. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  380. {
  381. indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
  382. counts[quadIndex] = 4;
  383. baseVertices[quadIndex] = firstVertex;
  384. }
  385. GL.MultiDrawElementsBaseVertex(
  386. PrimitiveType.TriangleFan,
  387. counts,
  388. _elementsType,
  389. indices,
  390. quadsCount,
  391. baseVertices);
  392. }
  393. }
  394. private void DrawQuadStripIndexedImpl(
  395. int indexCount,
  396. int instanceCount,
  397. nint indexBaseOffset,
  398. int indexElemSize,
  399. int firstVertex,
  400. int firstInstance)
  401. {
  402. // TODO: Instanced rendering.
  403. int quadsCount = (indexCount - 2) / 2;
  404. nint[] indices = new nint[quadsCount];
  405. int[] counts = new int[quadsCount];
  406. int[] baseVertices = new int[quadsCount];
  407. indices[0] = indexBaseOffset;
  408. counts[0] = 4;
  409. baseVertices[0] = firstVertex;
  410. for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
  411. {
  412. indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize;
  413. counts[quadIndex] = 4;
  414. baseVertices[quadIndex] = firstVertex;
  415. }
  416. GL.MultiDrawElementsBaseVertex(
  417. PrimitiveType.TriangleFan,
  418. counts,
  419. _elementsType,
  420. indices,
  421. quadsCount,
  422. baseVertices);
  423. }
  424. private void DrawIndexedImpl(
  425. int indexCount,
  426. int instanceCount,
  427. nint indexBaseOffset,
  428. int firstVertex,
  429. int firstInstance)
  430. {
  431. if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
  432. {
  433. GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);
  434. }
  435. else if (firstInstance == 0 && instanceCount == 1)
  436. {
  437. GL.DrawElementsBaseVertex(
  438. _primitiveType,
  439. indexCount,
  440. _elementsType,
  441. indexBaseOffset,
  442. firstVertex);
  443. }
  444. else if (firstInstance == 0 && firstVertex == 0)
  445. {
  446. GL.DrawElementsInstanced(
  447. _primitiveType,
  448. indexCount,
  449. _elementsType,
  450. indexBaseOffset,
  451. instanceCount);
  452. }
  453. else if (firstInstance == 0)
  454. {
  455. GL.DrawElementsInstancedBaseVertex(
  456. _primitiveType,
  457. indexCount,
  458. _elementsType,
  459. indexBaseOffset,
  460. instanceCount,
  461. firstVertex);
  462. }
  463. else if (firstVertex == 0)
  464. {
  465. GL.DrawElementsInstancedBaseInstance(
  466. _primitiveType,
  467. indexCount,
  468. _elementsType,
  469. indexBaseOffset,
  470. instanceCount,
  471. firstInstance);
  472. }
  473. else
  474. {
  475. GL.DrawElementsInstancedBaseVertexBaseInstance(
  476. _primitiveType,
  477. indexCount,
  478. _elementsType,
  479. indexBaseOffset,
  480. instanceCount,
  481. firstVertex,
  482. firstInstance);
  483. }
  484. }
  485. public void DrawIndexedIndirect(BufferRange indirectBuffer)
  486. {
  487. if (!_program.IsLinked)
  488. {
  489. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  490. return;
  491. }
  492. PreDrawVbUnbounded();
  493. _vertexArray.SetRangeOfIndexBuffer();
  494. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  495. GL.DrawElementsIndirect(_primitiveType, _elementsType, (nint)indirectBuffer.Offset);
  496. _vertexArray.RestoreIndexBuffer();
  497. PostDraw();
  498. }
  499. public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  500. {
  501. if (!_program.IsLinked)
  502. {
  503. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  504. return;
  505. }
  506. PreDrawVbUnbounded();
  507. _vertexArray.SetRangeOfIndexBuffer();
  508. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  509. GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
  510. GL.MultiDrawElementsIndirectCount(
  511. _primitiveType,
  512. (All)_elementsType,
