Pipeline.cs 55 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 const int SavedImages = 2;
  14. private readonly DrawTextureEmulation _drawTexture;
  15. internal ulong DrawCount { get; private set; }
  16. private Program _program;
  17. private bool _rasterizerDiscard;
  18. private VertexArray _vertexArray;
  19. private Framebuffer _framebuffer;
  20. private IntPtr _indexBaseOffset;
  21. private DrawElementsType _elementsType;
  22. private PrimitiveType _primitiveType;
  23. private int _stencilFrontMask;
  24. private bool _depthMask;
  25. private bool _depthTestEnable;
  26. private bool _stencilTestEnable;
  27. private bool _cullEnable;
  28. private float[] _viewportArray = Array.Empty<float>();
  29. private double[] _depthRangeArray = Array.Empty<double>();
  30. private int _boundDrawFramebuffer;
  31. private int _boundReadFramebuffer;
  32. private CounterQueueEvent _activeConditionalRender;
  33. private Vector4<int>[] _fpIsBgra = new Vector4<int>[SupportBuffer.FragmentIsBgraCount];
  34. private Vector4<float>[] _renderScale = new Vector4<float>[73];
  35. private int _fragmentScaleCount;
  36. private (TextureBase, Format)[] _images;
  37. private TextureBase _unit0Texture;
  38. private Sampler _unit0Sampler;
  39. private FrontFaceDirection _frontFace;
  40. private ClipOrigin _clipOrigin;
  41. private ClipDepthMode _clipDepthMode;
  42. private uint _fragmentOutputMap;
  43. private uint _componentMasks;
  44. private uint _currentComponentMasks;
  45. private uint _scissorEnables;
  46. private bool _tfEnabled;
  47. private TransformFeedbackPrimitiveType _tfTopology;
  48. private SupportBufferUpdater _supportBuffer;
  49. private readonly BufferHandle[] _tfbs;
  50. private readonly BufferRange[] _tfbTargets;
  51. private ColorF _blendConstant;
  52. internal Pipeline()
  53. {
  54. _drawTexture = new DrawTextureEmulation();
  55. _rasterizerDiscard = false;
  56. _clipOrigin = ClipOrigin.LowerLeft;
  57. _clipDepthMode = ClipDepthMode.NegativeOneToOne;
  58. _fragmentOutputMap = uint.MaxValue;
  59. _componentMasks = uint.MaxValue;
  60. _images = new (TextureBase, Format)[SavedImages];
  61. var defaultScale = new Vector4<float> { X = 1f, Y = 0f, Z = 0f, W = 0f };
  62. new Span<Vector4<float>>(_renderScale).Fill(defaultScale);
  63. _tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers];
  64. _tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers];
  65. }
  66. public void Initialize(OpenGLRenderer renderer)
  67. {
  68. _supportBuffer = new SupportBufferUpdater(renderer);
  69. GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, Unsafe.As<BufferHandle, int>(ref _supportBuffer.Handle));
  70. _supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount);
  71. _supportBuffer.UpdateRenderScale(_renderScale, 0, SupportBuffer.RenderScaleMaxCount);
  72. }
  73. public void Barrier()
  74. {
  75. GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
  76. }
  77. public void BeginTransformFeedback(PrimitiveTopology topology)
  78. {
  79. GL.BeginTransformFeedback(_tfTopology = topology.ConvertToTfType());
  80. _tfEnabled = true;
  81. }
  82. public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
  83. {
  84. Buffer.Clear(destination, offset, size, value);
  85. }
  86. public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
  87. {
  88. EnsureFramebuffer();
  89. GL.ColorMask(
  90. index,
  91. (componentMask & 1) != 0,
  92. (componentMask & 2) != 0,
  93. (componentMask & 4) != 0,
  94. (componentMask & 8) != 0);
  95. float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
  96. if (layer != 0 || layerCount != _framebuffer.GetColorLayerCount(index))
  97. {
  98. for (int l = layer; l < layer + layerCount; l++)
  99. {
  100. _framebuffer.AttachColorLayerForClear(index, l);
  101. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
  102. }
  103. _framebuffer.DetachColorLayerForClear(index);
  104. }
  105. else
  106. {
  107. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
  108. }
  109. RestoreComponentMask(index);
  110. }
  111. public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
  112. {
  113. EnsureFramebuffer();
  114. bool stencilMaskChanged =
  115. stencilMask != 0 &&
  116. stencilMask != _stencilFrontMask;
  117. bool depthMaskChanged = depthMask && depthMask != _depthMask;
  118. if (stencilMaskChanged)
  119. {
  120. GL.StencilMaskSeparate(StencilFace.Front, stencilMask);
  121. }
  122. if (depthMaskChanged)
  123. {
  124. GL.DepthMask(depthMask);
  125. }
  126. if (layer != 0 || layerCount != _framebuffer.GetDepthStencilLayerCount())
  127. {
  128. for (int l = layer; l < layer + layerCount; l++)
  129. {
  130. _framebuffer.AttachDepthStencilLayerForClear(l);
  131. ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
  132. }
  133. _framebuffer.DetachDepthStencilLayerForClear();
  134. }
  135. else
  136. {
  137. ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
  138. }
  139. if (stencilMaskChanged)
  140. {
  141. GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
  142. }
  143. if (depthMaskChanged)
  144. {
  145. GL.DepthMask(_depthMask);
  146. }
  147. }
  148. private static void ClearDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
  149. {
  150. if (depthMask && stencilMask != 0)
  151. {
  152. GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
  153. }
  154. else if (depthMask)
  155. {
  156. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Depth, 0, ref depthValue);
  157. }
  158. else if (stencilMask != 0)
  159. {
  160. GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue);
  161. }
  162. }
  163. public void CommandBufferBarrier()
  164. {
  165. GL.MemoryBarrier(MemoryBarrierFlags.CommandBarrierBit);
  166. }
  167. public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
  168. {
  169. Buffer.Copy(source, destination, srcOffset, dstOffset, size);
  170. }
  171. public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
  172. {
  173. if (!_program.IsLinked)
  174. {
  175. Logger.Debug?.Print(LogClass.Gpu, "Dispatch error, shader not linked.");
  176. return;
  177. }
  178. PrepareForDispatch();
  179. GL.DispatchCompute(groupsX, groupsY, groupsZ);
  180. }
  181. public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
  182. {
  183. if (!_program.IsLinked)
  184. {
  185. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  186. return;
  187. }
  188. PreDraw(vertexCount);
  189. if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
  190. {
  191. DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  192. }
  193. else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
  194. {
  195. DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  196. }
  197. else
  198. {
  199. DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance);
  200. }
  201. PostDraw();
  202. }
  203. private void DrawQuadsImpl(
  204. int vertexCount,
  205. int instanceCount,
  206. int firstVertex,
  207. int firstInstance)
  208. {
  209. // TODO: Instanced rendering.
