Pipeline.cs 50 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. namespace Ryujinx.Graphics.OpenGL
  10. {
  11. class Pipeline : IPipeline, IDisposable
  12. {
  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 IntPtr _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 Vector4<int>[] _fpIsBgra = new Vector4<int>[SupportBuffer.FragmentIsBgraCount];
  33. private Vector4<float>[] _renderScale = new Vector4<float>[65];
  34. private int _fragmentScaleCount;
  35. private TextureBase _unit0Texture;
  36. private Sampler _unit0Sampler;
  37. private FrontFaceDirection _frontFace;
  38. private ClipOrigin _clipOrigin;
  39. private ClipDepthMode _clipDepthMode;
  40. private uint _fragmentOutputMap;
  41. private uint _componentMasks;
  42. private uint _currentComponentMasks;
  43. private uint _scissorEnables;
  44. private bool _tfEnabled;
  45. private TransformFeedbackPrimitiveType _tfTopology;
  46. private SupportBufferUpdater _supportBuffer;
  47. private readonly BufferHandle[] _tfbs;
  48. private readonly BufferRange[] _tfbTargets;
  49. private ColorF _blendConstant;
  50. internal Pipeline()
  51. {
  52. _drawTexture = new DrawTextureEmulation();
  53. _rasterizerDiscard = false;
  54. _clipOrigin = ClipOrigin.LowerLeft;
  55. _clipDepthMode = ClipDepthMode.NegativeOneToOne;
  56. _fragmentOutputMap = uint.MaxValue;
  57. _componentMasks = uint.MaxValue;
  58. var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
  59. new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
  60. _tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers];
  61. _tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers];
  62. }
  63. public void Initialize(Renderer renderer)
  64. {
  65. _supportBuffer = new SupportBufferUpdater(renderer);
  66. GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, Unsafe.As<BufferHandle, int>(ref _supportBuffer.Handle));
  67. _supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount);
  68. _supportBuffer.UpdateRenderScale(_renderScale, 0, SupportBuffer.RenderScaleMaxCount);
  69. }
  70. public void Barrier()
  71. {
  72. GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
  73. }
  74. public void BeginTransformFeedback(PrimitiveTopology topology)
  75. {
  76. GL.BeginTransformFeedback(_tfTopology = topology.ConvertToTfType());
  77. _tfEnabled = true;
  78. }
  79. public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
  80. {
  81. Buffer.Clear(destination, offset, size, value);
  82. }
  83. public void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color)
  84. {
  85. GL.ColorMask(
  86. index,
  87. (componentMask & 1) != 0,
  88. (componentMask & 2) != 0,
  89. (componentMask & 4) != 0,
  90. (componentMask & 8) != 0);
  91. _framebuffer.AttachColorLayerForClear(index, layer);
  92. float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
  93. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
  94. _framebuffer.DetachColorLayerForClear(index);
  95. RestoreComponentMask(index);
  96. }
  97. public void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask)
  98. {
  99. bool stencilMaskChanged =
  100. stencilMask != 0 &&
  101. stencilMask != _stencilFrontMask;
  102. bool depthMaskChanged = depthMask && depthMask != _depthMask;
  103. if (stencilMaskChanged)
  104. {
  105. GL.StencilMaskSeparate(StencilFace.Front, stencilMask);
  106. }
  107. if (depthMaskChanged)
  108. {
  109. GL.DepthMask(depthMask);
  110. }
  111. _framebuffer.AttachDepthStencilLayerForClear(layer);
  112. if (depthMask && stencilMask != 0)
  113. {
  114. GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
  115. }
  116. else if (depthMask)
  117. {
  118. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Depth, 0, ref depthValue);
  119. }
  120. else if (stencilMask != 0)
  121. {
  122. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue);
  123. }
  124. _framebuffer.DetachDepthStencilLayerForClear();
  125. if (stencilMaskChanged)
  126. {
  127. GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
  128. }
  129. if (depthMaskChanged)
  130. {
  131. GL.DepthMask(_depthMask);
  132. }
  133. }
  134. public void CommandBufferBarrier()
  135. {
  136. GL.MemoryBarrier(MemoryBarrierFlags.CommandBarrierBit);
  137. }
  138. public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
  139. {
  140. Buffer.Copy(source, destination, srcOffset, dstOffset, size);
  141. }
  142. public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
  143. {
  144. if (!_program.IsLinked)
  145. {
  146. Logger.Debug?.Print(LogClass.Gpu, "Dispatch error, shader not linked.");
  147. return;
  148. }
  149. PrepareForDispatch();
  150. GL.DispatchCompute(groupsX, groupsY, groupsZ);
  151. }
  152. public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
  153. {
  154. if (!_program.IsLinked)
  155. {
  156. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  157. return;
  158. }
  159. PreDraw();
  160. if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
  161. {
  162. DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  163. }
  164. else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
  165. {
  166. DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  167. }
  168. else
  169. {
  170. DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  171. }
  172. PostDraw();
  173. }
  174. private void DrawQuadsImpl(
  175. int vertexCount,
  176. int instanceCount,
  177. int firstVertex,
  178. int firstInstance)
  179. {
  180. // TODO: Instanced rendering.