  513. (nint)indirectBuffer.Offset,
  514. (nint)parameterBuffer.Offset,
  515. maxDrawCount,
  516. stride);
  517. _vertexArray.RestoreIndexBuffer();
  518. PostDraw();
  519. }
  520. public void DrawIndirect(BufferRange indirectBuffer)
  521. {
  522. if (!_program.IsLinked)
  523. {
  524. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  525. return;
  526. }
  527. PreDrawVbUnbounded();
  528. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  529. GL.DrawArraysIndirect(_primitiveType, (nint)indirectBuffer.Offset);
  530. PostDraw();
  531. }
  532. public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  533. {
  534. if (!_program.IsLinked)
  535. {
  536. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  537. return;
  538. }
  539. PreDrawVbUnbounded();
  540. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  541. GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
  542. GL.MultiDrawArraysIndirectCount(
  543. _primitiveType,
  544. (nint)indirectBuffer.Offset,
  545. (nint)parameterBuffer.Offset,
  546. maxDrawCount,
  547. stride);
  548. PostDraw();
  549. }
  550. public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
  551. {
  552. if (texture is TextureView view && sampler is Sampler samp)
  553. {
  554. if (HwCapabilities.SupportsDrawTexture)
  555. {
  556. GL.NV.DrawTexture(
  557. view.Handle,
  558. samp.Handle,
  559. dstRegion.X1,
  560. dstRegion.Y1,
  561. dstRegion.X2,
  562. dstRegion.Y2,
  563. 0,
  564. srcRegion.X1 / view.Width,
  565. srcRegion.Y1 / view.Height,
  566. srcRegion.X2 / view.Width,
  567. srcRegion.Y2 / view.Height);
  568. }
  569. else
  570. {
  571. static void Disable(EnableCap cap, bool enabled)
  572. {
  573. if (enabled)
  574. {
  575. GL.Disable(cap);
  576. }
  577. }
  578. static void Enable(EnableCap cap, bool enabled)
  579. {
  580. if (enabled)
  581. {
  582. GL.Enable(cap);
  583. }
  584. }
  585. Disable(EnableCap.CullFace, _cullEnable);
  586. Disable(EnableCap.StencilTest, _stencilTestEnable);
  587. Disable(EnableCap.DepthTest, _depthTestEnable);
  588. if (_depthMask)
  589. {
  590. GL.DepthMask(false);
  591. }
  592. if (_tfEnabled)
  593. {
  594. GL.EndTransformFeedback();
  595. }
  596. GL.ClipControl(ClipOrigin.UpperLeft, ClipDepthMode.NegativeOneToOne);
  597. _drawTexture.Draw(
  598. view,
  599. samp,
  600. dstRegion.X1,
  601. dstRegion.Y1,
  602. dstRegion.X2,
  603. dstRegion.Y2,
  604. srcRegion.X1 / view.Width,
  605. srcRegion.Y1 / view.Height,
  606. srcRegion.X2 / view.Width,
  607. srcRegion.Y2 / view.Height);
  608. _program?.Bind();
  609. _unit0Sampler?.Bind(0);
  610. RestoreViewport0();
  611. Enable(EnableCap.CullFace, _cullEnable);
  612. Enable(EnableCap.StencilTest, _stencilTestEnable);
  613. Enable(EnableCap.DepthTest, _depthTestEnable);
  614. if (_depthMask)
  615. {
  616. GL.DepthMask(true);
  617. }
  618. if (_tfEnabled)
  619. {
  620. GL.BeginTransformFeedback(_tfTopology);
  621. }
  622. RestoreClipControl();
  623. }
  624. }
  625. }
  626. public void EndTransformFeedback()
  627. {
  628. GL.EndTransformFeedback();
  629. _tfEnabled = false;
  630. }
  631. public void SetAlphaTest(bool enable, float reference, CompareOp op)
  632. {
  633. if (!enable)
  634. {
  635. GL.Disable(EnableCap.AlphaTest);
  636. return;
  637. }
  638. GL.AlphaFunc((AlphaFunction)op.Convert(), reference);
  639. GL.Enable(EnableCap.AlphaTest);
  640. }
  641. public void SetBlendState(AdvancedBlendDescriptor blend)
  642. {
  643. if (HwCapabilities.SupportsBlendEquationAdvanced)
  644. {
  645. GL.BlendEquation((BlendEquationMode)blend.Op.Convert());
  646. GL.NV.BlendParameter(NvBlendEquationAdvanced.BlendOverlapNv, (int)blend.Overlap.Convert());
