Pipeline.cs 54 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 DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
  494. {
  495. if (texture is TextureView view && sampler is Sampler samp)
  496. {
  497. _supportBuffer.Commit();
  498. if (HwCapabilities.SupportsDrawTexture)
  499. {
  500. GL.NV.DrawTexture(
  501. view.Handle,
  502. samp.Handle,
  503. dstRegion.X1,
  504. dstRegion.Y1,
  505. dstRegion.X2,
  506. dstRegion.Y2,
  507. 0,
  508. srcRegion.X1 / view.Width,
  509. srcRegion.Y1 / view.Height,
  510. srcRegion.X2 / view.Width,
  511. srcRegion.Y2 / view.Height);
  512. }
  513. else
  514. {
  515. static void Disable(EnableCap cap, bool enabled)
  516. {
  517. if (enabled)
  518. {
  519. GL.Disable(cap);
  520. }
  521. }
  522. static void Enable(EnableCap cap, bool enabled)
  523. {
  524. if (enabled)
  525. {
  526. GL.Enable(cap);
  527. }
  528. }
  529. Disable(EnableCap.CullFace, _cullEnable);
  530. Disable(EnableCap.StencilTest, _stencilTestEnable);
  531. Disable(EnableCap.DepthTest, _depthTestEnable);
  532. if (_depthMask)
  533. {
  534. GL.DepthMask(false);
  535. }
  536. if (_tfEnabled)
  537. {
  538. GL.EndTransformFeedback();
  539. }
  540. GL.ClipControl(ClipOrigin.UpperLeft, ClipDepthMode.NegativeOneToOne);
  541. _drawTexture.Draw(
  542. view,
  543. samp,
  544. dstRegion.X1,
  545. dstRegion.Y1,
  546. dstRegion.X2,
  547. dstRegion.Y2,
  548. srcRegion.X1 / view.Width,
  549. srcRegion.Y1 / view.Height,
  550. srcRegion.X2 / view.Width,
  551. srcRegion.Y2 / view.Height);
  552. _program?.Bind();
  553. _unit0Sampler?.Bind(0);
  554. RestoreViewport0();
  555. Enable(EnableCap.CullFace, _cullEnable);
  556. Enable(EnableCap.StencilTest, _stencilTestEnable);
  557. Enable(EnableCap.DepthTest, _depthTestEnable);
  558. if (_depthMask)
  559. {
  560. GL.DepthMask(true);
  561. }
  562. if (_tfEnabled)
  563. {
  564. GL.BeginTransformFeedback(_tfTopology);
  565. }
  566. RestoreClipControl();
  567. }
  568. }
  569. }
  570. public void EndTransformFeedback()
  571. {
  572. GL.EndTransformFeedback();
  573. _tfEnabled = false;
  574. }
  575. public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  576. {
  577. if (!_program.IsLinked)
  578. {
  579. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  580. return;
  581. }
  582. PreDrawVbUnbounded();
  583. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  584. GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
  585. GL.MultiDrawArraysIndirectCount(
  586. _primitiveType,
  587. (IntPtr)indirectBuffer.Offset,
  588. (IntPtr)parameterBuffer.Offset,
  589. maxDrawCount,
  590. stride);
  591. PostDraw();
  592. }
  593. public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
  594. {
  595. if (!_program.IsLinked)
  596. {
  597. Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
  598. return;
  599. }
  600. PreDrawVbUnbounded();
  601. _vertexArray.SetRangeOfIndexBuffer();
  602. GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
  603. GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
  604. GL.MultiDrawElementsIndirectCount(
  605. _primitiveType,
  606. (All)_elementsType,
  607. (IntPtr)indirectBuffer.Offset,
  608. (IntPtr)parameterBuffer.Offset,
  609. maxDrawCount,
  610. stride);
  611. _vertexArray.RestoreIndexBuffer();
  612. PostDraw();
  613. }
  614. public void SetAlphaTest(bool enable, float reference, CompareOp op)