  210. int quadsCount = vertexCount / 4;
  211. int[] firsts = new int[quadsCount];
  212. int[] counts = new int[quadsCount];
  213. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  214. {
  215. firsts[quadIndex] = firstVertex + quadIndex * 4;
  216. counts[quadIndex] = 4;
  217. }
  218. GL.MultiDrawArrays(
  219. PrimitiveType.TriangleFan,
  220. firsts,
  221. counts,
  222. quadsCount);
  223. }
  224. private void DrawQuadStripImpl(
  225. int vertexCount,
  226. int instanceCount,
  227. int firstVertex,
  228. int firstInstance)
  229. {
  230. int quadsCount = (vertexCount - 2) / 2;
  231. if (firstInstance != 0 || instanceCount != 1)
  232. {
  233. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  234. {
  235. GL.DrawArraysInstancedBaseInstance(PrimitiveType.TriangleFan, firstVertex + quadIndex * 2, 4, instanceCount, firstInstance);
  236. }
  237. }
  238. else
  239. {
  240. int[] firsts = new int[quadsCount];
  241. int[] counts = new int[quadsCount];
  242. firsts[0] = firstVertex;
  243. counts[0] = 4;
  244. for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
  245. {
  246. firsts[quadIndex] = firstVertex + quadIndex * 2;
  247. counts[quadIndex] = 4;
  248. }
  249. GL.MultiDrawArrays(
  250. PrimitiveType.TriangleFan,
  251. firsts,
  252. counts,
  253. quadsCount);
  254. }
  255. }
  256. private void DrawImpl(
  257. int vertexCount,
  258. int instanceCount,
  259. int firstVertex,
  260. int firstInstance)
  261. {
  262. if (firstInstance == 0 && instanceCount == 1)
  263. {
  264. GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
  265. }
  266. else if (firstInstance == 0)
  267. {
  268. GL.DrawArraysInstanced(_primitiveType, firstVertex, vertexCount, instanceCount);
  269. }
  270. else
  271. {
  272. GL.DrawArraysInstancedBaseInstance(
  273. _primitiveType,
  274. firstVertex,
  275. vertexCount,
  276. instanceCount,
  277. firstInstance);
  278. }
  279. }
  280. public void DrawIndexed(
  281. int indexCount,
  282. int instanceCount,
  283. int firstIndex,
  284. int firstVertex,
  285. int firstInstance)
  286. {
  287. if (!_program.IsLinked)
  288. {
  289. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  290. return;
  291. }
  292. PreDrawVbUnbounded();
  293. int indexElemSize = 1;
  294. switch (_elementsType)
  295. {
  296. case DrawElementsType.UnsignedShort: indexElemSize = 2; break;
  297. case DrawElementsType.UnsignedInt: indexElemSize = 4; break;
  298. }
  299. IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
  300. if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
  301. {
  302. DrawQuadsIndexedImpl(
  303. indexCount,
  304. instanceCount,
  305. indexBaseOffset,
  306. indexElemSize,
  307. firstVertex,
  308. firstInstance);
  309. }
  310. else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
  311. {
  312. DrawQuadStripIndexedImpl(
  313. indexCount,
  314. instanceCount,
  315. indexBaseOffset,
  316. indexElemSize,
  317. firstVertex,
  318. firstInstance);
  319. }
  320. else
  321. {
  322. DrawIndexedImpl(
  323. indexCount,
  324. instanceCount,
  325. indexBaseOffset,
  326. firstVertex,
  327. firstInstance);
  328. }
  329. PostDraw();
  330. }
  331. private void DrawQuadsIndexedImpl(
  332. int indexCount,
  333. int instanceCount,
  334. IntPtr indexBaseOffset,
  335. int indexElemSize,
  336. int firstVertex,
  337. int firstInstance)
  338. {
  339. int quadsCount = indexCount / 4;
  340. if (firstInstance != 0 || instanceCount != 1)
  341. {
  342. if (firstVertex != 0 && firstInstance != 0)
  343. {
  344. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  345. {
  346. GL.DrawElementsInstancedBaseVertexBaseInstance(
  347. PrimitiveType.TriangleFan,
  348. 4,
  349. _elementsType,
  350. indexBaseOffset + quadIndex * 4 * indexElemSize,
  351. instanceCount,
  352. firstVertex,
  353. firstInstance);
  354. }
  355. }
  356. else if (firstInstance != 0)
  357. {
  358. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  359. {
  360. GL.DrawElementsInstancedBaseInstance(
  361. PrimitiveType.TriangleFan,
  362. 4,
  363. _elementsType,
  364. indexBaseOffset + quadIndex * 4 * indexElemSize,
  365. instanceCount,
  366. firstInstance);
  367. }
  368. }
  369. else
  370. {
  371. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  372. {
  373. GL.DrawElementsInstanced(
  374. PrimitiveType.TriangleFan,
  375. 4,
  376. _elementsType,
  377. indexBaseOffset + quadIndex * 4 * indexElemSize,
  378. instanceCount);
  379. }
  380. }
  381. }
  382. else
  383. {
  384. IntPtr[] indices = new IntPtr[quadsCount];
  385. int[] counts = new int[quadsCount];
  386. int[] baseVertices = new int[quadsCount];
  387. for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
  388. {
  389. indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
  390. counts[quadIndex] = 4;
  391. baseVertices[quadIndex] = firstVertex;
  392. }
  393. GL.MultiDrawElementsBaseVertex(
  394. PrimitiveType.TriangleFan,
  395. counts,
  396. _elementsType,
  397. indices,
  398. quadsCount,
  399. baseVertices);
  400. }
  401. }
  402. private void DrawQuadStripIndexedImpl(
  403. int indexCount,
  404. int instanceCount,
  405. IntPtr indexBaseOffset,
  406. int indexElemSize,
  407. int firstVertex,
  408. int firstInstance)
  409. {
  410. // TODO: Instanced rendering.