  647. GL.NV.BlendParameter(NvBlendEquationAdvanced.BlendPremultipliedSrcNv, blend.SrcPreMultiplied ? 1 : 0);
  648. GL.Enable(EnableCap.Blend);
  649. _advancedBlendEnable = true;
  650. }
  651. }
  652. public void SetBlendState(int index, BlendDescriptor blend)
  653. {
  654. if (_advancedBlendEnable)
  655. {
  656. GL.Disable(EnableCap.Blend);
  657. _advancedBlendEnable = false;
  658. }
  659. if (!blend.Enable)
  660. {
  661. GL.Disable(IndexedEnableCap.Blend, index);
  662. return;
  663. }
  664. GL.BlendEquationSeparate(
  665. index,
  666. blend.ColorOp.Convert(),
  667. blend.AlphaOp.Convert());
  668. GL.BlendFuncSeparate(
  669. index,
  670. (BlendingFactorSrc)blend.ColorSrcFactor.Convert(),
  671. (BlendingFactorDest)blend.ColorDstFactor.Convert(),
  672. (BlendingFactorSrc)blend.AlphaSrcFactor.Convert(),
  673. (BlendingFactorDest)blend.AlphaDstFactor.Convert());
  674. EnsureFramebuffer();
  675. _framebuffer.SetDualSourceBlend(
  676. blend.ColorSrcFactor.IsDualSource() ||
  677. blend.ColorDstFactor.IsDualSource() ||
  678. blend.AlphaSrcFactor.IsDualSource() ||
  679. blend.AlphaDstFactor.IsDualSource());
  680. if (_blendConstant != blend.BlendConstant)
  681. {
  682. _blendConstant = blend.BlendConstant;
  683. GL.BlendColor(
  684. blend.BlendConstant.Red,
  685. blend.BlendConstant.Green,
  686. blend.BlendConstant.Blue,
  687. blend.BlendConstant.Alpha);
  688. }
  689. GL.Enable(IndexedEnableCap.Blend, index);
  690. }
  691. public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
  692. {
  693. if ((enables & PolygonModeMask.Point) != 0)
  694. {
  695. GL.Enable(EnableCap.PolygonOffsetPoint);
  696. }
  697. else
  698. {
  699. GL.Disable(EnableCap.PolygonOffsetPoint);
  700. }
  701. if ((enables & PolygonModeMask.Line) != 0)
  702. {
  703. GL.Enable(EnableCap.PolygonOffsetLine);
  704. }
  705. else
  706. {
  707. GL.Disable(EnableCap.PolygonOffsetLine);
  708. }
  709. if ((enables & PolygonModeMask.Fill) != 0)
  710. {
  711. GL.Enable(EnableCap.PolygonOffsetFill);
  712. }
  713. else
  714. {
  715. GL.Disable(EnableCap.PolygonOffsetFill);
  716. }
  717. if (enables == 0)
  718. {
  719. return;
  720. }
  721. if (HwCapabilities.SupportsPolygonOffsetClamp)
  722. {
  723. GL.PolygonOffsetClamp(factor, units, clamp);
  724. }
  725. else
  726. {
  727. GL.PolygonOffset(factor, units);
  728. }
  729. }
  730. public void SetDepthClamp(bool clamp)
  731. {
  732. if (!clamp)
  733. {
  734. GL.Disable(EnableCap.DepthClamp);
  735. return;
  736. }
  737. GL.Enable(EnableCap.DepthClamp);
  738. }
  739. public void SetDepthMode(DepthMode mode)
  740. {
  741. ClipDepthMode depthMode = mode.Convert();
  742. if (_clipDepthMode != depthMode)
  743. {
  744. _clipDepthMode = depthMode;
  745. GL.ClipControl(_clipOrigin, depthMode);
  746. }
  747. }
  748. public void SetDepthTest(DepthTestDescriptor depthTest)
  749. {
  750. if (depthTest.TestEnable)
  751. {
  752. GL.Enable(EnableCap.DepthTest);
  753. GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
  754. }
  755. else
  756. {
  757. GL.Disable(EnableCap.DepthTest);
  758. }
  759. GL.DepthMask(depthTest.WriteEnable);
  760. _depthMask = depthTest.WriteEnable;
  761. _depthTestEnable = depthTest.TestEnable;
  762. }
  763. public void SetFaceCulling(bool enable, Face face)
  764. {
  765. _cullEnable = enable;
  766. if (!enable)
  767. {
  768. GL.Disable(EnableCap.CullFace);
  769. return;
  770. }
  771. GL.CullFace(face.Convert());
  772. GL.Enable(EnableCap.CullFace);
  773. }
  774. public void SetFrontFace(FrontFace frontFace)
  775. {
  776. SetFrontFace(_frontFace = frontFace.Convert());
  777. }
  778. public void SetImage(ShaderStage stage, int binding, ITexture texture)
  779. {
  780. if ((uint)binding < SavedImages)
  781. {