  181. int quadsCount = vertexCount / 4;
  182. int[] firsts = new int[quadsCount];
  183. int[] counts = new int[quadsCount];
  184. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  185. {
  186. firsts[quadIndex] = firstVertex + quadIndex * 4;
  187. counts[quadIndex] = 4;
  188. }
  189. GL.MultiDrawArrays(
  190. PrimitiveType.TriangleFan,
  191. firsts,
  192. counts,
  193. quadsCount);
  194. }
  195. private void DrawQuadStripImpl(
  196. int vertexCount,
  197. int instanceCount,
  198. int firstVertex,
  199. int firstInstance)
  200. {
  201. int quadsCount = (vertexCount - 2) / 2;
  202. if (firstInstance != 0 || instanceCount != 1)
  203. {
  204. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  205. {
  206. GL.DrawArraysInstancedBaseInstance(PrimitiveType.TriangleFan, firstVertex + quadIndex * 2, 4, instanceCount, firstInstance);
  207. }
  208. }
  209. else
  210. {
  211. int[] firsts = new int[quadsCount];
  212. int[] counts = new int[quadsCount];
  213. firsts[0] = firstVertex;
  214. counts[0] = 4;
  215. for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
  216. {
  217. firsts[quadIndex] = firstVertex + quadIndex * 2;
  218. counts[quadIndex] = 4;
  219. }
  220. GL.MultiDrawArrays(
  221. PrimitiveType.TriangleFan,
  222. firsts,
  223. counts,
  224. quadsCount);
  225. }
  226. }
  227. private void DrawImpl(
  228. int vertexCount,
  229. int instanceCount,
  230. int firstVertex,
  231. int firstInstance)
  232. {
  233. if (firstInstance == 0 && instanceCount == 1)
  234. {
  235. GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
  236. }
  237. else if (firstInstance == 0)
  238. {
  239. GL.DrawArraysInstanced(_primitiveType, firstVertex, vertexCount, instanceCount);
  240. }
  241. else
  242. {
  243. GL.DrawArraysInstancedBaseInstance(
  244. _primitiveType,
  245. firstVertex,
  246. vertexCount,
  247. instanceCount,
  248. firstInstance);
  249. }
  250. }
  251. public void DrawIndexed(
  252. int indexCount,
  253. int instanceCount,
  254. int firstIndex,
  255. int firstVertex,
  256. int firstInstance)
  257. {
  258. if (!_program.IsLinked)
  259. {
  260. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  261. return;
  262. }
  263. PreDraw();
  264. int indexElemSize = 1;
  265. switch (_elementsType)
  266. {
  267. case DrawElementsType.UnsignedShort: indexElemSize = 2; break;
  268. case DrawElementsType.UnsignedInt: indexElemSize = 4; break;
  269. }
  270. IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
  271. if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
  272. {
  273. DrawQuadsIndexedImpl(
  274. indexCount,
  275. instanceCount,
  276. indexBaseOffset,
  277. indexElemSize,
  278. firstVertex,
  279. firstInstance);
  280. }
  281. else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
  282. {
  283. DrawQuadStripIndexedImpl(
  284. indexCount,
  285. instanceCount,
  286. indexBaseOffset,
  287. indexElemSize,
  288. firstVertex,
  289. firstInstance);
  290. }
  291. else
  292. {
  293. DrawIndexedImpl(
  294. indexCount,
  295. instanceCount,
  296. indexBaseOffset,
  297. firstVertex,
  298. firstInstance);
  299. }
  300. PostDraw();
  301. }
  302. private void DrawQuadsIndexedImpl(
  303. int indexCount,
  304. int instanceCount,
  305. IntPtr indexBaseOffset,
  306. int indexElemSize,
  307. int firstVertex,
  308. int firstInstance)
  309. {
  310. int quadsCount = indexCount / 4;
  311. if (firstInstance != 0 || instanceCount != 1)
  312. {
  313. if (firstVertex != 0 && firstInstance != 0)
  314. {
  315. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  316. {
  317. GL.DrawElementsInstancedBaseVertexBaseInstance(
  318. PrimitiveType.TriangleFan,
  319. 4,
  320. _elementsType,
  321. indexBaseOffset + quadIndex * 4 * indexElemSize,
  322. instanceCount,
  323. firstVertex,
  324. firstInstance);
  325. }
  326. }
  327. else if (firstInstance != 0)
  328. {
  329. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  330. {
  331. GL.DrawElementsInstancedBaseInstance(
  332. PrimitiveType.TriangleFan,
  333. 4,
  334. _elementsType,
  335. indexBaseOffset + quadIndex * 4 * indexElemSize,
  336. instanceCount,
  337. firstInstance);
  338. }
  339. }
  340. else
  341. {
  342. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  343. {
  344. GL.DrawElementsInstanced(
  345. PrimitiveType.TriangleFan,
  346. 4,
  347. _elementsType,
  348. indexBaseOffset + quadIndex * 4 * indexElemSize,
  349. instanceCount);
  350. }
  351. }
  352. }
  353. else
  354. {
  355. IntPtr[] indices = new IntPtr[quadsCount];
  356. int[] counts = new int[quadsCount];
  357. int[] baseVertices = new int[quadsCount];
  358. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  359. {
  360. indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
  361. counts[quadIndex] = 4;
  362. baseVertices[quadIndex] = firstVertex;
  363. }
  364. GL.MultiDrawElementsBaseVertex(
  365. PrimitiveType.TriangleFan,
  366. counts,
  367. _elementsType,
  368. indices,
  369. quadsCount,
  370. baseVertices);
  371. }
  372. }
  373. private void DrawQuadStripIndexedImpl(
  374. int indexCount,
  375. int instanceCount,
  376. IntPtr indexBaseOffset,
  377. int indexElemSize,
  378. int firstVertex,
  379. int firstInstance)
  380. {
  381. // TODO: Instanced rendering.