  615. {
  616. if (!enable)
  617. {
  618. GL.Disable(EnableCap.AlphaTest);
  619. return;
  620. }
  621. GL.AlphaFunc((AlphaFunction)op.Convert(), reference);
  622. GL.Enable(EnableCap.AlphaTest);
  623. }
  624. public void SetBlendState(int index, BlendDescriptor blend)
  625. {
  626. if (!blend.Enable)
  627. {
  628. GL.Disable(IndexedEnableCap.Blend, index);
  629. return;
  630. }
  631. GL.BlendEquationSeparate(
  632. index,
  633. blend.ColorOp.Convert(),
  634. blend.AlphaOp.Convert());
  635. GL.BlendFuncSeparate(
  636. index,
  637. (BlendingFactorSrc)blend.ColorSrcFactor.Convert(),
  638. (BlendingFactorDest)blend.ColorDstFactor.Convert(),
  639. (BlendingFactorSrc)blend.AlphaSrcFactor.Convert(),
  640. (BlendingFactorDest)blend.AlphaDstFactor.Convert());
  641. static bool IsDualSource(BlendFactor factor)
  642. {
  643. switch (factor)
  644. {
  645. case BlendFactor.Src1Color:
  646. case BlendFactor.Src1ColorGl:
  647. case BlendFactor.Src1Alpha:
  648. case BlendFactor.Src1AlphaGl:
  649. case BlendFactor.OneMinusSrc1Color:
  650. case BlendFactor.OneMinusSrc1ColorGl:
  651. case BlendFactor.OneMinusSrc1Alpha:
  652. case BlendFactor.OneMinusSrc1AlphaGl:
  653. return true;
  654. }
  655. return false;
  656. }
  657. EnsureFramebuffer();
  658. _framebuffer.SetDualSourceBlend(
  659. IsDualSource(blend.ColorSrcFactor) ||
  660. IsDualSource(blend.ColorDstFactor) ||
  661. IsDualSource(blend.AlphaSrcFactor) ||
  662. IsDualSource(blend.AlphaDstFactor));
  663. if (_blendConstant != blend.BlendConstant)
  664. {
  665. _blendConstant = blend.BlendConstant;
  666. GL.BlendColor(
  667. blend.BlendConstant.Red,
  668. blend.BlendConstant.Green,
  669. blend.BlendConstant.Blue,
  670. blend.BlendConstant.Alpha);
  671. }
  672. GL.Enable(IndexedEnableCap.Blend, index);
  673. }
  674. public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
  675. {
  676. if ((enables & PolygonModeMask.Point) != 0)
  677. {
  678. GL.Enable(EnableCap.PolygonOffsetPoint);
  679. }
  680. else
  681. {
  682. GL.Disable(EnableCap.PolygonOffsetPoint);
  683. }
  684. if ((enables & PolygonModeMask.Line) != 0)
  685. {
  686. GL.Enable(EnableCap.PolygonOffsetLine);
  687. }
  688. else
  689. {
  690. GL.Disable(EnableCap.PolygonOffsetLine);
  691. }
  692. if ((enables & PolygonModeMask.Fill) != 0)
  693. {
  694. GL.Enable(EnableCap.PolygonOffsetFill);
  695. }
  696. else
  697. {
  698. GL.Disable(EnableCap.PolygonOffsetFill);
  699. }
  700. if (enables == 0)
  701. {
  702. return;
  703. }
  704. if (HwCapabilities.SupportsPolygonOffsetClamp)
  705. {
  706. GL.PolygonOffsetClamp(factor, units, clamp);
  707. }
  708. else
  709. {
  710. GL.PolygonOffset(factor, units);
  711. }
  712. }
  713. public void SetDepthClamp(bool clamp)
  714. {
  715. if (!clamp)
  716. {
  717. GL.Disable(EnableCap.DepthClamp);
  718. return;
  719. }
  720. GL.Enable(EnableCap.DepthClamp);
  721. }
  722. public void SetDepthMode(DepthMode mode)
  723. {
  724. ClipDepthMode depthMode = mode.Convert();
  725. if (_clipDepthMode != depthMode)
  726. {
  727. _clipDepthMode = depthMode;
  728. GL.ClipControl(_clipOrigin, depthMode);
  729. }
  730. }
  731. public void SetDepthTest(DepthTestDescriptor depthTest)
  732. {
  733. if (depthTest.TestEnable)
  734. {
  735. GL.Enable(EnableCap.DepthTest);
  736. GL.DepthFunc((DepthFunction)depthTest.Func.Convert());
  737. }