  782. _images[binding] = texture as TextureBase;
  783. }
  784. if (texture == null)
  785. {
  786. GL.BindImageTexture(binding, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
  787. return;
  788. }
  789. TextureBase texBase = (TextureBase)texture;
  790. SizedInternalFormat format = FormatTable.GetImageFormat(texBase.Format);
  791. if (format != 0)
  792. {
  793. GL.BindImageTexture(binding, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
  794. }
  795. }
  796. public void SetImageArray(ShaderStage stage, int binding, IImageArray array)
  797. {
  798. (array as ImageArray).Bind(binding);
  799. }
  800. public void SetImageArraySeparate(ShaderStage stage, int setIndex, IImageArray array)
  801. {
  802. throw new NotSupportedException("OpenGL does not support descriptor sets.");
  803. }
  804. public void SetIndexBuffer(BufferRange buffer, IndexType type)
  805. {
  806. _elementsType = type.Convert();
  807. _indexBaseOffset = (nint)buffer.Offset;
  808. EnsureVertexArray();
  809. _vertexArray.SetIndexBuffer(buffer);
  810. }
  811. public void SetLogicOpState(bool enable, LogicalOp op)
  812. {
  813. if (enable)
  814. {
  815. GL.Enable(EnableCap.ColorLogicOp);
  816. GL.LogicOp((LogicOp)op.Convert());
  817. }
  818. else
  819. {
  820. GL.Disable(EnableCap.ColorLogicOp);
  821. }
  822. }
  823. public void SetMultisampleState(MultisampleDescriptor multisample)
  824. {
  825. if (multisample.AlphaToCoverageEnable)
  826. {
  827. GL.Enable(EnableCap.SampleAlphaToCoverage);
  828. if (multisample.AlphaToOneEnable)
  829. {
  830. GL.Enable(EnableCap.SampleAlphaToOne);
  831. }
  832. else
  833. {
  834. GL.Disable(EnableCap.SampleAlphaToOne);
  835. }
  836. if (HwCapabilities.SupportsAlphaToCoverageDitherControl)
  837. {
  838. GL.NV.AlphaToCoverageDitherControl(multisample.AlphaToCoverageDitherEnable
  839. ? NvAlphaToCoverageDitherControl.AlphaToCoverageDitherEnableNv
  840. : NvAlphaToCoverageDitherControl.AlphaToCoverageDitherDisableNv);
  841. }
  842. }
  843. else
  844. {
  845. GL.Disable(EnableCap.SampleAlphaToCoverage);
  846. }
  847. }
  848. public void SetLineParameters(float width, bool smooth)
  849. {
  850. if (smooth)
  851. {
  852. GL.Enable(EnableCap.LineSmooth);
  853. }
  854. else
  855. {
  856. GL.Disable(EnableCap.LineSmooth);
  857. }
  858. GL.LineWidth(width);
  859. }
  860. public unsafe void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
  861. {
  862. GL.PatchParameter(PatchParameterInt.PatchVertices, vertices);
  863. fixed (float* pOuterLevel = defaultOuterLevel)
  864. {
  865. GL.PatchParameter(PatchParameterFloat.PatchDefaultOuterLevel, pOuterLevel);
  866. }
  867. fixed (float* pInnerLevel = defaultInnerLevel)
  868. {
  869. GL.PatchParameter(PatchParameterFloat.PatchDefaultInnerLevel, pInnerLevel);
  870. }
  871. }
  872. public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
  873. {
  874. // GL_POINT_SPRITE was deprecated in core profile 3.2+ and causes GL_INVALID_ENUM when set.
  875. // As we don't know if the current context is core or compat, it's safer to keep this code.
  876. if (enablePointSprite)
  877. {
  878. GL.Enable(EnableCap.PointSprite);
  879. }
  880. else
  881. {
  882. GL.Disable(EnableCap.PointSprite);
  883. }
  884. if (isProgramPointSize)
  885. {
  886. GL.Enable(EnableCap.ProgramPointSize);
  887. }
  888. else
  889. {
  890. GL.Disable(EnableCap.ProgramPointSize);
  891. }
  892. GL.PointParameter(origin == Origin.LowerLeft
  893. ? PointSpriteCoordOriginParameter.LowerLeft
  894. : PointSpriteCoordOriginParameter.UpperLeft);
  895. // Games seem to set point size to 0 which generates a GL_INVALID_VALUE
  896. // From the spec, GL_INVALID_VALUE is generated if size is less than or equal to 0.
