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- using OpenTK.Graphics.OpenGL;
- using Ryujinx.Graphics.OpenGL.Image;
- using System;
- namespace Ryujinx.Graphics.OpenGL
- {
- class DrawTextureEmulation
- {
- private const string VertexShader = @"#version 430 core
- uniform float srcX0;
- uniform float srcY0;
- uniform float srcX1;
- uniform float srcY1;
- layout (location = 0) out vec2 texcoord;
- void main()
- {
- bool x1 = (gl_VertexID & 1) != 0;
- bool y1 = (gl_VertexID & 2) != 0;
- gl_Position = vec4(x1 ? 1 : -1, y1 ? -1 : 1, 0, 1);
- texcoord = vec2(x1 ? srcX1 : srcX0, y1 ? srcY1 : srcY0);
- }";
- private const string FragmentShader = @"#version 430 core
- layout (location = 0) uniform sampler2D tex;
- layout (location = 0) in vec2 texcoord;
- layout (location = 0) out vec4 colour;
- void main()
- {
- colour = texture(tex, texcoord);
- }";
- private int _vsHandle;
- private int _fsHandle;
- private int _programHandle;
- private int _uniformSrcX0Location;
- private int _uniformSrcY0Location;
- private int _uniformSrcX1Location;
- private int _uniformSrcY1Location;
- private bool _initialized;
- public void Draw(
- TextureView texture,
- Sampler sampler,
- float x0,
- float y0,
- float x1,
- float y1,
- float s0,
- float t0,
- float s1,
- float t1)
- {
- EnsureInitialized();
- GL.UseProgram(_programHandle);
- texture.Bind(0);
- sampler.Bind(0);
- if (x0 > x1)
- {
- float temp = s0;
- s0 = s1;
- s1 = temp;
- }
- if (y0 > y1)
- {
- float temp = t0;
- t0 = t1;
- t1 = temp;
- }
- GL.Uniform1(_uniformSrcX0Location, s0);
- GL.Uniform1(_uniformSrcY0Location, t0);
- GL.Uniform1(_uniformSrcX1Location, s1);
- GL.Uniform1(_uniformSrcY1Location, t1);
- GL.ViewportIndexed(0, MathF.Min(x0, x1), MathF.Min(y0, y1), MathF.Abs(x1 - x0), MathF.Abs(y1 - y0));
- GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
- }
- private void EnsureInitialized()
- {
- if (_initialized)
- {
- return;
- }
- _initialized = true;
- _vsHandle = GL.CreateShader(ShaderType.VertexShader);
- _fsHandle = GL.CreateShader(ShaderType.FragmentShader);
- GL.ShaderSource(_vsHandle, VertexShader);
- GL.ShaderSource(_fsHandle, FragmentShader);
- GL.CompileShader(_vsHandle);
- GL.CompileShader(_fsHandle);
- _programHandle = GL.CreateProgram();
- GL.AttachShader(_programHandle, _vsHandle);
- GL.AttachShader(_programHandle, _fsHandle);
- GL.LinkProgram(_programHandle);
- GL.DetachShader(_programHandle, _vsHandle);
- GL.DetachShader(_programHandle, _fsHandle);
- _uniformSrcX0Location = GL.GetUniformLocation(_programHandle, "srcX0");
- _uniformSrcY0Location = GL.GetUniformLocation(_programHandle, "srcY0");
- _uniformSrcX1Location = GL.GetUniformLocation(_programHandle, "srcX1");
- _uniformSrcY1Location = GL.GetUniformLocation(_programHandle, "srcY1");
- }
- public void Dispose()
- {
- if (!_initialized)
- {
- return;
- }
- GL.DeleteShader(_vsHandle);
- GL.DeleteShader(_fsHandle);
- GL.DeleteProgram(_programHandle);
- _initialized = false;
- }
- }
- }
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