  382. int quadsCount = (indexCount - 2) / 2;
  383. IntPtr[] indices = new IntPtr[quadsCount];
  384. int[] counts = new int[quadsCount];
  385. int[] baseVertices = new int[quadsCount];
  386. indices[0] = indexBaseOffset;
  387. counts[0] = 4;
  388. baseVertices[0] = firstVertex;
  389. for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
  390. {
  391. indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize;
  392. counts[quadIndex] = 4;
  393. baseVertices[quadIndex] = firstVertex;
  394. }
  395. GL.MultiDrawElementsBaseVertex(
  396. PrimitiveType.TriangleFan,
  397. counts,
  398. _elementsType,
  399. indices,
  400. quadsCount,
  401. baseVertices);
  402. }
  403. private void DrawIndexedImpl(
  404. int indexCount,
  405. int instanceCount,
  406. IntPtr indexBaseOffset,
  407. int firstVertex,
  408. int firstInstance)
  409. {
  410. if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
  411. {
  412. GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);
  413. }
  414. else if (firstInstance == 0 && instanceCount == 1)
  415. {
  416. GL.DrawElementsBaseVertex(
  417. _primitiveType,
  418. indexCount,
  419. _elementsType,
  420. indexBaseOffset,
  421. firstVertex);
  422. }
  423. else if (firstInstance == 0 && firstVertex == 0)
  424. {
  425. GL.DrawElementsInstanced(
  426. _primitiveType,
  427. indexCount,
  428. _elementsType,
  429. indexBaseOffset,
  430. instanceCount);
  431. }
  432. else if (firstInstance == 0)
  433. {
  434. GL.DrawElementsInstancedBaseVertex(
  435. _primitiveType,
  436. indexCount,
  437. _elementsType,
  438. indexBaseOffset,
  439. instanceCount,
  440. firstVertex);
  441. }
  442. else if (firstVertex == 0)
  443. {
  444. GL.DrawElementsInstancedBaseInstance(
  445. _primitiveType,
  446. indexCount,
  447. _elementsType,
  448. indexBaseOffset,
  449. instanceCount,
  450. firstInstance);
  451. }
  452. else
  453. {
  454. GL.DrawElementsInstancedBaseVertexBaseInstance(
  455. _primitiveType,
  456. indexCount,
  457. _elementsType,
  458. indexBaseOffset,
  459. instanceCount,
  460. firstVertex,
  461. firstInstance);
  462. }
  463. }
  464. public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
  465. {
  466. if (texture is TextureView view && sampler is Sampler samp)
  467. {
  468. _supportBuffer.Commit();
  469. if (HwCapabilities.SupportsDrawTexture)
  470. {
  471. GL.NV.DrawTexture(
  472. view.Handle,
  473. samp.Handle,
  474. dstRegion.X1,
  475. dstRegion.Y1,
  476. dstRegion.X2,
  477. dstRegion.Y2,
  478. 0,
  479. srcRegion.X1 / view.Width,
  480. srcRegion.Y1 / view.Height,
  481. srcRegion.X2 / view.Width,
  482. srcRegion.Y2 / view.Height);
  483. }
  484. else
  485. {
  486. static void Disable(EnableCap cap, bool enabled)
  487. {
  488. if (enabled)
  489. {
  490. GL.Disable(cap);
  491. }
  492. }
  493. static void Enable(EnableCap cap, bool enabled)
  494. {
  495. if (enabled)
  496. {
  497. GL.Enable(cap);
  498. }
  499. }
  500. Disable(EnableCap.CullFace, _cullEnable);
  501. Disable(EnableCap.StencilTest, _stencilTestEnable);
  502. Disable(EnableCap.DepthTest, _depthTestEnable);
  503. if (_depthMask)
  504. {
  505. GL.DepthMask(false);
  506. }
  507. if (_tfEnabled)
  508. {
  509. GL.EndTransformFeedback();
  510. }
  511. GL.ClipControl(ClipOrigin.UpperLeft, ClipDepthMode.NegativeOneToOne);
  512. _drawTexture.Draw(
  513. view,
  514. samp,
  515. dstRegion.X1,
  516. dstRegion.Y1,
  517. dstRegion.X2,
  518. dstRegion.Y2,
  519. srcRegion.X1 / view.Width,
  520. srcRegion.Y1 / view.Height,
  521. srcRegion.X2 / view.Width,
  522. srcRegion.Y2 / view.Height);
  523. _program?.Bind();
  524. _unit0Sampler?.Bind(0);
  525. RestoreViewport0();
  526. Enable(EnableCap.CullFace, _cullEnable);
  527. Enable(EnableCap.StencilTest, _stencilTestEnable);
  528. Enable(EnableCap.DepthTest, _depthTestEnable);
  529. if (_depthMask)
  530. {
  531. GL.DepthMask(true);
  532. }
  533. if (_tfEnabled)
  534. {
  535. GL.BeginTransformFeedback(_tfTopology);
  536. }
  537. RestoreClipControl();
  538. }
  539. }
  540. }
  541. public void EndTransformFeedback()
  542. {
  543. GL.EndTransformFeedback();
  544. _tfEnabled = false;
  545. }
  546. public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  547. {
  548. if (!_program.IsLinked)
  549. {
  550. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  551. return;
  552. }
  553. PreDraw();
  554. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  555. GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
  556. GL.MultiDrawArraysIndirectCount(
  557. _primitiveType,
  558. (IntPtr)indirectBuffer.Offset,
  559. (IntPtr)parameterBuffer.Offset,
