OGLFrameBuffer.cs 11 KB

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  1. using OpenTK;
  2. using OpenTK.Graphics.OpenGL;
  3. using System;
  4. using System.Collections.Generic;
  5. namespace Ryujinx.Graphics.Gal.OpenGL
  6. {
  7. class OGLFrameBuffer
  8. {
  9. private struct Rect
  10. {
  11. public int X { get; private set; }
  12. public int Y { get; private set; }
  13. public int Width { get; private set; }
  14. public int Height { get; private set; }
  15. public Rect(int X, int Y, int Width, int Height)
  16. {
  17. this.X = X;
  18. this.Y = Y;
  19. this.Width = Width;
  20. this.Height = Height;
  21. }
  22. }
  23. private class FrameBuffer
  24. {
  25. public int Width { get; set; }
  26. public int Height { get; set; }
  27. public int Handle { get; private set; }
  28. public int RbHandle { get; private set; }
  29. public int TexHandle { get; private set; }
  30. public FrameBuffer(int Width, int Height)
  31. {
  32. this.Width = Width;
  33. this.Height = Height;
  34. Handle = GL.GenFramebuffer();
  35. RbHandle = GL.GenRenderbuffer();
  36. TexHandle = GL.GenTexture();
  37. }
  38. }
  39. private struct ShaderProgram
  40. {
  41. public int Handle;
  42. public int VpHandle;
  43. public int FpHandle;
  44. }
  45. private Dictionary<long, FrameBuffer> Fbs;
  46. private ShaderProgram Shader;
  47. private Rect Viewport;
  48. private bool IsInitialized;
  49. private int RawFbTexWidth;
  50. private int RawFbTexHeight;
  51. private int RawFbTexHandle;
  52. private int CurrFbHandle;
  53. private int CurrTexHandle;
  54. private int VaoHandle;
  55. private int VboHandle;
  56. public OGLFrameBuffer()
  57. {
  58. Fbs = new Dictionary<long, FrameBuffer>();
  59. Shader = new ShaderProgram();
  60. }
  61. public void Create(long Tag, int Width, int Height)
  62. {
  63. if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
  64. {
  65. if (Fb.Width != Width ||
  66. Fb.Height != Height)
  67. {
  68. SetupTexture(Fb.TexHandle, Width, Height);
  69. Fb.Width = Width;
  70. Fb.Height = Height;
  71. }
  72. return;
  73. }
  74. Fb = new FrameBuffer(Width, Height);
  75. SetupTexture(Fb.TexHandle, Width, Height);
  76. GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
  77. GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Fb.RbHandle);
  78. GL.RenderbufferStorage(
  79. RenderbufferTarget.Renderbuffer,
  80. RenderbufferStorage.Depth24Stencil8,
  81. Width,
  82. Height);
  83. GL.FramebufferRenderbuffer(
  84. FramebufferTarget.Framebuffer,
  85. FramebufferAttachment.DepthStencilAttachment,
  86. RenderbufferTarget.Renderbuffer,
  87. Fb.RbHandle);
  88. GL.FramebufferTexture(
  89. FramebufferTarget.Framebuffer,
  90. FramebufferAttachment.ColorAttachment0,
  91. Fb.TexHandle,
  92. 0);
  93. GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
  94. Fbs.Add(Tag, Fb);
  95. }
  96. public void Bind(long Tag)
  97. {
  98. if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
  99. {
  100. GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
  101. CurrFbHandle = Fb.Handle;
  102. }
  103. }
  104. public void BindTexture(long Tag, int Index)
  105. {
  106. if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
  107. {
  108. GL.ActiveTexture(TextureUnit.Texture0 + Index);
  109. GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);
  110. }
  111. }
  112. public void Set(long Tag)
  113. {
  114. if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
  115. {
  116. CurrTexHandle = Fb.TexHandle;
  117. }
  118. }
  119. public void Set(byte[] Data, int Width, int Height)
  120. {
  121. if (RawFbTexHandle == 0)
  122. {
  123. RawFbTexHandle = GL.GenTexture();
  124. }
  125. if (RawFbTexWidth != Width ||
  126. RawFbTexHeight != Height)
  127. {
  128. SetupTexture(RawFbTexHandle, Width, Height);
  129. RawFbTexWidth = Width;
  130. RawFbTexHeight = Height;
  131. }
  132. GL.ActiveTexture(TextureUnit.Texture0);
  133. GL.BindTexture(TextureTarget.Texture2D, RawFbTexHandle);
  134. (PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
  135. GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, Format, Type, Data);
  136. CurrTexHandle = RawFbTexHandle;
  137. }
  138. public void SetTransform(Matrix2 Transform, Vector2 Offs)
  139. {
  140. EnsureInitialized();
  141. int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
  142. GL.UseProgram(Shader.Handle);
  143. int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
  144. GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
  145. int OffsetUniformLocation = GL.GetUniformLocation(Shader.Handle, "offset");
  146. GL.Uniform2(OffsetUniformLocation, ref Offs);
  147. GL.UseProgram(CurrentProgram);
  148. }
  149. public void SetWindowSize(int Width, int Height)
  150. {
  151. int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
  152. GL.UseProgram(Shader.Handle);
  153. int WindowSizeUniformLocation = GL.GetUniformLocation(Shader.Handle, "window_size");
  154. GL.Uniform2(WindowSizeUniformLocation, new Vector2(Width, Height));
  155. GL.UseProgram(CurrentProgram);
  156. }
  157. public void SetViewport(int X, int Y, int Width, int Height)
  158. {
  159. Viewport = new Rect(X, Y, Width, Height);
  160. //TODO
  161. }
  162. public void Render()
  163. {
  164. if (CurrTexHandle != 0)
  165. {
  166. EnsureInitialized();
  167. bool AlphaBlendEnable = GL.GetInteger(GetPName.Blend) != 0;
  168. GL.Disable(EnableCap.Blend);
  169. GL.ActiveTexture(TextureUnit.Texture0);
  170. GL.BindTexture(TextureTarget.Texture2D, CurrTexHandle);
  171. int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
  172. GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
  173. GL.Viewport(0, 0, 1280, 720);
  174. GL.Clear(
  175. ClearBufferMask.ColorBufferBit |
  176. ClearBufferMask.DepthBufferBit);
  177. GL.BindVertexArray(VaoHandle);
  178. GL.UseProgram(Shader.Handle);
  179. GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
  180. //Restore the original state.