  897. GL.PointSize(Math.Max(float.Epsilon, size));
  898. }
  899. public void SetPolygonMode(GAL.PolygonMode frontMode, GAL.PolygonMode backMode)
  900. {
  901. if (frontMode == backMode)
  902. {
  903. GL.PolygonMode(MaterialFace.FrontAndBack, frontMode.Convert());
  904. }
  905. else
  906. {
  907. GL.PolygonMode(MaterialFace.Front, frontMode.Convert());
  908. GL.PolygonMode(MaterialFace.Back, backMode.Convert());
  909. }
  910. }
  911. public void SetPrimitiveRestart(bool enable, int index)
  912. {
  913. if (!enable)
  914. {
  915. GL.Disable(EnableCap.PrimitiveRestart);
  916. return;
  917. }
  918. GL.PrimitiveRestartIndex(index);
  919. GL.Enable(EnableCap.PrimitiveRestart);
  920. }
  921. public void SetPrimitiveTopology(PrimitiveTopology topology)
  922. {
  923. _primitiveType = topology.Convert();
  924. }
  925. public void SetProgram(IProgram program)
  926. {
  927. Program prg = (Program)program;
  928. if (_tfEnabled)
  929. {
  930. GL.EndTransformFeedback();
  931. prg.Bind();
  932. GL.BeginTransformFeedback(_tfTopology);
  933. }
  934. else
  935. {
  936. prg.Bind();
  937. }
  938. if (_fragmentOutputMap != (uint)prg.FragmentOutputMap)
  939. {
  940. _fragmentOutputMap = (uint)prg.FragmentOutputMap;
  941. for (int index = 0; index < Constants.MaxRenderTargets; index++)
  942. {
  943. RestoreComponentMask(index, force: false);
  944. }
  945. }
  946. _program = prg;
  947. }
  948. public void SetRasterizerDiscard(bool discard)
  949. {
  950. if (discard)
  951. {
  952. GL.Enable(EnableCap.RasterizerDiscard);
  953. }
  954. else
  955. {
  956. GL.Disable(EnableCap.RasterizerDiscard);
  957. }
  958. _rasterizerDiscard = discard;
  959. }
  960. public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
  961. {
  962. _componentMasks = 0;
  963. for (int index = 0; index < componentMasks.Length; index++)
  964. {
  965. _componentMasks |= componentMasks[index] << (index * 4);
  966. RestoreComponentMask(index, force: false);
  967. }
  968. }
  969. public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
  970. {
  971. EnsureFramebuffer();
  972. for (int index = 0; index < colors.Length; index++)
  973. {
  974. TextureView color = (TextureView)colors[index];
  975. _framebuffer.AttachColor(index, color);
  976. if (color != null)
  977. {
  978. int isBgra = color.Format.IsBgr() ? 1 : 0;
  979. if (_fpIsBgra[index].X != isBgra)
  980. {
  981. _fpIsBgra[index].X = isBgra;
  982. RestoreComponentMask(index);
  983. }
  984. }
  985. }
  986. TextureView depthStencilView = (TextureView)depthStencil;
  987. _framebuffer.AttachDepthStencil(depthStencilView);
  988. _framebuffer.SetDrawBuffers(colors.Length);
  989. }
  990. public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
  991. {
  992. int count = Math.Min(regions.Length, Constants.MaxViewports);
  993. Span<int> v = stackalloc int[count * 4];
  994. for (int index = 0; index < count; index++)
  995. {
  996. int vIndex = index * 4;
  997. Rectangle<int> region = regions[index];
  998. bool enabled = (region.X | region.Y) != 0 || region.Width != 0xffff || region.Height != 0xffff;
  999. uint mask = 1u << index;
  1000. if (enabled)
  1001. {
  1002. v[vIndex] = region.X;
  1003. v[vIndex + 1] = region.Y;
  1004. v[vIndex + 2] = region.Width;
  1005. v[vIndex + 3] = region.Height;
  1006. if ((_scissorEnables & mask) == 0)
  1007. {
  1008. _scissorEnables |= mask;
  1009. GL.Enable(IndexedEnableCap.ScissorTest, index);
  1010. }
  1011. }
  1012. else
  1013. {
  1014. if ((_scissorEnables & mask) != 0)
  1015. {
  1016. _scissorEnables &= ~mask;
  1017. GL.Disable(IndexedEnableCap.ScissorTest, index);
  1018. }
  1019. }
  1020. }
  1021. GL.ScissorArray(0, count, ref v[0]);
  1022. }
  1023. public void SetStencilTest(StencilTestDescriptor stencilTest)
  1024. {
  1025. _stencilTestEnable = stencilTest.TestEnable;
  1026. if (!stencilTest.TestEnable)
  1027. {
  1028. GL.Disable(EnableCap.StencilTest);
  1029. return;
  1030. }
  1031. GL.StencilOpSeparate(
  1032. StencilFace.Front,
  1033. stencilTest.FrontSFail.Convert(),
  1034. stencilTest.FrontDpFail.Convert(),