  560. maxDrawCount,
  561. stride);
  562. PostDraw();
  563. }
  564. public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  565. {
  566. if (!_program.IsLinked)
  567. {
  568. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  569. return;
  570. }
  571. PreDraw();
  572. _vertexArray.SetRangeOfIndexBuffer();
  573. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  574. GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
  575. GL.MultiDrawElementsIndirectCount(
  576. _primitiveType,
  577. (All)_elementsType,
  578. (IntPtr)indirectBuffer.Offset,
  579. (IntPtr)parameterBuffer.Offset,
  580. maxDrawCount,
  581. stride);
  582. _vertexArray.RestoreIndexBuffer();
  583. PostDraw();
  584. }
  585. public void SetAlphaTest(bool enable, float reference, CompareOp op)
  586. {
  587. if (!enable)
  588. {
  589. GL.Disable(EnableCap.AlphaTest);
  590. return;
  591. }
  592. GL.AlphaFunc((AlphaFunction)op.Convert(), reference);
  593. GL.Enable(EnableCap.AlphaTest);
  594. }
  595. public void SetBlendState(int index, BlendDescriptor blend)
  596. {
  597. if (!blend.Enable)
  598. {
  599. GL.Disable(IndexedEnableCap.Blend, index);
  600. return;
  601. }
  602. GL.BlendEquationSeparate(
  603. index,
  604. blend.ColorOp.Convert(),
  605. blend.AlphaOp.Convert());
  606. GL.BlendFuncSeparate(
  607. index,
  608. (BlendingFactorSrc)blend.ColorSrcFactor.Convert(),
  609. (BlendingFactorDest)blend.ColorDstFactor.Convert(),
  610. (BlendingFactorSrc)blend.AlphaSrcFactor.Convert(),
  611. (BlendingFactorDest)blend.AlphaDstFactor.Convert());
  612. static bool IsDualSource(BlendFactor factor)
  613. {
  614. switch (factor)
  615. {
  616. case BlendFactor.Src1Color:
  617. case BlendFactor.Src1ColorGl:
  618. case BlendFactor.Src1Alpha:
  619. case BlendFactor.Src1AlphaGl:
  620. case BlendFactor.OneMinusSrc1Color:
  621. case BlendFactor.OneMinusSrc1ColorGl:
  622. case BlendFactor.OneMinusSrc1Alpha:
  623. case BlendFactor.OneMinusSrc1AlphaGl:
  624. return true;
  625. }
  626. return false;
  627. }
  628. EnsureFramebuffer();
  629. _framebuffer.SetDualSourceBlend(
  630. IsDualSource(blend.ColorSrcFactor) ||
  631. IsDualSource(blend.ColorDstFactor) ||
  632. IsDualSource(blend.AlphaSrcFactor) ||
  633. IsDualSource(blend.AlphaDstFactor));
  634. if (_blendConstant != blend.BlendConstant)
  635. {
  636. _blendConstant = blend.BlendConstant;
  637. GL.BlendColor(
  638. blend.BlendConstant.Red,
  639. blend.BlendConstant.Green,
  640. blend.BlendConstant.Blue,
  641. blend.BlendConstant.Alpha);
  642. }
  643. GL.Enable(IndexedEnableCap.Blend, index);
  644. }
  645. public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
  646. {
  647. if ((enables & PolygonModeMask.Point) != 0)
  648. {
  649. GL.Enable(EnableCap.PolygonOffsetPoint);
  650. }
  651. else
  652. {
  653. GL.Disable(EnableCap.PolygonOffsetPoint);
  654. }
  655. if ((enables & PolygonModeMask.Line) != 0)
  656. {
  657. GL.Enable(EnableCap.PolygonOffsetLine);
  658. }
  659. else
  660. {
  661. GL.Disable(EnableCap.PolygonOffsetLine);
  662. }
  663. if ((enables & PolygonModeMask.Fill) != 0)
  664. {
  665. GL.Enable(EnableCap.PolygonOffsetFill);
  666. }
  667. else
  668. {
  669. GL.Disable(EnableCap.PolygonOffsetFill);
  670. }
  671. if (enables == 0)
  672. {
  673. return;
  674. }
  675. if (HwCapabilities.SupportsPolygonOffsetClamp)
  676. {
  677. GL.PolygonOffsetClamp(factor, units, clamp);
  678. }
  679. else
  680. {
  681. GL.PolygonOffset(factor, units);
  682. }
  683. }
  684. public void SetDepthClamp(bool clamp)
  685. {
  686. if (!clamp)
  687. {
  688. GL.Disable(EnableCap.DepthClamp);
  689. return;
  690. }
  691. GL.Enable(EnableCap.DepthClamp);
  692. }
  693. public void SetDepthMode(DepthMode mode)
  694. {
  695. ClipDepthMode depthMode = mode.Convert();
  696. if (_clipDepthMode != depthMode)
  697. {
  698. _clipDepthMode = depthMode;
  699. GL.ClipControl(_clipOrigin, depthMode);
  700. }
  701. }
  702. public void SetDepthTest(DepthTestDescriptor depthTest)
  703. {
  704. if (depthTest.TestEnable)
  705. {
  706. GL.Enable(EnableCap.DepthTest);
  707. GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
  708. }
  709. else
  710. {
  711. GL.Disable(EnableCap.DepthTest);
  712. }
  713. GL.DepthMask(depthTest.WriteEnable);
  714. _depthMask = depthTest.WriteEnable;
  715. _depthTestEnable = depthTest.TestEnable;
  716. }
  717. public void SetFaceCulling(bool enable, Face face)
  718. {
  719. _cullEnable = enable;
  720. if (!enable)
  721. {
  722. GL.Disable(EnableCap.CullFace);
  723. return;
  724. }
  725. GL.CullFace(face.Convert());