  738. else
  739. {
  740. GL.Disable(EnableCap.DepthTest);
  741. }
  742. GL.DepthMask(depthTest.WriteEnable);
  743. _depthMask = depthTest.WriteEnable;
  744. _depthTestEnable = depthTest.TestEnable;
  745. }
  746. public void SetFaceCulling(bool enable, Face face)
  747. {
  748. _cullEnable = enable;
  749. if (!enable)
  750. {
  751. GL.Disable(EnableCap.CullFace);
  752. return;
  753. }
  754. GL.CullFace(face.Convert());
  755. GL.Enable(EnableCap.CullFace);
  756. }
  757. public void SetFrontFace(FrontFace frontFace)
  758. {
  759. SetFrontFace(_frontFace = frontFace.Convert());
  760. }
  761. public void SetImage(int binding, ITexture texture, Format imageFormat)
  762. {
  763. if ((uint)binding < SavedImages)
  764. {
  765. _images[binding] = (texture as TextureBase, imageFormat);
  766. }
  767. if (texture == null)
  768. {
  769. GL.BindImageTexture(binding, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
  770. return;
  771. }
  772. TextureBase texBase = (TextureBase)texture;
  773. SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
  774. if (format != 0)
  775. {
  776. GL.BindImageTexture(binding, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
  777. }
  778. }
  779. public void SetIndexBuffer(BufferRange buffer, IndexType type)
  780. {
  781. _elementsType = type.Convert();
  782. _indexBaseOffset = (IntPtr)buffer.Offset;
  783. EnsureVertexArray();
  784. _vertexArray.SetIndexBuffer(buffer);
  785. }
  786. public void SetLogicOpState(bool enable, LogicalOp op)
  787. {
  788. if (enable)
  789. {
  790. GL.Enable(EnableCap.ColorLogicOp);
  791. GL.LogicOp((LogicOp)op.Convert());
  792. }
  793. else
  794. {
  795. GL.Disable(EnableCap.ColorLogicOp);
  796. }
  797. }
  798. public void SetMultisampleState(MultisampleDescriptor multisample)
  799. {
  800. if (multisample.AlphaToCoverageEnable)
  801. {
  802. GL.Enable(EnableCap.SampleAlphaToCoverage);
  803. if (multisample.AlphaToOneEnable)
  804. {
  805. GL.Enable(EnableCap.SampleAlphaToOne);
  806. }
  807. else
  808. {
  809. GL.Disable(EnableCap.SampleAlphaToOne);
  810. }
  811. if (HwCapabilities.SupportsAlphaToCoverageDitherControl)
  812. {
  813. GL.NV.AlphaToCoverageDitherControl(multisample.AlphaToCoverageDitherEnable
  814. ? NvAlphaToCoverageDitherControl.AlphaToCoverageDitherEnableNv
  815. : NvAlphaToCoverageDitherControl.AlphaToCoverageDitherDisableNv);
  816. }
  817. }
  818. else
  819. {
  820. GL.Disable(EnableCap.SampleAlphaToCoverage);
  821. }
  822. }
  823. public void SetLineParameters(float width, bool smooth)
  824. {
  825. if (smooth)
  826. {
  827. GL.Enable(EnableCap.LineSmooth);
  828. }
  829. else
  830. {
  831. GL.Disable(EnableCap.LineSmooth);
  832. }
  833. GL.LineWidth(width);
  834. }
  835. public unsafe void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
  836. {
  837. GL.PatchParameter(PatchParameterInt.PatchVertices, vertices);
  838. fixed (float* pOuterLevel = defaultOuterLevel)
  839. {
  840. GL.PatchParameter(PatchParameterFloat.PatchDefaultOuterLevel, pOuterLevel);
  841. }
  842. fixed (float* pInnerLevel = defaultInnerLevel)
  843. {
  844. GL.PatchParameter(PatchParameterFloat.PatchDefaultInnerLevel, pInnerLevel);
  845. }
  846. }
  847. public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
  848. {
  849. // GL_POINT_SPRITE was deprecated in core profile 3.2+ and causes GL_INVALID_ENUM when set.
