VertexArray.cs 4.6 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Graphics.GAL;
  3. using System;
  4. namespace Ryujinx.Graphics.OpenGL
  5. {
  6. class VertexArray : IDisposable
  7. {
  8. public int Handle { get; private set; }
  9. private bool _needsAttribsUpdate;
  10. private readonly VertexAttribDescriptor[] _vertexAttribs;
  11. private readonly VertexBufferDescriptor[] _vertexBuffers;
  12. private int _vertexAttribsCount;
  13. private int _vertexBuffersCount;
  14. public VertexArray()
  15. {
  16. Handle = GL.GenVertexArray();
  17. _vertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttribs];
  18. _vertexBuffers = new VertexBufferDescriptor[Constants.MaxVertexBuffers];
  19. }
  20. public void Bind()
  21. {
  22. GL.BindVertexArray(Handle);
  23. }
  24. public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
  25. {
  26. int bindingIndex = 0;
  27. for (int index = 0; index < vertexBuffers.Length; index++)
  28. {
  29. VertexBufferDescriptor vb = vertexBuffers[index];
  30. if (vb.Buffer.Handle != null)
  31. {
  32. GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
  33. GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
  34. }
  35. else
  36. {
  37. GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
  38. }
  39. _vertexBuffers[index] = vb;
  40. bindingIndex++;
  41. }
  42. _vertexBuffersCount = bindingIndex;
  43. _needsAttribsUpdate = true;
  44. }
  45. public void SetVertexAttributes(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
  46. {
  47. int index = 0;
  48. for (; index < vertexAttribs.Length; index++)
  49. {
  50. VertexAttribDescriptor attrib = vertexAttribs[index];
  51. FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format);
  52. if (attrib.IsZero)
  53. {
  54. // Disabling the attribute causes the shader to read a constant value.
  55. // The value is configurable, but by default is a vector of (0, 0, 0, 1).
  56. GL.DisableVertexAttribArray(index);
  57. }
  58. else
  59. {
  60. GL.EnableVertexAttribArray(index);
  61. }
  62. int offset = attrib.Offset;
  63. int size = fmtInfo.Components;
  64. bool isFloat = fmtInfo.PixelType == PixelType.Float ||
  65. fmtInfo.PixelType == PixelType.HalfFloat;
  66. if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled)
  67. {
  68. VertexAttribType type = (VertexAttribType)fmtInfo.PixelType;
  69. GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset);
  70. }
  71. else
  72. {
  73. VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType;
  74. GL.VertexAttribIFormat(index, size, type, offset);
  75. }
  76. GL.VertexAttribBinding(index, attrib.BufferIndex);
  77. _vertexAttribs[index] = attrib;
  78. }
  79. _vertexAttribsCount = index;
  80. for (; index < Constants.MaxVertexAttribs; index++)
  81. {
  82. GL.DisableVertexAttribArray(index);
  83. }
  84. }
  85. public void SetIndexBuffer(BufferHandle buffer)
  86. {
  87. GL.BindBuffer(BufferTarget.ElementArrayBuffer, buffer.ToInt32());
  88. }
  89. public void Validate()
  90. {
  91. for (int attribIndex = 0; attribIndex < _vertexAttribsCount; attribIndex++)
  92. {
  93. VertexAttribDescriptor attrib = _vertexAttribs[attribIndex];
  94. if ((uint)attrib.BufferIndex >= _vertexBuffersCount)
  95. {
  96. GL.DisableVertexAttribArray(attribIndex);
  97. continue;
  98. }
  99. if (_vertexBuffers[attrib.BufferIndex].Buffer.Handle == null)
  100. {
  101. GL.DisableVertexAttribArray(attribIndex);
  102. continue;
  103. }
  104. if (_needsAttribsUpdate && !attrib.IsZero)
  105. {
  106. GL.EnableVertexAttribArray(attribIndex);
  107. }
  108. }
  109. _needsAttribsUpdate = false;
  110. }
  111. public void Dispose()
  112. {
  113. if (Handle != 0)
  114. {
  115. GL.DeleteVertexArray(Handle);
  116. Handle = 0;
  117. }
  118. }
  119. }
  120. }