  411. int quadsCount = (indexCount - 2) / 2;
  412. IntPtr[] indices = new IntPtr[quadsCount];
  413. int[] counts = new int[quadsCount];
  414. int[] baseVertices = new int[quadsCount];
  415. indices[0] = indexBaseOffset;
  416. counts[0] = 4;
  417. baseVertices[0] = firstVertex;
  418. for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
  419. {
  420. indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize;
  421. counts[quadIndex] = 4;
  422. baseVertices[quadIndex] = firstVertex;
  423. }
  424. GL.MultiDrawElementsBaseVertex(
  425. PrimitiveType.TriangleFan,
  426. counts,
  427. _elementsType,
  428. indices,
  429. quadsCount,
  430. baseVertices);
  431. }
  432. private void DrawIndexedImpl(
  433. int indexCount,
  434. int instanceCount,
  435. IntPtr indexBaseOffset,
  436. int firstVertex,
  437. int firstInstance)
  438. {
  439. if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
  440. {
  441. GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);
  442. }
  443. else if (firstInstance == 0 && instanceCount == 1)
  444. {
  445. GL.DrawElementsBaseVertex(
  446. _primitiveType,
  447. indexCount,
  448. _elementsType,
  449. indexBaseOffset,
  450. firstVertex);
  451. }
  452. else if (firstInstance == 0 && firstVertex == 0)
  453. {
  454. GL.DrawElementsInstanced(
  455. _primitiveType,
  456. indexCount,
  457. _elementsType,
  458. indexBaseOffset,
  459. instanceCount);
  460. }
  461. else if (firstInstance == 0)
  462. {
  463. GL.DrawElementsInstancedBaseVertex(
  464. _primitiveType,
  465. indexCount,
  466. _elementsType,
  467. indexBaseOffset,
  468. instanceCount,
  469. firstVertex);
  470. }
  471. else if (firstVertex == 0)
  472. {
  473. GL.DrawElementsInstancedBaseInstance(
  474. _primitiveType,
  475. indexCount,
  476. _elementsType,
  477. indexBaseOffset,
  478. instanceCount,
  479. firstInstance);
  480. }
  481. else
  482. {
  483. GL.DrawElementsInstancedBaseVertexBaseInstance(
  484. _primitiveType,
  485. indexCount,
  486. _elementsType,
  487. indexBaseOffset,
  488. instanceCount,
  489. firstVertex,
  490. firstInstance);
  491. }
  492. }
  493. public void DrawIndexedIndirect(BufferRange indirectBuffer)
  494. {
  495. if (!_program.IsLinked)
  496. {
  497. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  498. return;
  499. }
  500. PreDrawVbUnbounded();
  501. _vertexArray.SetRangeOfIndexBuffer();
  502. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  503. GL.DrawElementsIndirect(_primitiveType, _elementsType, (IntPtr)indirectBuffer.Offset);
  504. _vertexArray.RestoreIndexBuffer();
  505. PostDraw();
  506. }
  507. public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  508. {
  509. if (!_program.IsLinked)
  510. {
  511. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  512. return;
  513. }
  514. PreDrawVbUnbounded();
  515. _vertexArray.SetRangeOfIndexBuffer();
  516. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  517. GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
  518. GL.MultiDrawElementsIndirectCount(
  519. _primitiveType,
  520. (All)_elementsType,
  521. (IntPtr)indirectBuffer.Offset,
  522. (IntPtr)parameterBuffer.Offset,
  523. maxDrawCount,
  524. stride);
  525. _vertexArray.RestoreIndexBuffer();
  526. PostDraw();
  527. }
  528. public void DrawIndirect(BufferRange indirectBuffer)
  529. {
  530. if (!_program.IsLinked)
  531. {
  532. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  533. return;
  534. }
  535. PreDrawVbUnbounded();
  536. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  537. GL.DrawArraysIndirect(_primitiveType, (IntPtr)indirectBuffer.Offset);
  538. PostDraw();
  539. }
  540. public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  541. {
  542. if (!_program.IsLinked)
  543. {
  544. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  545. return;
  546. }
  547. PreDrawVbUnbounded();
  548. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  549. GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
  550. GL.MultiDrawArraysIndirectCount(
  551. _primitiveType,
  552. (IntPtr)indirectBuffer.Offset,
  553. (IntPtr)parameterBuffer.Offset,
  554. maxDrawCount,
  555. stride);
  556. PostDraw();
  557. }
  558. public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
  559. {
  560. if (texture is TextureView view && sampler is Sampler samp)
  561. {
  562. _supportBuffer.Commit();
  563. if (HwCapabilities.SupportsDrawTexture)
  564. {
  565. GL.NV.DrawTexture(
  566. view.Handle,
  567. samp.Handle,
  568. dstRegion.X1,
  569. dstRegion.Y1,
  570. dstRegion.X2,
  571. dstRegion.Y2,
  572. 0,
  573. srcRegion.X1 / view.Width,
  574. srcRegion.Y1 / view.Height,
  575. srcRegion.X2 / view.Width,
  576. srcRegion.Y2 / view.Height);
  577. }
  578. else
  579. {
  580. static void Disable(EnableCap cap, bool enabled)
  581. {
  582. if (enabled)
  583. {
  584. GL.Disable(cap);
  585. }
  586. }
  587. static void Enable(EnableCap cap, bool enabled)
  588. {
  589. if (enabled)
  590. {
  591. GL.Enable(cap);
  592. }
  593. }
  594. Disable(EnableCap.CullFace, _cullEnable);
  595. Disable(EnableCap.StencilTest, _stencilTestEnable);
  596. Disable(EnableCap.DepthTest, _depthTestEnable);
  597. if (_depthMask)
  598. {
  599. GL.DepthMask(false);