  1035. stencilTest.FrontDpPass.Convert());
  1036. GL.StencilFuncSeparate(
  1037. StencilFace.Front,
  1038. (StencilFunction)stencilTest.FrontFunc.Convert(),
  1039. stencilTest.FrontFuncRef,
  1040. stencilTest.FrontFuncMask);
  1041. GL.StencilMaskSeparate(StencilFace.Front, stencilTest.FrontMask);
  1042. GL.StencilOpSeparate(
  1043. StencilFace.Back,
  1044. stencilTest.BackSFail.Convert(),
  1045. stencilTest.BackDpFail.Convert(),
  1046. stencilTest.BackDpPass.Convert());
  1047. GL.StencilFuncSeparate(
  1048. StencilFace.Back,
  1049. (StencilFunction)stencilTest.BackFunc.Convert(),
  1050. stencilTest.BackFuncRef,
  1051. stencilTest.BackFuncMask);
  1052. GL.StencilMaskSeparate(StencilFace.Back, stencilTest.BackMask);
  1053. GL.Enable(EnableCap.StencilTest);
  1054. _stencilFrontMask = stencilTest.FrontMask;
  1055. }
  1056. public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
  1057. {
  1058. SetBuffers(buffers, isStorage: true);
  1059. }
  1060. public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
  1061. {
  1062. if (texture != null)
  1063. {
  1064. if (binding == 0)
  1065. {
  1066. _unit0Texture = (TextureBase)texture;
  1067. }
  1068. else
  1069. {
  1070. ((TextureBase)texture).Bind(binding);
  1071. }
  1072. }
  1073. else
  1074. {
  1075. TextureBase.ClearBinding(binding);
  1076. }
  1077. Sampler glSampler = (Sampler)sampler;
  1078. glSampler?.Bind(binding);
  1079. if (binding == 0)
  1080. {
  1081. _unit0Sampler = glSampler;
  1082. }
  1083. }
  1084. public void SetTextureArray(ShaderStage stage, int binding, ITextureArray array)
  1085. {
  1086. (array as TextureArray).Bind(binding);
  1087. }
  1088. public void SetTextureArraySeparate(ShaderStage stage, int setIndex, ITextureArray array)
  1089. {
  1090. throw new NotSupportedException("OpenGL does not support descriptor sets.");
  1091. }
  1092. public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
  1093. {
  1094. if (_tfEnabled)
  1095. {
  1096. GL.EndTransformFeedback();
  1097. }
  1098. int count = Math.Min(buffers.Length, Constants.MaxTransformFeedbackBuffers);
  1099. for (int i = 0; i < count; i++)
  1100. {
  1101. BufferRange buffer = buffers[i];
  1102. _tfbTargets[i] = buffer;
  1103. if (buffer.Handle == BufferHandle.Null)
  1104. {
  1105. GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, 0);
  1106. continue;
  1107. }
  1108. if (_tfbs[i] == BufferHandle.Null)
  1109. {
  1110. _tfbs[i] = Buffer.Create();
  1111. }
  1112. Buffer.Resize(_tfbs[i], buffer.Size);
  1113. Buffer.Copy(buffer.Handle, _tfbs[i], buffer.Offset, 0, buffer.Size);
  1114. GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, _tfbs[i].ToInt32());
  1115. }
  1116. if (_tfEnabled)
  1117. {
  1118. GL.BeginTransformFeedback(_tfTopology);
  1119. }
  1120. }
  1121. public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
  1122. {
  1123. SetBuffers(buffers, isStorage: false);
  1124. }
  1125. public void SetUserClipDistance(int index, bool enableClip)
  1126. {
  1127. if (!enableClip)
  1128. {
  1129. GL.Disable(EnableCap.ClipDistance0 + index);
  1130. return;
  1131. }
  1132. GL.Enable(EnableCap.ClipDistance0 + index);
  1133. }
  1134. public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
  1135. {
  1136. EnsureVertexArray();
  1137. _vertexArray.SetVertexAttributes(vertexAttribs);
  1138. }
  1139. public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
  1140. {
  1141. EnsureVertexArray();
  1142. _vertexArray.SetVertexBuffers(vertexBuffers);
  1143. }
  1144. public void SetViewports(ReadOnlySpan<Viewport> viewports)
  1145. {
  1146. Array.Resize(ref _viewportArray, viewports.Length * 4);
  1147. Array.Resize(ref _depthRangeArray, viewports.Length * 2);
  1148. float[] viewportArray = _viewportArray;
  1149. double[] depthRangeArray = _depthRangeArray;
  1150. for (int index = 0; index < viewports.Length; index++)
  1151. {
  1152. int viewportElemIndex = index * 4;
  1153. Viewport viewport = viewports[index];
  1154. viewportArray[viewportElemIndex + 0] = viewport.Region.X;
  1155. viewportArray[viewportElemIndex + 1] = viewport.Region.Y + (viewport.Region.Height < 0 ? viewport.Region.Height : 0);