  726. GL.Enable(EnableCap.CullFace);
  727. }
  728. public void SetFrontFace(FrontFace frontFace)
  729. {
  730. SetFrontFace(_frontFace = frontFace.Convert());
  731. }
  732. public void SetImage(int binding, ITexture texture, Format imageFormat)
  733. {
  734. if (texture == null)
  735. {
  736. return;
  737. }
  738. TextureBase texBase = (TextureBase)texture;
  739. SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
  740. if (format != 0)
  741. {
  742. GL.BindImageTexture(binding, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
  743. }
  744. }
  745. public void SetIndexBuffer(BufferRange buffer, IndexType type)
  746. {
  747. _elementsType = type.Convert();
  748. _indexBaseOffset = (IntPtr)buffer.Offset;
  749. EnsureVertexArray();
  750. _vertexArray.SetIndexBuffer(buffer);
  751. }
  752. public void SetLogicOpState(bool enable, LogicalOp op)
  753. {
  754. if (enable)
  755. {
  756. GL.Enable(EnableCap.ColorLogicOp);
  757. GL.LogicOp((LogicOp)op.Convert());
  758. }
  759. else
  760. {
  761. GL.Disable(EnableCap.ColorLogicOp);
  762. }
  763. }
  764. public void SetLineParameters(float width, bool smooth)
  765. {
  766. if (smooth)
  767. {
  768. GL.Enable(EnableCap.LineSmooth);
  769. }
  770. else
  771. {
  772. GL.Disable(EnableCap.LineSmooth);
  773. }
  774. GL.LineWidth(width);
  775. }
  776. public unsafe void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
  777. {
  778. GL.PatchParameter(PatchParameterInt.PatchVertices, vertices);
  779. fixed (float* pOuterLevel = defaultOuterLevel)
  780. {
  781. GL.PatchParameter(PatchParameterFloat.PatchDefaultOuterLevel, pOuterLevel);
  782. }
  783. fixed (float* pInnerLevel = defaultInnerLevel)
  784. {
  785. GL.PatchParameter(PatchParameterFloat.PatchDefaultInnerLevel, pInnerLevel);
  786. }
  787. }
  788. public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
  789. {
  790. // GL_POINT_SPRITE was deprecated in core profile 3.2+ and causes GL_INVALID_ENUM when set.
  791. // As we don't know if the current context is core or compat, it's safer to keep this code.
  792. if (enablePointSprite)
  793. {
  794. GL.Enable(EnableCap.PointSprite);
  795. }
  796. else
  797. {
  798. GL.Disable(EnableCap.PointSprite);
  799. }
  800. if (isProgramPointSize)
  801. {
  802. GL.Enable(EnableCap.ProgramPointSize);
  803. }
  804. else
  805. {
  806. GL.Disable(EnableCap.ProgramPointSize);
  807. }
  808. GL.PointParameter(origin == Origin.LowerLeft
  809. ? PointSpriteCoordOriginParameter.LowerLeft
  810. : PointSpriteCoordOriginParameter.UpperLeft);
  811. // Games seem to set point size to 0 which generates a GL_INVALID_VALUE
  812. // From the spec, GL_INVALID_VALUE is generated if size is less than or equal to 0.
  813. GL.PointSize(Math.Max(float.Epsilon, size));
  814. }
  815. public void SetPolygonMode(GAL.PolygonMode frontMode, GAL.PolygonMode backMode)
  816. {
  817. if (frontMode == backMode)
  818. {
  819. GL.PolygonMode(MaterialFace.FrontAndBack, frontMode.Convert());
  820. }
  821. else
  822. {
  823. GL.PolygonMode(MaterialFace.Front, frontMode.Convert());
  824. GL.PolygonMode(MaterialFace.Back, backMode.Convert());
  825. }
  826. }
  827. public void SetPrimitiveRestart(bool enable, int index)
  828. {
  829. if (!enable)
  830. {
  831. GL.Disable(EnableCap.PrimitiveRestart);
  832. return;
  833. }
  834. GL.PrimitiveRestartIndex(index);
  835. GL.Enable(EnableCap.PrimitiveRestart);
  836. }
  837. public void SetPrimitiveTopology(PrimitiveTopology topology)
  838. {
  839. _primitiveType = topology.Convert();
  840. }
  841. public void SetProgram(IProgram program)
  842. {
  843. Program prg = (Program)program;
  844. if (_tfEnabled)
  845. {
  846. GL.EndTransformFeedback();
  847. prg.Bind();
  848. GL.BeginTransformFeedback(_tfTopology);
  849. }
  850. else
  851. {
  852. prg.Bind();
  853. }
  854. if (prg.HasFragmentShader && _fragmentOutputMap != (uint)prg.FragmentOutputMap)
  855. {
  856. _fragmentOutputMap = (uint)prg.FragmentOutputMap;
  857. for (int index = 0; index < Constants.MaxRenderTargets; index++)
  858. {
  859. RestoreComponentMask(index, force: false);
  860. }
  861. }
  862. _program = prg;
  863. }
  864. public void SetRasterizerDiscard(bool discard)
  865. {
  866. if (discard)
  867. {
  868. GL.Enable(EnableCap.RasterizerDiscard);
  869. }
  870. else
  871. {
  872. GL.Disable(EnableCap.RasterizerDiscard);
  873. }
  874. _rasterizerDiscard = discard;
  875. }
  876. public void SetRenderTargetScale(float scale)
  877. {
  878. _renderScale[0].X = scale;
  879. _supportBuffer.UpdateRenderScale(_renderScale, 0, 1); // Just the first element.