  181. GL.BindFramebuffer(FramebufferTarget.Framebuffer, CurrFbHandle);
  182. GL.UseProgram(CurrentProgram);
  183. if (AlphaBlendEnable)
  184. {
  185. GL.Enable(EnableCap.Blend);
  186. }
  187. }
  188. }
  189. private void SetViewport()
  190. {
  191. GL.Viewport(
  192. Viewport.X,
  193. Viewport.Y,
  194. Viewport.Width,
  195. Viewport.Height);
  196. }
  197. private void EnsureInitialized()
  198. {
  199. if (!IsInitialized)
  200. {
  201. IsInitialized = true;
  202. SetupShader();
  203. SetupVertex();
  204. }
  205. }
  206. private void SetupShader()
  207. {
  208. Shader.VpHandle = GL.CreateShader(ShaderType.VertexShader);
  209. Shader.FpHandle = GL.CreateShader(ShaderType.FragmentShader);
  210. string VpSource = EmbeddedResource.GetString("GlFbVtxShader");
  211. string FpSource = EmbeddedResource.GetString("GlFbFragShader");
  212. GL.ShaderSource(Shader.VpHandle, VpSource);
  213. GL.ShaderSource(Shader.FpHandle, FpSource);
  214. GL.CompileShader(Shader.VpHandle);
  215. GL.CompileShader(Shader.FpHandle);
  216. Shader.Handle = GL.CreateProgram();
  217. GL.AttachShader(Shader.Handle, Shader.VpHandle);
  218. GL.AttachShader(Shader.Handle, Shader.FpHandle);
  219. GL.LinkProgram(Shader.Handle);
  220. GL.UseProgram(Shader.Handle);
  221. Matrix2 Transform = Matrix2.Identity;
  222. int TexUniformLocation = GL.GetUniformLocation(Shader.Handle, "tex");
  223. GL.Uniform1(TexUniformLocation, 0);
  224. int WindowSizeUniformLocation = GL.GetUniformLocation(Shader.Handle, "window_size");
  225. GL.Uniform2(WindowSizeUniformLocation, new Vector2(1280.0f, 720.0f));
  226. int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
  227. GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
  228. }
  229. private void SetupVertex()
  230. {
  231. VaoHandle = GL.GenVertexArray();
  232. VboHandle = GL.GenBuffer();
  233. float[] Buffer = new float[]
  234. {
  235. -1, 1, 0, 0,
  236. 1, 1, 1, 0,
  237. -1, -1, 0, 1,
  238. 1, -1, 1, 1
  239. };
  240. IntPtr Length = new IntPtr(Buffer.Length * 4);
  241. GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
  242. GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
  243. GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
  244. GL.BindVertexArray(VaoHandle);
  245. GL.EnableVertexAttribArray(0);
  246. GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
  247. GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 16, 0);
  248. GL.EnableVertexAttribArray(1);
  249. GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
  250. GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 16, 8);
  251. }
  252. private void SetupTexture(int Handle, int Width, int Height)
  253. {
  254. GL.BindTexture(TextureTarget.Texture2D, Handle);
  255. const int MinFilter = (int)TextureMinFilter.Linear;
  256. const int MagFilter = (int)TextureMagFilter.Linear;
  257. GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
  258. GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
  259. (PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
  260. const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
  261. const int Level = 0;
  262. const int Border = 0;
  263. GL.TexImage2D(
  264. TextureTarget.Texture2D,
  265. Level,
  266. InternalFmt,
  267. Width,
  268. Height,
  269. Border,
  270. Format,
  271. Type,
  272. IntPtr.Zero);
  273. }
  274. }
  275. }