  1156. viewportArray[viewportElemIndex + 2] = viewport.Region.Width;
  1157. viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height);
  1158. if (HwCapabilities.SupportsViewportSwizzle)
  1159. {
  1160. GL.NV.ViewportSwizzle(
  1161. index,
  1162. viewport.SwizzleX.Convert(),
  1163. viewport.SwizzleY.Convert(),
  1164. viewport.SwizzleZ.Convert(),
  1165. viewport.SwizzleW.Convert());
  1166. }
  1167. depthRangeArray[index * 2 + 0] = viewport.DepthNear;
  1168. depthRangeArray[index * 2 + 1] = viewport.DepthFar;
  1169. }
  1170. bool flipY = viewports.Length != 0 && viewports[0].Region.Height < 0;
  1171. SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
  1172. GL.ViewportArray(0, viewports.Length, viewportArray);
  1173. GL.DepthRangeArray(0, viewports.Length, depthRangeArray);
  1174. }
  1175. public void TextureBarrier()
  1176. {
  1177. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  1178. }
  1179. public void TextureBarrierTiled()
  1180. {
  1181. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  1182. }
  1183. private static void SetBuffers(ReadOnlySpan<BufferAssignment> buffers, bool isStorage)
  1184. {
  1185. BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer;
  1186. for (int index = 0; index < buffers.Length; index++)
  1187. {
  1188. BufferAssignment assignment = buffers[index];
  1189. BufferRange buffer = assignment.Range;
  1190. if (buffer.Handle == BufferHandle.Null)
  1191. {
  1192. GL.BindBufferRange(target, assignment.Binding, 0, nint.Zero, 0);
  1193. continue;
  1194. }
  1195. GL.BindBufferRange(target, assignment.Binding, buffer.Handle.ToInt32(), (nint)buffer.Offset, buffer.Size);
  1196. }
  1197. }
  1198. private void SetOrigin(ClipOrigin origin)
  1199. {
  1200. if (_clipOrigin != origin)
  1201. {
  1202. _clipOrigin = origin;
  1203. GL.ClipControl(origin, _clipDepthMode);
  1204. SetFrontFace(_frontFace);
  1205. }
  1206. }
  1207. private void SetFrontFace(FrontFaceDirection frontFace)
  1208. {
  1209. // Changing clip origin will also change the front face to compensate
  1210. // for the flipped viewport, we flip it again here to compensate as
  1211. // this effect is undesirable for us.
  1212. if (_clipOrigin == ClipOrigin.UpperLeft)
  1213. {
  1214. frontFace = frontFace == FrontFaceDirection.Ccw ? FrontFaceDirection.Cw : FrontFaceDirection.Ccw;
  1215. }
  1216. GL.FrontFace(frontFace);
  1217. }
  1218. private void EnsureVertexArray()
  1219. {
  1220. if (_vertexArray == null)
  1221. {
  1222. _vertexArray = new VertexArray();
  1223. _vertexArray.Bind();
  1224. }
  1225. }
  1226. private void EnsureFramebuffer()
  1227. {
  1228. if (_framebuffer == null)
  1229. {
  1230. _framebuffer = new Framebuffer();
  1231. int boundHandle = _framebuffer.Bind();
  1232. _boundDrawFramebuffer = _boundReadFramebuffer = boundHandle;
  1233. GL.Enable(EnableCap.FramebufferSrgb);
  1234. }
  1235. }
  1236. internal (int drawHandle, int readHandle) GetBoundFramebuffers()
  1237. {
  1238. if (BackgroundContextWorker.InBackground)
  1239. {
  1240. return (0, 0);
  1241. }
  1242. return (_boundDrawFramebuffer, _boundReadFramebuffer);
  1243. }
  1244. private void PrepareForDispatch()
  1245. {
  1246. _unit0Texture?.Bind(0);
  1247. }
  1248. private void PreDraw(int vertexCount)
  1249. {
  1250. _vertexArray.PreDraw(vertexCount);
  1251. PreDraw();
  1252. }
  1253. private void PreDrawVbUnbounded()
  1254. {
  1255. _vertexArray.PreDrawVbUnbounded();
  1256. PreDraw();
  1257. }
  1258. private void PreDraw()
  1259. {
  1260. DrawCount++;
  1261. _unit0Texture?.Bind(0);
  1262. }
  1263. private void PostDraw()
  1264. {
  1265. if (_tfEnabled)
  1266. {
  1267. for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
  1268. {
  1269. if (_tfbTargets[i].Handle != BufferHandle.Null)
  1270. {
  1271. Buffer.Copy(_tfbs[i], _tfbTargets[i].Handle, 0, _tfbTargets[i].Offset, _tfbTargets[i].Size);
  1272. }
  1273. }
  1274. }
  1275. }
  1276. public void RestoreComponentMask(int index, bool force = true)
  1277. {
  1278. // If the bound render target is bgra, swap the red and blue masks.