  880. }
  881. public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
  882. {
  883. _componentMasks = 0;
  884. for (int index = 0; index < componentMasks.Length; index++)
  885. {
  886. _componentMasks |= componentMasks[index] << (index * 4);
  887. RestoreComponentMask(index, force: false);
  888. }
  889. }
  890. public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
  891. {
  892. EnsureFramebuffer();
  893. bool isBgraChanged = false;
  894. for (int index = 0; index < colors.Length; index++)
  895. {
  896. TextureView color = (TextureView)colors[index];
  897. _framebuffer.AttachColor(index, color);
  898. if (color != null)
  899. {
  900. int isBgra = color.Format.IsBgr() ? 1 : 0;
  901. if (_fpIsBgra[index].X != isBgra)
  902. {
  903. _fpIsBgra[index].X = isBgra;
  904. isBgraChanged = true;
  905. RestoreComponentMask(index);
  906. }
  907. }
  908. }
  909. if (isBgraChanged)
  910. {
  911. _supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount);
  912. }
  913. TextureView depthStencilView = (TextureView)depthStencil;
  914. _framebuffer.AttachDepthStencil(depthStencilView);
  915. _framebuffer.SetDrawBuffers(colors.Length);
  916. }
  917. public void SetSampler(int binding, ISampler sampler)
  918. {
  919. if (sampler == null)
  920. {
  921. return;
  922. }
  923. Sampler samp = (Sampler)sampler;
  924. if (binding == 0)
  925. {
  926. _unit0Sampler = samp;
  927. }
  928. samp.Bind(binding);
  929. }
  930. public void SetScissor(int index, bool enable, int x, int y, int width, int height)
  931. {
  932. uint mask = 1u << index;
  933. if (!enable)
  934. {
  935. if ((_scissorEnables & mask) != 0)
  936. {
  937. _scissorEnables &= ~mask;
  938. GL.Disable(IndexedEnableCap.ScissorTest, index);
  939. }
  940. return;
  941. }
  942. if ((_scissorEnables & mask) == 0)
  943. {
  944. _scissorEnables |= mask;
  945. GL.Enable(IndexedEnableCap.ScissorTest, index);
  946. }
  947. GL.ScissorIndexed(index, x, y, width, height);
  948. }
  949. public void SetStencilTest(StencilTestDescriptor stencilTest)
  950. {
  951. _stencilTestEnable = stencilTest.TestEnable;
  952. if (!stencilTest.TestEnable)
  953. {
  954. GL.Disable(EnableCap.StencilTest);
  955. return;
  956. }
  957. GL.StencilOpSeparate(
  958. StencilFace.Front,
  959. stencilTest.FrontSFail.Convert(),
  960. stencilTest.FrontDpFail.Convert(),
  961. stencilTest.FrontDpPass.Convert());
  962. GL.StencilFuncSeparate(
  963. StencilFace.Front,
  964. (StencilFunction)stencilTest.FrontFunc.Convert(),
  965. stencilTest.FrontFuncRef,
  966. stencilTest.FrontFuncMask);
  967. GL.StencilMaskSeparate(StencilFace.Front, stencilTest.FrontMask);
  968. GL.StencilOpSeparate(
  969. StencilFace.Back,
  970. stencilTest.BackSFail.Convert(),
  971. stencilTest.BackDpFail.Convert(),
  972. stencilTest.BackDpPass.Convert());
  973. GL.StencilFuncSeparate(
  974. StencilFace.Back,
  975. (StencilFunction)stencilTest.BackFunc.Convert(),
  976. stencilTest.BackFuncRef,
  977. stencilTest.BackFuncMask);
  978. GL.StencilMaskSeparate(StencilFace.Back, stencilTest.BackMask);
  979. GL.Enable(EnableCap.StencilTest);
  980. _stencilFrontMask = stencilTest.FrontMask;
  981. }
  982. public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  983. {
  984. SetBuffers(first, buffers, isStorage: true);
  985. }
  986. public void SetTexture(int binding, ITexture texture)
  987. {
  988. if (texture == null)
  989. {
  990. return;
  991. }
  992. if (binding == 0)
  993. {
  994. _unit0Texture = (TextureBase)texture;
  995. }
  996. else
  997. {
  998. ((TextureBase)texture).Bind(binding);
  999. }
  1000. }
  1001. public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
  1002. {
  1003. if (_tfEnabled)
  1004. {
  1005. GL.EndTransformFeedback();
  1006. }
  1007. int count = Math.Min(buffers.Length, Constants.MaxTransformFeedbackBuffers);
  1008. for (int i = 0; i < count; i++)
  1009. {
  1010. BufferRange buffer = buffers[i];
  1011. _tfbTargets[i] = buffer;
  1012. if (buffer.Handle == BufferHandle.Null)
  1013. {
  1014. GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, 0);
  1015. continue;
  1016. }
  1017. if (_tfbs[i] == BufferHandle.Null)
  1018. {
  1019. _tfbs[i] = Buffer.Create();
  1020. }
  1021. Buffer.Resize(_tfbs[i], buffer.Size);
  1022. Buffer.Copy(buffer.Handle, _tfbs[i], buffer.Offset, 0, buffer.Size);
  1023. GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, _tfbs[i].ToInt32());
  1024. }
  1025. if (_tfEnabled)
  1026. {
  1027. GL.BeginTransformFeedback(_tfTopology);
  1028. }
  1029. }
  1030. public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  1031. {
  1032. SetBuffers(first, buffers, isStorage: false);
  1033. }
  1034. public void SetUserClipDistance(int index, bool enableClip)
  1035. {
  1036. if (!enableClip)
  1037. {
  1038. GL.Disable(EnableCap.ClipDistance0 + index);
  1039. return;
  1040. }
  1041. GL.Enable(EnableCap.ClipDistance0 + index);
  1042. }