  600. }
  601. if (_tfEnabled)
  602. {
  603. GL.EndTransformFeedback();
  604. }
  605. GL.ClipControl(ClipOrigin.UpperLeft, ClipDepthMode.NegativeOneToOne);
  606. _drawTexture.Draw(
  607. view,
  608. samp,
  609. dstRegion.X1,
  610. dstRegion.Y1,
  611. dstRegion.X2,
  612. dstRegion.Y2,
  613. srcRegion.X1 / view.Width,
  614. srcRegion.Y1 / view.Height,
  615. srcRegion.X2 / view.Width,
  616. srcRegion.Y2 / view.Height);
  617. _program?.Bind();
  618. _unit0Sampler?.Bind(0);
  619. RestoreViewport0();
  620. Enable(EnableCap.CullFace, _cullEnable);
  621. Enable(EnableCap.StencilTest, _stencilTestEnable);
  622. Enable(EnableCap.DepthTest, _depthTestEnable);
  623. if (_depthMask)
  624. {
  625. GL.DepthMask(true);
  626. }
  627. if (_tfEnabled)
  628. {
  629. GL.BeginTransformFeedback(_tfTopology);
  630. }
  631. RestoreClipControl();
  632. }
  633. }
  634. }
  635. public void EndTransformFeedback()
  636. {
  637. GL.EndTransformFeedback();
  638. _tfEnabled = false;
  639. }
  640. public void SetAlphaTest(bool enable, float reference, CompareOp op)
  641. {
  642. if (!enable)
  643. {
  644. GL.Disable(EnableCap.AlphaTest);
  645. return;
  646. }
  647. GL.AlphaFunc((AlphaFunction)op.Convert(), reference);
  648. GL.Enable(EnableCap.AlphaTest);
  649. }
  650. public void SetBlendState(int index, BlendDescriptor blend)
  651. {
  652. if (!blend.Enable)
  653. {
  654. GL.Disable(IndexedEnableCap.Blend, index);
  655. return;
  656. }
  657. GL.BlendEquationSeparate(
  658. index,
  659. blend.ColorOp.Convert(),
  660. blend.AlphaOp.Convert());
  661. GL.BlendFuncSeparate(
  662. index,
  663. (BlendingFactorSrc)blend.ColorSrcFactor.Convert(),
  664. (BlendingFactorDest)blend.ColorDstFactor.Convert(),
  665. (BlendingFactorSrc)blend.AlphaSrcFactor.Convert(),
  666. (BlendingFactorDest)blend.AlphaDstFactor.Convert());
  667. static bool IsDualSource(BlendFactor factor)
  668. {
  669. switch (factor)
  670. {
  671. case BlendFactor.Src1Color:
  672. case BlendFactor.Src1ColorGl:
  673. case BlendFactor.Src1Alpha:
  674. case BlendFactor.Src1AlphaGl:
  675. case BlendFactor.OneMinusSrc1Color:
  676. case BlendFactor.OneMinusSrc1ColorGl:
  677. case BlendFactor.OneMinusSrc1Alpha:
  678. case BlendFactor.OneMinusSrc1AlphaGl:
  679. return true;
  680. }
  681. return false;
  682. }
  683. EnsureFramebuffer();
  684. _framebuffer.SetDualSourceBlend(
  685. IsDualSource(blend.ColorSrcFactor) ||
  686. IsDualSource(blend.ColorDstFactor) ||
  687. IsDualSource(blend.AlphaSrcFactor) ||
  688. IsDualSource(blend.AlphaDstFactor));
  689. if (_blendConstant != blend.BlendConstant)
  690. {
  691. _blendConstant = blend.BlendConstant;
  692. GL.BlendColor(
  693. blend.BlendConstant.Red,
  694. blend.BlendConstant.Green,
  695. blend.BlendConstant.Blue,
  696. blend.BlendConstant.Alpha);
  697. }
  698. GL.Enable(IndexedEnableCap.Blend, index);
  699. }
  700. public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
  701. {
  702. if ((enables & PolygonModeMask.Point) != 0)
  703. {
  704. GL.Enable(EnableCap.PolygonOffsetPoint);
  705. }
  706. else
  707. {
  708. GL.Disable(EnableCap.PolygonOffsetPoint);
  709. }
  710. if ((enables & PolygonModeMask.Line) != 0)
  711. {
  712. GL.Enable(EnableCap.PolygonOffsetLine);
  713. }
  714. else
  715. {
  716. GL.Disable(EnableCap.PolygonOffsetLine);
  717. }
  718. if ((enables & PolygonModeMask.Fill) != 0)
  719. {
  720. GL.Enable(EnableCap.PolygonOffsetFill);
  721. }
  722. else
  723. {
  724. GL.Disable(EnableCap.PolygonOffsetFill);
  725. }
  726. if (enables == 0)
  727. {
  728. return;
  729. }
  730. if (HwCapabilities.SupportsPolygonOffsetClamp)
  731. {
  732. GL.PolygonOffsetClamp(factor, units, clamp);
  733. }
  734. else
  735. {
  736. GL.PolygonOffset(factor, units);
  737. }
  738. }
  739. public void SetDepthClamp(bool clamp)
  740. {
  741. if (!clamp)
  742. {
  743. GL.Disable(EnableCap.DepthClamp);
  744. return;
  745. }
  746. GL.Enable(EnableCap.DepthClamp);
  747. }
  748. public void SetDepthMode(DepthMode mode)
  749. {
  750. ClipDepthMode depthMode = mode.Convert();
  751. if (_clipDepthMode != depthMode)
  752. {
  753. _clipDepthMode = depthMode;
  754. GL.ClipControl(_clipOrigin, depthMode);
  755. }
  756. }
  757. public void SetDepthTest(DepthTestDescriptor depthTest)
  758. {
  759. if (depthTest.TestEnable)
  760. {
  761. GL.Enable(EnableCap.DepthTest);
  762. GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
  763. }
  764. else
  765. {
  766. GL.Disable(EnableCap.DepthTest);
  767. }
  768. GL.DepthMask(depthTest.WriteEnable);
  769. _depthMask = depthTest.WriteEnable;
  770. _depthTestEnable = depthTest.TestEnable;
  771. }
  772. public void SetFaceCulling(bool enable, Face face)
  773. {
  774. _cullEnable = enable;
  775. if (!enable)
  776. {
  777. GL.Disable(EnableCap.CullFace);
  778. return;
  779. }
  780. GL.CullFace(face.Convert());
  781. GL.Enable(EnableCap.CullFace);
  782. }
  783. public void SetFrontFace(FrontFace frontFace)
  784. {
  785. SetFrontFace(_frontFace = frontFace.Convert());
  786. }
  787. public void SetImage(int binding, ITexture texture, Format imageFormat)
  788. {
  789. if ((uint)binding < SavedImages)
  790. {
  791. _images[binding] = (texture as TextureBase, imageFormat);