  850. // As we don't know if the current context is core or compat, it's safer to keep this code.
  851. if (enablePointSprite)
  852. {
  853. GL.Enable(EnableCap.PointSprite);
  854. }
  855. else
  856. {
  857. GL.Disable(EnableCap.PointSprite);
  858. }
  859. if (isProgramPointSize)
  860. {
  861. GL.Enable(EnableCap.ProgramPointSize);
  862. }
  863. else
  864. {
  865. GL.Disable(EnableCap.ProgramPointSize);
  866. }
  867. GL.PointParameter(origin == Origin.LowerLeft
  868. ? PointSpriteCoordOriginParameter.LowerLeft
  869. : PointSpriteCoordOriginParameter.UpperLeft);
  870. // Games seem to set point size to 0 which generates a GL_INVALID_VALUE
  871. // From the spec, GL_INVALID_VALUE is generated if size is less than or equal to 0.
  872. GL.PointSize(Math.Max(float.Epsilon, size));
  873. }
  874. public void SetPolygonMode(GAL.PolygonMode frontMode, GAL.PolygonMode backMode)
  875. {
  876. if (frontMode == backMode)
  877. {
  878. GL.PolygonMode(MaterialFace.FrontAndBack, frontMode.Convert());
  879. }
  880. else
  881. {
  882. GL.PolygonMode(MaterialFace.Front, frontMode.Convert());
  883. GL.PolygonMode(MaterialFace.Back, backMode.Convert());
  884. }
  885. }
  886. public void SetPrimitiveRestart(bool enable, int index)
  887. {
  888. if (!enable)
  889. {
  890. GL.Disable(EnableCap.PrimitiveRestart);
  891. return;
  892. }
  893. GL.PrimitiveRestartIndex(index);
  894. GL.Enable(EnableCap.PrimitiveRestart);
  895. }
  896. public void SetPrimitiveTopology(PrimitiveTopology topology)
  897. {
  898. _primitiveType = topology.Convert();
  899. }
  900. public void SetProgram(IProgram program)
  901. {
  902. Program prg = (Program)program;
  903. if (_tfEnabled)
  904. {
  905. GL.EndTransformFeedback();
  906. prg.Bind();
  907. GL.BeginTransformFeedback(_tfTopology);
  908. }
  909. else
  910. {
  911. prg.Bind();
  912. }
  913. if (prg.HasFragmentShader && _fragmentOutputMap != (uint)prg.FragmentOutputMap)
  914. {
  915. _fragmentOutputMap = (uint)prg.FragmentOutputMap;
  916. for (int index = 0; index < Constants.MaxRenderTargets; index++)
  917. {
  918. RestoreComponentMask(index, force: false);
  919. }
  920. }
  921. _program = prg;
  922. }
  923. public void SetRasterizerDiscard(bool discard)
  924. {
  925. if (discard)
  926. {
  927. GL.Enable(EnableCap.RasterizerDiscard);
  928. }
  929. else
  930. {
  931. GL.Disable(EnableCap.RasterizerDiscard);
  932. }
  933. _rasterizerDiscard = discard;
  934. }
  935. public void SetRenderTargetScale(float scale)
  936. {
  937. _renderScale[0].X = scale;
  938. _supportBuffer.UpdateRenderScale(_renderScale, 0, 1); // Just the first element.