  1043. public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
  1044. {
  1045. EnsureVertexArray();
  1046. _vertexArray.SetVertexAttributes(vertexAttribs);
  1047. }
  1048. public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
  1049. {
  1050. EnsureVertexArray();
  1051. _vertexArray.SetVertexBuffers(vertexBuffers);
  1052. }
  1053. public void SetViewports(int first, ReadOnlySpan<Viewport> viewports, bool disableTransform)
  1054. {
  1055. Array.Resize(ref _viewportArray, viewports.Length * 4);
  1056. Array.Resize(ref _depthRangeArray, viewports.Length * 2);
  1057. float[] viewportArray = _viewportArray;
  1058. double[] depthRangeArray = _depthRangeArray;
  1059. for (int index = 0; index < viewports.Length; index++)
  1060. {
  1061. int viewportElemIndex = index * 4;
  1062. Viewport viewport = viewports[index];
  1063. viewportArray[viewportElemIndex + 0] = viewport.Region.X;
  1064. viewportArray[viewportElemIndex + 1] = viewport.Region.Y + (viewport.Region.Height < 0 ? viewport.Region.Height : 0);
  1065. viewportArray[viewportElemIndex + 2] = viewport.Region.Width;
  1066. viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height);
  1067. if (HwCapabilities.SupportsViewportSwizzle)
  1068. {
  1069. GL.NV.ViewportSwizzle(
  1070. index,
  1071. viewport.SwizzleX.Convert(),
  1072. viewport.SwizzleY.Convert(),
  1073. viewport.SwizzleZ.Convert(),
  1074. viewport.SwizzleW.Convert());
  1075. }
  1076. depthRangeArray[index * 2 + 0] = viewport.DepthNear;
  1077. depthRangeArray[index * 2 + 1] = viewport.DepthFar;
  1078. }
  1079. bool flipY = viewports.Length != 0 && viewports[0].Region.Height < 0;
  1080. SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
  1081. GL.ViewportArray(first, viewports.Length, viewportArray);
  1082. GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
  1083. float disableTransformF = disableTransform ? 1.0f : 0.0f;
  1084. if (_supportBuffer.Data.ViewportInverse.W != disableTransformF || disableTransform)
  1085. {
  1086. float scale = _renderScale[0].X;
  1087. _supportBuffer.UpdateViewportInverse(new Vector4<float>
  1088. {
  1089. X = scale * 2f / viewports[first].Region.Width,
  1090. Y = scale * 2f / viewports[first].Region.Height,
  1091. Z = 1,
  1092. W = disableTransformF
  1093. });
  1094. }
  1095. }
  1096. public void TextureBarrier()
  1097. {
  1098. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  1099. }
  1100. public void TextureBarrierTiled()
  1101. {
  1102. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  1103. }
  1104. private void SetBuffers(int first, ReadOnlySpan<BufferRange> buffers, bool isStorage)
  1105. {
  1106. BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer;
  1107. for (int index = 0; index < buffers.Length; index++)
  1108. {
  1109. BufferRange buffer = buffers[index];
  1110. if (buffer.Handle == BufferHandle.Null)
  1111. {
  1112. GL.BindBufferRange(target, first + index, 0, IntPtr.Zero, 0);
  1113. continue;
  1114. }
  1115. GL.BindBufferRange(target, first + index, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
  1116. }
  1117. }
  1118. private void SetOrigin(ClipOrigin origin)
  1119. {
  1120. if (_clipOrigin != origin)
  1121. {
  1122. _clipOrigin = origin;
  1123. GL.ClipControl(origin, _clipDepthMode);
  1124. SetFrontFace(_frontFace);
  1125. }
  1126. }
  1127. private void SetFrontFace(FrontFaceDirection frontFace)
  1128. {
  1129. // Changing clip origin will also change the front face to compensate
  1130. // for the flipped viewport, we flip it again here to compensate as
  1131. // this effect is undesirable for us.
  1132. if (_clipOrigin == ClipOrigin.UpperLeft)
  1133. {
  1134. frontFace = frontFace == FrontFaceDirection.Ccw ? FrontFaceDirection.Cw : FrontFaceDirection.Ccw;
  1135. }
  1136. GL.FrontFace(frontFace);
  1137. }
  1138. private void EnsureVertexArray()
  1139. {
  1140. if (_vertexArray == null)
  1141. {
  1142. _vertexArray = new VertexArray();
  1143. _vertexArray.Bind();
  1144. }
  1145. }
  1146. private void EnsureFramebuffer()
  1147. {
  1148. if (_framebuffer == null)
  1149. {
  1150. _framebuffer = new Framebuffer();
  1151. int boundHandle = _framebuffer.Bind();
  1152. _boundDrawFramebuffer = _boundReadFramebuffer = boundHandle;
  1153. GL.Enable(EnableCap.FramebufferSrgb);
  1154. }
  1155. }
  1156. internal (int drawHandle, int readHandle) GetBoundFramebuffers()
  1157. {
  1158. if (BackgroundContextWorker.InBackground)
  1159. {
  1160. return (0, 0);
  1161. }
  1162. return (_boundDrawFramebuffer, _boundReadFramebuffer);
  1163. }
  1164. public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
  1165. {
  1166. bool changed = false;
  1167. for (int index = 0; index < totalCount; index++)
  1168. {
  1169. if (_renderScale[1 + index].X != scales[index])
  1170. {
  1171. _renderScale[1 + index].X = scales[index];
  1172. changed = true;
  1173. }
  1174. }
  1175. // Only update fragment count if there are scales after it for the vertex stage.
