VertexArray.cs 5.9 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Graphics.GAL;
  3. using System;
  4. using System.Runtime.CompilerServices;
  5. namespace Ryujinx.Graphics.OpenGL
  6. {
  7. class VertexArray : IDisposable
  8. {
  9. public int Handle { get; private set; }
  10. private bool _needsAttribsUpdate;
  11. private readonly VertexAttribDescriptor[] _vertexAttribs;
  12. private readonly VertexBufferDescriptor[] _vertexBuffers;
  13. private int _vertexAttribsCount;
  14. private int _vertexBuffersCount;
  15. private uint _vertexAttribsInUse;
  16. private uint _vertexBuffersInUse;
  17. public VertexArray()
  18. {
  19. Handle = GL.GenVertexArray();
  20. _vertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttribs];
  21. _vertexBuffers = new VertexBufferDescriptor[Constants.MaxVertexBuffers];
  22. }
  23. public void Bind()
  24. {
  25. GL.BindVertexArray(Handle);
  26. }
  27. public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
  28. {
  29. int bindingIndex;
  30. for (bindingIndex = 0; bindingIndex < vertexBuffers.Length; bindingIndex++)
  31. {
  32. VertexBufferDescriptor vb = vertexBuffers[bindingIndex];
  33. if (vb.Buffer.Handle != BufferHandle.Null)
  34. {
  35. GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
  36. GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
  37. _vertexBuffersInUse |= 1u << bindingIndex;
  38. }
  39. else
  40. {
  41. if ((_vertexBuffersInUse & (1u << bindingIndex)) != 0)
  42. {
  43. GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
  44. _vertexBuffersInUse &= ~(1u << bindingIndex);
  45. }
  46. }
  47. _vertexBuffers[bindingIndex] = vb;
  48. }
  49. _vertexBuffersCount = bindingIndex;
  50. _needsAttribsUpdate = true;
  51. }
  52. public void SetVertexAttributes(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
  53. {
  54. int index = 0;
  55. for (; index < vertexAttribs.Length; index++)
  56. {
  57. VertexAttribDescriptor attrib = vertexAttribs[index];
  58. if (attrib.Equals(_vertexAttribs[index]))
  59. {
  60. continue;
  61. }
  62. FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format);
  63. if (attrib.IsZero)
  64. {
  65. // Disabling the attribute causes the shader to read a constant value.
  66. // We currently set the constant to (0, 0, 0, 0).
  67. DisableVertexAttrib(index);
  68. }
  69. else
  70. {
  71. EnableVertexAttrib(index);
  72. }
  73. int offset = attrib.Offset;
  74. int size = fmtInfo.Components;
  75. bool isFloat = fmtInfo.PixelType == PixelType.Float ||
  76. fmtInfo.PixelType == PixelType.HalfFloat;
  77. if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled)
  78. {
  79. VertexAttribType type = (VertexAttribType)fmtInfo.PixelType;
  80. GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset);
  81. }
  82. else
  83. {
  84. VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType;
  85. GL.VertexAttribIFormat(index, size, type, offset);
  86. }
  87. GL.VertexAttribBinding(index, attrib.BufferIndex);
  88. _vertexAttribs[index] = attrib;
  89. }
  90. _vertexAttribsCount = index;
  91. for (; index < Constants.MaxVertexAttribs; index++)
  92. {
  93. DisableVertexAttrib(index);
  94. }
  95. }
  96. public void SetIndexBuffer(BufferHandle buffer)
  97. {
  98. GL.BindBuffer(BufferTarget.ElementArrayBuffer, buffer.ToInt32());
  99. }
  100. public void Validate()
  101. {
  102. for (int attribIndex = 0; attribIndex < _vertexAttribsCount; attribIndex++)
  103. {
  104. VertexAttribDescriptor attrib = _vertexAttribs[attribIndex];
  105. if (!attrib.IsZero)
  106. {
  107. if ((uint)attrib.BufferIndex >= _vertexBuffersCount)
  108. {
  109. DisableVertexAttrib(attribIndex);
  110. continue;
  111. }
  112. if (_vertexBuffers[attrib.BufferIndex].Buffer.Handle == BufferHandle.Null)
  113. {
  114. DisableVertexAttrib(attribIndex);
  115. continue;
  116. }
  117. if (_needsAttribsUpdate)
  118. {
  119. EnableVertexAttrib(attribIndex);
  120. }
  121. }
  122. }
  123. _needsAttribsUpdate = false;
  124. }
  125. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  126. private void EnableVertexAttrib(int index)
  127. {
  128. uint mask = 1u << index;
  129. if ((_vertexAttribsInUse & mask) == 0)
  130. {
  131. _vertexAttribsInUse |= mask;
  132. GL.EnableVertexAttribArray(index);
  133. }
  134. }
  135. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  136. private void DisableVertexAttrib(int index)
  137. {
  138. uint mask = 1u << index;
  139. if ((_vertexAttribsInUse & mask) != 0)
  140. {
  141. _vertexAttribsInUse &= ~mask;
  142. GL.DisableVertexAttribArray(index);
  143. GL.VertexAttrib4(index, 0f, 0f, 0f, 1f);
  144. }
  145. }
  146. public void Dispose()
  147. {
  148. if (Handle != 0)
  149. {
  150. GL.DeleteVertexArray(Handle);
  151. Handle = 0;
  152. }
  153. }
  154. }
  155. }