  792. }
  793. if (texture == null)
  794. {
  795. GL.BindImageTexture(binding, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
  796. return;
  797. }
  798. TextureBase texBase = (TextureBase)texture;
  799. SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
  800. if (format != 0)
  801. {
  802. GL.BindImageTexture(binding, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
  803. }
  804. }
  805. public void SetIndexBuffer(BufferRange buffer, IndexType type)
  806. {
  807. _elementsType = type.Convert();
  808. _indexBaseOffset = (IntPtr)buffer.Offset;
  809. EnsureVertexArray();
  810. _vertexArray.SetIndexBuffer(buffer);
  811. }
  812. public void SetLogicOpState(bool enable, LogicalOp op)
  813. {
  814. if (enable)
  815. {
  816. GL.Enable(EnableCap.ColorLogicOp);
  817. GL.LogicOp((LogicOp)op.Convert());
  818. }
  819. else
  820. {
  821. GL.Disable(EnableCap.ColorLogicOp);
  822. }
  823. }
  824. public void SetMultisampleState(MultisampleDescriptor multisample)
  825. {
  826. if (multisample.AlphaToCoverageEnable)
  827. {
  828. GL.Enable(EnableCap.SampleAlphaToCoverage);
  829. if (multisample.AlphaToOneEnable)
  830. {
  831. GL.Enable(EnableCap.SampleAlphaToOne);
  832. }
  833. else
  834. {
  835. GL.Disable(EnableCap.SampleAlphaToOne);
  836. }
  837. if (HwCapabilities.SupportsAlphaToCoverageDitherControl)
  838. {
  839. GL.NV.AlphaToCoverageDitherControl(multisample.AlphaToCoverageDitherEnable
  840. ? NvAlphaToCoverageDitherControl.AlphaToCoverageDitherEnableNv
  841. : NvAlphaToCoverageDitherControl.AlphaToCoverageDitherDisableNv);
  842. }
  843. }
  844. else
  845. {
  846. GL.Disable(EnableCap.SampleAlphaToCoverage);
  847. }
  848. }
  849. public void SetLineParameters(float width, bool smooth)
  850. {
  851. if (smooth)
  852. {
  853. GL.Enable(EnableCap.LineSmooth);
  854. }
  855. else
  856. {
  857. GL.Disable(EnableCap.LineSmooth);
  858. }
  859. GL.LineWidth(width);
  860. }
  861. public unsafe void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
  862. {
  863. GL.PatchParameter(PatchParameterInt.PatchVertices, vertices);
  864. fixed (float* pOuterLevel = defaultOuterLevel)
  865. {
  866. GL.PatchParameter(PatchParameterFloat.PatchDefaultOuterLevel, pOuterLevel);
  867. }
  868. fixed (float* pInnerLevel = defaultInnerLevel)
  869. {
  870. GL.PatchParameter(PatchParameterFloat.PatchDefaultInnerLevel, pInnerLevel);
  871. }
  872. }
  873. public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
  874. {
  875. // GL_POINT_SPRITE was deprecated in core profile 3.2+ and causes GL_INVALID_ENUM when set.
  876. // As we don't know if the current context is core or compat, it's safer to keep this code.
  877. if (enablePointSprite)
  878. {
  879. GL.Enable(EnableCap.PointSprite);
  880. }
  881. else
  882. {
  883. GL.Disable(EnableCap.PointSprite);
  884. }
  885. if (isProgramPointSize)
  886. {
  887. GL.Enable(EnableCap.ProgramPointSize);
  888. }
  889. else
  890. {
  891. GL.Disable(EnableCap.ProgramPointSize);
  892. }
  893. GL.PointParameter(origin == Origin.LowerLeft
  894. ? PointSpriteCoordOriginParameter.LowerLeft
  895. : PointSpriteCoordOriginParameter.UpperLeft);
  896. // Games seem to set point size to 0 which generates a GL_INVALID_VALUE
  897. // From the spec, GL_INVALID_VALUE is generated if size is less than or equal to 0.
  898. GL.PointSize(Math.Max(float.Epsilon, size));
  899. }
  900. public void SetPolygonMode(GAL.PolygonMode frontMode, GAL.PolygonMode backMode)
  901. {
  902. if (frontMode == backMode)
  903. {
  904. GL.PolygonMode(MaterialFace.FrontAndBack, frontMode.Convert());
  905. }
  906. else
  907. {
  908. GL.PolygonMode(MaterialFace.Front, frontMode.Convert());
  909. GL.PolygonMode(MaterialFace.Back, backMode.Convert());
  910. }
  911. }
  912. public void SetPrimitiveRestart(bool enable, int index)
  913. {
  914. if (!enable)
  915. {
  916. GL.Disable(EnableCap.PrimitiveRestart);
  917. return;
  918. }
  919. GL.PrimitiveRestartIndex(index);
  920. GL.Enable(EnableCap.PrimitiveRestart);
  921. }
  922. public void SetPrimitiveTopology(PrimitiveTopology topology)
  923. {
  924. _primitiveType = topology.Convert();
  925. }
  926. public void SetProgram(IProgram program)
  927. {
  928. Program prg = (Program)program;
  929. if (_tfEnabled)
  930. {
  931. GL.EndTransformFeedback();
  932. prg.Bind();
  933. GL.BeginTransformFeedback(_tfTopology);
  934. }
  935. else
  936. {
  937. prg.Bind();
  938. }
  939. if (prg.HasFragmentShader && _fragmentOutputMap != (uint)prg.FragmentOutputMap)
  940. {
  941. _fragmentOutputMap = (uint)prg.FragmentOutputMap;
  942. for (int index = 0; index < Constants.MaxRenderTargets; index++)
  943. {
  944. RestoreComponentMask(index, force: false);
  945. }
  946. }
  947. _program = prg;
  948. }
  949. public void SetRasterizerDiscard(bool discard)
  950. {
  951. if (discard)
  952. {
  953. GL.Enable(EnableCap.RasterizerDiscard);
  954. }
  955. else
  956. {
  957. GL.Disable(EnableCap.RasterizerDiscard);
  958. }
  959. _rasterizerDiscard = discard;
  960. }
  961. public void SetRenderTargetScale(float scale)
  962. {
  963. _renderScale[0].X = scale;
  964. _supportBuffer.UpdateRenderScale(_renderScale, 0, 1); // Just the first element.