  939. }
  940. public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMasks)
  941. {
  942. _componentMasks = 0;
  943. for (int index = 0; index < componentMasks.Length; index++)
  944. {
  945. _componentMasks |= componentMasks[index] << (index * 4);
  946. RestoreComponentMask(index, force: false);
  947. }
  948. }
  949. public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
  950. {
  951. EnsureFramebuffer();
  952. bool isBgraChanged = false;
  953. for (int index = 0; index < colors.Length; index++)
  954. {
  955. TextureView color = (TextureView)colors[index];
  956. _framebuffer.AttachColor(index, color);
  957. if (color != null)
  958. {
  959. int isBgra = color.Format.IsBgr() ? 1 : 0;
  960. if (_fpIsBgra[index].X != isBgra)
  961. {
  962. _fpIsBgra[index].X = isBgra;
  963. isBgraChanged = true;
  964. RestoreComponentMask(index);
  965. }
  966. }
  967. }
  968. if (isBgraChanged)
  969. {
  970. _supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount);
  971. }
  972. TextureView depthStencilView = (TextureView)depthStencil;
  973. _framebuffer.AttachDepthStencil(depthStencilView);
  974. _framebuffer.SetDrawBuffers(colors.Length);
  975. }
  976. public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
  977. {
  978. int count = Math.Min(regions.Length, Constants.MaxViewports);
  979. Span<int> v = stackalloc int[count * 4];
  980. for (int index = 0; index < count; index++)
  981. {
  982. int vIndex = index * 4;
  983. var region = regions[index];
  984. bool enabled = (region.X | region.Y) != 0 || region.Width != 0xffff || region.Height != 0xffff;
  985. uint mask = 1u << index;
  986. if (enabled)
  987. {
  988. v[vIndex] = region.X;
  989. v[vIndex + 1] = region.Y;
  990. v[vIndex + 2] = region.Width;
  991. v[vIndex + 3] = region.Height;
  992. if ((_scissorEnables & mask) == 0)
  993. {
  994. _scissorEnables |= mask;
  995. GL.Enable(IndexedEnableCap.ScissorTest, index);
  996. }
  997. }
  998. else
  999. {
  1000. if ((_scissorEnables & mask) != 0)
  1001. {
  1002. _scissorEnables &= ~mask;
  1003. GL.Disable(IndexedEnableCap.ScissorTest, index);
  1004. }
  1005. }
  1006. }
  1007. GL.ScissorArray(0, count, ref v[0]);
  1008. }
  1009. public void SetStencilTest(StencilTestDescriptor stencilTest)
  1010. {
  1011. _stencilTestEnable = stencilTest.TestEnable;
  1012. if (!stencilTest.TestEnable)
  1013. {
  1014. GL.Disable(EnableCap.StencilTest);
  1015. return;
  1016. }
  1017. GL.StencilOpSeparate(
  1018. StencilFace.Front,
  1019. stencilTest.FrontSFail.Convert(),
  1020. stencilTest.FrontDpFail.Convert(),
  1021. stencilTest.FrontDpPass.Convert());
  1022. GL.StencilFuncSeparate(
  1023. StencilFace.Front,
  1024. (StencilFunction)stencilTest.FrontFunc.Convert(),
  1025. stencilTest.FrontFuncRef,
  1026. stencilTest.FrontFuncMask);
  1027. GL.StencilMaskSeparate(StencilFace.Front, stencilTest.FrontMask);
  1028. GL.StencilOpSeparate(
  1029. StencilFace.Back,
  1030. stencilTest.BackSFail.Convert(),
  1031. stencilTest.BackDpFail.Convert(),
  1032. stencilTest.BackDpPass.Convert());
  1033. GL.StencilFuncSeparate(
  1034. StencilFace.Back,
  1035. (StencilFunction)stencilTest.BackFunc.Convert(),