  1279. uint redMask = _fpIsBgra[index].X == 0 ? 1u : 4u;
  1280. uint blueMask = _fpIsBgra[index].X == 0 ? 4u : 1u;
  1281. int shift = index * 4;
  1282. uint componentMask = _componentMasks & _fragmentOutputMap;
  1283. uint checkMask = 0xfu << shift;
  1284. uint componentMaskAtIndex = componentMask & checkMask;
  1285. if (!force && componentMaskAtIndex == (_currentComponentMasks & checkMask))
  1286. {
  1287. return;
  1288. }
  1289. componentMask >>= shift;
  1290. componentMask &= 0xfu;
  1291. GL.ColorMask(
  1292. index,
  1293. (componentMask & redMask) != 0,
  1294. (componentMask & 2u) != 0,
  1295. (componentMask & blueMask) != 0,
  1296. (componentMask & 8u) != 0);
  1297. _currentComponentMasks &= ~checkMask;
  1298. _currentComponentMasks |= componentMaskAtIndex;
  1299. }
  1300. public void RestoreClipControl()
  1301. {
  1302. GL.ClipControl(_clipOrigin, _clipDepthMode);
  1303. }
  1304. public void RestoreScissor0Enable()
  1305. {
  1306. if ((_scissorEnables & 1u) != 0)
  1307. {
  1308. GL.Enable(IndexedEnableCap.ScissorTest, 0);
  1309. }
  1310. }
  1311. public void RestoreRasterizerDiscard()
  1312. {
  1313. if (_rasterizerDiscard)
  1314. {
  1315. GL.Enable(EnableCap.RasterizerDiscard);
  1316. }
  1317. }
  1318. public void RestoreViewport0()
  1319. {
  1320. if (_viewportArray.Length > 0)
  1321. {
  1322. GL.ViewportArray(0, 1, _viewportArray);
  1323. }
  1324. }
  1325. public void RestoreProgram()
  1326. {
  1327. _program?.Bind();
  1328. }
  1329. public void RestoreImages1And2()
  1330. {
  1331. for (int i = 0; i < SavedImages; i++)
  1332. {
  1333. TextureBase texBase = _images[i];
  1334. if (texBase != null)
  1335. {
  1336. SizedInternalFormat format = FormatTable.GetImageFormat(texBase.Format);
  1337. if (format != 0)
  1338. {
  1339. GL.BindImageTexture(i, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
  1340. continue;
  1341. }
  1342. }
  1343. GL.BindImageTexture(i, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
  1344. }
  1345. }
  1346. public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
  1347. {
  1348. // Compare an event and a constant value.
  1349. if (value is CounterQueueEvent evt)
  1350. {
  1351. // Easy host conditional rendering when the check matches what GL can do:
  1352. // - Event is of type samples passed.
  1353. // - Result is not a combination of multiple queries.
  1354. // - Comparing against 0.
  1355. // - Event has not already been flushed.
  1356. if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
  1357. {
  1358. if (!value.ReserveForHostAccess())
  1359. {
  1360. // If the event has been flushed, then just use the values on the CPU.
  1361. // The query object may already be repurposed for another draw (eg. begin + end).
  1362. return false;
  1363. }
  1364. GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
  1365. _activeConditionalRender = evt;
  1366. return true;
  1367. }
  1368. }
  1369. // The GPU will flush the queries to CPU and evaluate the condition there instead.
  1370. GL.Flush(); // The thread will be stalled manually flushing the counter, so flush GL commands now.
  1371. return false;
  1372. }
  1373. public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
  1374. {
  1375. GL.Flush(); // The GPU thread will be stalled manually flushing the counter, so flush GL commands now.
  1376. return false; // We don't currently have a way to compare two counters for conditional rendering.
  1377. }
  1378. public void EndHostConditionalRendering()
  1379. {
  1380. GL.EndConditionalRender();
  1381. _activeConditionalRender?.ReleaseHostAccess();
  1382. _activeConditionalRender = null;
  1383. }
  1384. public void Dispose()
  1385. {
  1386. for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
  1387. {
  1388. if (_tfbs[i] != BufferHandle.Null)
  1389. {
  1390. Buffer.Delete(_tfbs[i]);
  1391. _tfbs[i] = BufferHandle.Null;
  1392. }
  1393. }
  1394. _activeConditionalRender?.ReleaseHostAccess();
  1395. _framebuffer?.Dispose();
  1396. _vertexArray?.Dispose();
  1397. _drawTexture.Dispose();
  1398. }
  1399. }
  1400. }