  965. }
  966. public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
  967. {
  968. _componentMasks = 0;
  969. for (int index = 0; index < componentMasks.Length; index++)
  970. {
  971. _componentMasks |= componentMasks[index] << (index * 4);
  972. RestoreComponentMask(index, force: false);
  973. }
  974. }
  975. public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
  976. {
  977. EnsureFramebuffer();
  978. bool isBgraChanged = false;
  979. for (int index = 0; index < colors.Length; index++)
  980. {
  981. TextureView color = (TextureView)colors[index];
  982. _framebuffer.AttachColor(index, color);
  983. if (color != null)
  984. {
  985. int isBgra = color.Format.IsBgr() ? 1 : 0;
  986. if (_fpIsBgra[index].X != isBgra)
  987. {
  988. _fpIsBgra[index].X = isBgra;
  989. isBgraChanged = true;
  990. RestoreComponentMask(index);
  991. }
  992. }
  993. }
  994. if (isBgraChanged)
  995. {
  996. _supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount);
  997. }
  998. TextureView depthStencilView = (TextureView)depthStencil;
  999. _framebuffer.AttachDepthStencil(depthStencilView);
  1000. _framebuffer.SetDrawBuffers(colors.Length);
  1001. }
  1002. public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
  1003. {
  1004. int count = Math.Min(regions.Length, Constants.MaxViewports);
  1005. Span<int> v = stackalloc int[count * 4];
  1006. for (int index = 0; index < count; index++)
  1007. {
  1008. int vIndex = index * 4;
  1009. var region = regions[index];
  1010. bool enabled = (region.X | region.Y) != 0 || region.Width != 0xffff || region.Height != 0xffff;
  1011. uint mask = 1u << index;
  1012. if (enabled)
  1013. {
  1014. v[vIndex] = region.X;
  1015. v[vIndex + 1] = region.Y;
  1016. v[vIndex + 2] = region.Width;
  1017. v[vIndex + 3] = region.Height;
  1018. if ((_scissorEnables & mask) == 0)
  1019. {
  1020. _scissorEnables |= mask;
  1021. GL.Enable(IndexedEnableCap.ScissorTest, index);
  1022. }
  1023. }
  1024. else
  1025. {
  1026. if ((_scissorEnables & mask) != 0)
  1027. {
  1028. _scissorEnables &= ~mask;
  1029. GL.Disable(IndexedEnableCap.ScissorTest, index);
  1030. }
  1031. }
  1032. }
  1033. GL.ScissorArray(0, count, ref v[0]);
  1034. }
  1035. public void SetStencilTest(StencilTestDescriptor stencilTest)
  1036. {
  1037. _stencilTestEnable = stencilTest.TestEnable;
  1038. if (!stencilTest.TestEnable)
  1039. {
  1040. GL.Disable(EnableCap.StencilTest);
  1041. return;
  1042. }
  1043. GL.StencilOpSeparate(
  1044. StencilFace.Front,
  1045. stencilTest.FrontSFail.Convert(),
  1046. stencilTest.FrontDpFail.Convert(),
  1047. stencilTest.FrontDpPass.Convert());
  1048. GL.StencilFuncSeparate(
  1049. StencilFace.Front,
  1050. (StencilFunction)stencilTest.FrontFunc.Convert(),
  1051. stencilTest.FrontFuncRef,
  1052. stencilTest.FrontFuncMask);
  1053. GL.StencilMaskSeparate(StencilFace.Front, stencilTest.FrontMask);
  1054. GL.StencilOpSeparate(
  1055. StencilFace.Back,
  1056. stencilTest.BackSFail.Convert(),
  1057. stencilTest.BackDpFail.Convert(),
  1058. stencilTest.BackDpPass.Convert());
  1059. GL.StencilFuncSeparate(
  1060. StencilFace.Back,
  1061. (StencilFunction)stencilTest.BackFunc.Convert(),
  1062. stencilTest.BackFuncRef,
  1063. stencilTest.BackFuncMask);
  1064. GL.StencilMaskSeparate(StencilFace.Back, stencilTest.BackMask);
  1065. GL.Enable(EnableCap.StencilTest);
  1066. _stencilFrontMask = stencilTest.FrontMask;
  1067. }
  1068. public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  1069. {
  1070. SetBuffers(first, buffers, isStorage: true);
  1071. }
  1072. public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
  1073. {
  1074. if (texture != null)
  1075. {
  1076. if (binding == 0)
  1077. {
  1078. _unit0Texture = (TextureBase)texture;
  1079. }
  1080. else
  1081. {
  1082. ((TextureBase)texture).Bind(binding);
  1083. }
  1084. }
  1085. else
  1086. {
  1087. TextureBase.ClearBinding(binding);
  1088. }
  1089. Sampler glSampler = (Sampler)sampler;
  1090. glSampler?.Bind(binding);
  1091. if (binding == 0)
  1092. {
  1093. _unit0Sampler = glSampler;
  1094. }
  1095. }
  1096. public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
  1097. {
  1098. if (_tfEnabled)
  1099. {
  1100. GL.EndTransformFeedback();
  1101. }
  1102. int count = Math.Min(buffers.Length, Constants.MaxTransformFeedbackBuffers);
  1103. for (int i = 0; i < count; i++)
  1104. {
  1105. BufferRange buffer = buffers[i];
  1106. _tfbTargets[i] = buffer;
  1107. if (buffer.Handle == BufferHandle.Null)
  1108. {
  1109. GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, 0);
  1110. continue;
  1111. }
  1112. if (_tfbs[i] == BufferHandle.Null)
  1113. {
  1114. _tfbs[i] = Buffer.Create();
  1115. }
  1116. Buffer.Resize(_tfbs[i], buffer.Size);
  1117. Buffer.Copy(buffer.Handle, _tfbs[i], buffer.Offset, 0, buffer.Size);
  1118. GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, _tfbs[i].ToInt32());
  1119. }
  1120. if (_tfEnabled)
  1121. {
  1122. GL.BeginTransformFeedback(_tfTopology);
  1123. }
  1124. }
  1125. public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  1126. {
  1127. SetBuffers(first, buffers, isStorage: false);
  1128. }