  1176. if (fragmentCount != totalCount && fragmentCount != _fragmentScaleCount)
  1177. {
  1178. _fragmentScaleCount = fragmentCount;
  1179. _supportBuffer.UpdateFragmentRenderScaleCount(_fragmentScaleCount);
  1180. }
  1181. if (changed)
  1182. {
  1183. _supportBuffer.UpdateRenderScale(_renderScale, 0, 1 + totalCount);
  1184. }
  1185. }
  1186. private void PrepareForDispatch()
  1187. {
  1188. _unit0Texture?.Bind(0);
  1189. _supportBuffer.Commit();
  1190. }
  1191. private void PreDraw()
  1192. {
  1193. DrawCount++;
  1194. _vertexArray.Validate();
  1195. _unit0Texture?.Bind(0);
  1196. _supportBuffer.Commit();
  1197. }
  1198. private void PostDraw()
  1199. {
  1200. if (_tfEnabled)
  1201. {
  1202. for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
  1203. {
  1204. if (_tfbTargets[i].Handle != BufferHandle.Null)
  1205. {
  1206. Buffer.Copy(_tfbs[i], _tfbTargets[i].Handle, 0, _tfbTargets[i].Offset, _tfbTargets[i].Size);
  1207. }
  1208. }
  1209. }
  1210. }
  1211. public void RestoreComponentMask(int index, bool force = true)
  1212. {
  1213. // If the bound render target is bgra, swap the red and blue masks.
  1214. uint redMask = _fpIsBgra[index].X == 0 ? 1u : 4u;
  1215. uint blueMask = _fpIsBgra[index].X == 0 ? 4u : 1u;
  1216. int shift = index * 4;
  1217. uint componentMask = _componentMasks & _fragmentOutputMap;
  1218. uint checkMask = 0xfu << shift;
  1219. uint componentMaskAtIndex = componentMask & checkMask;
  1220. if (!force && componentMaskAtIndex == (_currentComponentMasks & checkMask))
  1221. {
  1222. return;
  1223. }
  1224. componentMask >>= shift;
  1225. componentMask &= 0xfu;
  1226. GL.ColorMask(
  1227. index,
  1228. (componentMask & redMask) != 0,
  1229. (componentMask & 2u) != 0,
  1230. (componentMask & blueMask) != 0,
  1231. (componentMask & 8u) != 0);
  1232. _currentComponentMasks &= ~checkMask;
  1233. _currentComponentMasks |= componentMaskAtIndex;
  1234. }
  1235. public void RestoreClipControl()
  1236. {
  1237. GL.ClipControl(_clipOrigin, _clipDepthMode);
  1238. }
  1239. public void RestoreScissor0Enable()
  1240. {
  1241. if ((_scissorEnables & 1u) != 0)
  1242. {
  1243. GL.Enable(IndexedEnableCap.ScissorTest, 0);
  1244. }
  1245. }
  1246. public void RestoreRasterizerDiscard()
  1247. {
  1248. if (_rasterizerDiscard)
  1249. {
  1250. GL.Enable(EnableCap.RasterizerDiscard);
  1251. }
  1252. }
  1253. public void RestoreViewport0()
  1254. {
  1255. if (_viewportArray.Length > 0)
  1256. {
  1257. GL.ViewportArray(0, 1, _viewportArray);
  1258. }
  1259. }
  1260. public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
  1261. {
  1262. if (value is CounterQueueEvent)
  1263. {
  1264. // Compare an event and a constant value.
  1265. CounterQueueEvent evt = (CounterQueueEvent)value;
  1266. // Easy host conditional rendering when the check matches what GL can do:
  1267. // - Event is of type samples passed.
  1268. // - Result is not a combination of multiple queries.
  1269. // - Comparing against 0.
  1270. // - Event has not already been flushed.
  1271. if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
  1272. {
  1273. if (!value.ReserveForHostAccess())
  1274. {
  1275. // If the event has been flushed, then just use the values on the CPU.
  1276. // The query object may already be repurposed for another draw (eg. begin + end).
  1277. return false;
  1278. }
  1279. GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
  1280. _activeConditionalRender = evt;
  1281. return true;
  1282. }
  1283. }
  1284. // The GPU will flush the queries to CPU and evaluate the condition there instead.
  1285. GL.Flush(); // The thread will be stalled manually flushing the counter, so flush GL commands now.
  1286. return false;
  1287. }
  1288. public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
  1289. {
  1290. GL.Flush(); // The GPU thread will be stalled manually flushing the counter, so flush GL commands now.
  1291. return false; // We don't currently have a way to compare two counters for conditional rendering.
  1292. }
  1293. public void EndHostConditionalRendering()
  1294. {
  1295. GL.EndConditionalRender();
  1296. _activeConditionalRender?.ReleaseHostAccess();
  1297. _activeConditionalRender = null;
  1298. }
  1299. public void Dispose()
  1300. {
  1301. _supportBuffer?.Dispose();
  1302. for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
  1303. {
  1304. if (_tfbs[i] != BufferHandle.Null)
  1305. {
  1306. Buffer.Delete(_tfbs[i]);
  1307. _tfbs[i] = BufferHandle.Null;
  1308. }
  1309. }
  1310. _activeConditionalRender?.ReleaseHostAccess();
  1311. _framebuffer?.Dispose();
  1312. _vertexArray?.Dispose();
  1313. _drawTexture.Dispose();
  1314. }
  1315. }
  1316. }