  1129. public void SetUserClipDistance(int index, bool enableClip)
  1130. {
  1131. if (!enableClip)
  1132. {
  1133. GL.Disable(EnableCap.ClipDistance0 + index);
  1134. return;
  1135. }
  1136. GL.Enable(EnableCap.ClipDistance0 + index);
  1137. }
  1138. public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
  1139. {
  1140. EnsureVertexArray();
  1141. _vertexArray.SetVertexAttributes(vertexAttribs);
  1142. }
  1143. public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
  1144. {
  1145. EnsureVertexArray();
  1146. _vertexArray.SetVertexBuffers(vertexBuffers);
  1147. }
  1148. public void SetViewports(ReadOnlySpan<Viewport> viewports, bool disableTransform)
  1149. {
  1150. Array.Resize(ref _viewportArray, viewports.Length * 4);
  1151. Array.Resize(ref _depthRangeArray, viewports.Length * 2);
  1152. float[] viewportArray = _viewportArray;
  1153. double[] depthRangeArray = _depthRangeArray;
  1154. for (int index = 0; index < viewports.Length; index++)
  1155. {
  1156. int viewportElemIndex = index * 4;
  1157. Viewport viewport = viewports[index];
  1158. viewportArray[viewportElemIndex + 0] = viewport.Region.X;
  1159. viewportArray[viewportElemIndex + 1] = viewport.Region.Y + (viewport.Region.Height < 0 ? viewport.Region.Height : 0);
  1160. viewportArray[viewportElemIndex + 2] = viewport.Region.Width;
  1161. viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height);
  1162. if (HwCapabilities.SupportsViewportSwizzle)
  1163. {
  1164. GL.NV.ViewportSwizzle(
  1165. index,
  1166. viewport.SwizzleX.Convert(),
  1167. viewport.SwizzleY.Convert(),
  1168. viewport.SwizzleZ.Convert(),
  1169. viewport.SwizzleW.Convert());
  1170. }
  1171. depthRangeArray[index * 2 + 0] = viewport.DepthNear;
  1172. depthRangeArray[index * 2 + 1] = viewport.DepthFar;
  1173. }
  1174. bool flipY = viewports.Length != 0 && viewports[0].Region.Height < 0;
  1175. SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
  1176. GL.ViewportArray(0, viewports.Length, viewportArray);
  1177. GL.DepthRangeArray(0, viewports.Length, depthRangeArray);
  1178. float disableTransformF = disableTransform ? 1.0f : 0.0f;
  1179. if (_supportBuffer.Data.ViewportInverse.W != disableTransformF || disableTransform)
  1180. {
  1181. float scale = _renderScale[0].X;
  1182. _supportBuffer.UpdateViewportInverse(new Vector4<float>
  1183. {
  1184. X = scale * 2f / viewports[0].Region.Width,
  1185. Y = scale * 2f / viewports[0].Region.Height,
  1186. Z = 1,
  1187. W = disableTransformF
  1188. });
  1189. }
  1190. }
  1191. public void TextureBarrier()
  1192. {
  1193. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  1194. }
  1195. public void TextureBarrierTiled()
  1196. {
  1197. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  1198. }
  1199. private void SetBuffers(int first, ReadOnlySpan<BufferRange> buffers, bool isStorage)
  1200. {
  1201. BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer;
  1202. for (int index = 0; index < buffers.Length; index++)
  1203. {
  1204. BufferRange buffer = buffers[index];
  1205. if (buffer.Handle == BufferHandle.Null)
  1206. {
  1207. GL.BindBufferRange(target, first + index, 0, IntPtr.Zero, 0);
  1208. continue;
  1209. }
  1210. GL.BindBufferRange(target, first + index, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
  1211. }
  1212. }
  1213. private void SetOrigin(ClipOrigin origin)
  1214. {
  1215. if (_clipOrigin != origin)
  1216. {
  1217. _clipOrigin = origin;
  1218. GL.ClipControl(origin, _clipDepthMode);
  1219. SetFrontFace(_frontFace);
  1220. }
  1221. }
  1222. private void SetFrontFace(FrontFaceDirection frontFace)
  1223. {
  1224. // Changing clip origin will also change the front face to compensate
  1225. // for the flipped viewport, we flip it again here to compensate as
  1226. // this effect is undesirable for us.
  1227. if (_clipOrigin == ClipOrigin.UpperLeft)
  1228. {
  1229. frontFace = frontFace == FrontFaceDirection.Ccw ? FrontFaceDirection.Cw : FrontFaceDirection.Ccw;
  1230. }
  1231. GL.FrontFace(frontFace);
  1232. }
  1233. private void EnsureVertexArray()
  1234. {
  1235. if (_vertexArray == null)
  1236. {
  1237. _vertexArray = new VertexArray();
  1238. _vertexArray.Bind();
  1239. }
  1240. }
  1241. private void EnsureFramebuffer()
  1242. {
  1243. if (_framebuffer == null)
  1244. {
  1245. _framebuffer = new Framebuffer();
  1246. int boundHandle = _framebuffer.Bind();
  1247. _boundDrawFramebuffer = _boundReadFramebuffer = boundHandle;
  1248. GL.Enable(EnableCap.FramebufferSrgb);
  1249. }
  1250. }
  1251. internal (int drawHandle, int readHandle) GetBoundFramebuffers()
  1252. {
  1253. if (BackgroundContextWorker.InBackground)
  1254. {
  1255. return (0, 0);
  1256. }
  1257. return (_boundDrawFramebuffer, _boundReadFramebuffer);
  1258. }
  1259. public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
  1260. {
  1261. bool changed = false;
  1262. for (int index = 0; index < totalCount; index++)
  1263. {
  1264. if (_renderScale[1 + index].X != scales[index])
  1265. {
  1266. _renderScale[1 + index].X = scales[index];
  1267. changed = true;
  1268. }
  1269. }
  1270. // Only update fragment count if there are scales after it for the vertex stage.
  1271. if (fragmentCount != totalCount && fragmentCount != _fragmentScaleCount)
  1272. {
  1273. _fragmentScaleCount = fragmentCount;
  1274. _supportBuffer.UpdateFragmentRenderScaleCount(_fragmentScaleCount);
  1275. }
  1276. if (changed)
  1277. {
  1278. _supportBuffer.UpdateRenderScale(_renderScale, 0, 1 + totalCount);
  1279. }
  1280. }
  1281. private void PrepareForDispatch()
  1282. {
  1283. _unit0Texture?.Bind(0);
  1284. _supportBuffer.Commit();
  1285. }
  1286. private void PreDraw(int vertexCount)
  1287. {
  1288. _vertexArray.PreDraw(vertexCount);
  1289. PreDraw();
  1290. }
  1291. private void PreDrawVbUnbounded()
  1292. {
  1293. _vertexArray.PreDrawVbUnbounded();
  1294. PreDraw();
  1295. }
  1296. private void PreDraw()
  1297. {
  1298. DrawCount++;
  1299. _unit0Texture?.Bind(0);
  1300. _supportBuffer.Commit();
  1301. }
  1302. private void PostDraw()
  1303. {
  1304. if (_tfEnabled)
  1305. {
  1306. for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
  1307. {
  1308. if (_tfbTargets[i].Handle != BufferHandle.Null)
  1309. {
  1310. Buffer.Copy(_tfbs[i], _tfbTargets[i].Handle, 0, _tfbTargets[i].Offset, _tfbTargets[i].Size);
  1311. }
  1312. }
  1313. }
  1314. }
  1315. public void RestoreComponentMask(int index, bool force = true)
  1316. {
  1317. // If the bound render target is bgra, swap the red and blue masks.
  1318. uint redMask = _fpIsBgra[index].X == 0 ? 1u : 4u;
  1319. uint blueMask = _fpIsBgra[index].X == 0 ? 4u : 1u;
  1320. int shift = index * 4;
  1321. uint componentMask = _componentMasks & _fragmentOutputMap;
  1322. uint checkMask = 0xfu << shift;
  1323. uint componentMaskAtIndex = componentMask & checkMask;
  1324. if (!force && componentMaskAtIndex == (_currentComponentMasks & checkMask))
  1325. {
  1326. return;
  1327. }
  1328. componentMask >>= shift;
  1329. componentMask &= 0xfu;
  1330. GL.ColorMask(
  1331. index,
  1332. (componentMask & redMask) != 0,
  1333. (componentMask & 2u) != 0,
  1334. (componentMask & blueMask) != 0,
  1335. (componentMask & 8u) != 0);
  1336. _currentComponentMasks &= ~checkMask;
  1337. _currentComponentMasks |= componentMaskAtIndex;
  1338. }
  1339. public void RestoreClipControl()
  1340. {
  1341. GL.ClipControl(_clipOrigin, _clipDepthMode);
  1342. }
  1343. public void RestoreScissor0Enable()
  1344. {
  1345. if ((_scissorEnables & 1u) != 0)
  1346. {
  1347. GL.Enable(IndexedEnableCap.ScissorTest, 0);
  1348. }
  1349. }
  1350. public void RestoreRasterizerDiscard()
  1351. {
  1352. if (_rasterizerDiscard)
  1353. {
  1354. GL.Enable(EnableCap.RasterizerDiscard);
  1355. }
  1356. }
  1357. public void RestoreViewport0()
  1358. {
  1359. if (_viewportArray.Length > 0)
  1360. {
  1361. GL.ViewportArray(0, 1, _viewportArray);
  1362. }
  1363. }
  1364. public void RestoreProgram()
  1365. {
  1366. _program?.Bind();
  1367. }
  1368. public void RestoreImages1And2()
  1369. {
  1370. for (int i = 0; i < SavedImages; i++)
  1371. {
  1372. (TextureBase texBase, Format imageFormat) = _images[i];
  1373. if (texBase != null)
  1374. {
  1375. SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
  1376. if (format != 0)
  1377. {
  1378. GL.BindImageTexture(i, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
  1379. continue;
  1380. }
  1381. }
  1382. GL.BindImageTexture(i, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
  1383. }
  1384. }
  1385. public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
  1386. {
  1387. if (value is CounterQueueEvent)
  1388. {
  1389. // Compare an event and a constant value.
  1390. CounterQueueEvent evt = (CounterQueueEvent)value;
  1391. // Easy host conditional rendering when the check matches what GL can do:
  1392. // - Event is of type samples passed.
  1393. // - Result is not a combination of multiple queries.
  1394. // - Comparing against 0.
  1395. // - Event has not already been flushed.
  1396. if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
  1397. {
  1398. if (!value.ReserveForHostAccess())
  1399. {
  1400. // If the event has been flushed, then just use the values on the CPU.
  1401. // The query object may already be repurposed for another draw (eg. begin + end).
  1402. return false;
  1403. }
  1404. GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
  1405. _activeConditionalRender = evt;
  1406. return true;
  1407. }
  1408. }
  1409. // The GPU will flush the queries to CPU and evaluate the condition there instead.
  1410. GL.Flush(); // The thread will be stalled manually flushing the counter, so flush GL commands now.
  1411. return false;
  1412. }
  1413. public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
  1414. {
  1415. GL.Flush(); // The GPU thread will be stalled manually flushing the counter, so flush GL commands now.
  1416. return false; // We don't currently have a way to compare two counters for conditional rendering.
  1417. }
  1418. public void EndHostConditionalRendering()
  1419. {
  1420. GL.EndConditionalRender();
  1421. _activeConditionalRender?.ReleaseHostAccess();
  1422. _activeConditionalRender = null;
  1423. }
  1424. public void Dispose()
  1425. {
  1426. _supportBuffer?.Dispose();
  1427. for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
  1428. {
  1429. if (_tfbs[i] != BufferHandle.Null)
  1430. {
  1431. Buffer.Delete(_tfbs[i]);
  1432. _tfbs[i] = BufferHandle.Null;
  1433. }
  1434. }
  1435. _activeConditionalRender?.ReleaseHostAccess();
  1436. _framebuffer?.Dispose();
  1437. _vertexArray?.Dispose();
  1438. _drawTexture.Dispose();
  1439. }
  1440. }
  1441. }