  1036. stencilTest.BackFuncRef,
  1037. stencilTest.BackFuncMask);
  1038. GL.StencilMaskSeparate(StencilFace.Back, stencilTest.BackMask);
  1039. GL.Enable(EnableCap.StencilTest);
  1040. _stencilFrontMask = stencilTest.FrontMask;
  1041. }
  1042. public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  1043. {
  1044. SetBuffers(first, buffers, isStorage: true);
  1045. }
  1046. public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
  1047. {
  1048. if (texture != null)
  1049. {
  1050. if (binding == 0)
  1051. {
  1052. _unit0Texture = (TextureBase)texture;
  1053. }
  1054. else
  1055. {
  1056. ((TextureBase)texture).Bind(binding);
  1057. }
  1058. }
  1059. else
  1060. {
  1061. TextureBase.ClearBinding(binding);
  1062. }
  1063. Sampler glSampler = (Sampler)sampler;
  1064. glSampler?.Bind(binding);
  1065. if (binding == 0)
  1066. {
  1067. _unit0Sampler = glSampler;
  1068. }
  1069. }
  1070. public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
  1071. {
  1072. if (_tfEnabled)
  1073. {
  1074. GL.EndTransformFeedback();
  1075. }
  1076. int count = Math.Min(buffers.Length, Constants.MaxTransformFeedbackBuffers);
  1077. for (int i = 0; i < count; i++)
  1078. {
  1079. BufferRange buffer = buffers[i];
  1080. _tfbTargets[i] = buffer;
  1081. if (buffer.Handle == BufferHandle.Null)
  1082. {
  1083. GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, 0);
  1084. continue;
  1085. }
  1086. if (_tfbs[i] == BufferHandle.Null)
  1087. {
  1088. _tfbs[i] = Buffer.Create();
  1089. }
  1090. Buffer.Resize(_tfbs[i], buffer.Size);
  1091. Buffer.Copy(buffer.Handle, _tfbs[i], buffer.Offset, 0, buffer.Size);
  1092. GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, _tfbs[i].ToInt32());
  1093. }
  1094. if (_tfEnabled)
  1095. {
  1096. GL.BeginTransformFeedback(_tfTopology);
  1097. }
  1098. }
  1099. public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
  1100. {
  1101. SetBuffers(first, buffers, isStorage: false);
  1102. }
  1103. public void SetUserClipDistance(int index, bool enableClip)
  1104. {
  1105. if (!enableClip)
  1106. {
  1107. GL.Disable(EnableCap.ClipDistance0 + index);
  1108. return;
  1109. }
  1110. GL.Enable(EnableCap.ClipDistance0 + index);
  1111. }
  1112. public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
  1113. {
  1114. EnsureVertexArray();
  1115. _vertexArray.SetVertexAttributes(vertexAttribs);
  1116. }
  1117. public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
  1118. {
  1119. EnsureVertexArray();
  1120. _vertexArray.SetVertexBuffers(vertexBuffers);
  1121. }
  1122. public void SetViewports(ReadOnlySpan<Viewport> viewports, bool disableTransform)
  1123. {
  1124. Array.Resize(ref _viewportArray, viewports.Length * 4);
  1125. Array.Resize(ref _depthRangeArray, viewports.Length * 2);
  1126. float[] viewportArray = _viewportArray;
  1127. double[] depthRangeArray = _depthRangeArray;
  1128. for (int index = 0; index < viewports.Length; index++)
  1129. {
  1130. int viewportElemIndex = index * 4;
  1131. Viewport viewport = viewports[index];
  1132. viewportArray[viewportElemIndex + 0] = viewport.Region.X;
  1133. viewportArray[viewportElemIndex + 1] = viewport.Region.Y + (viewport.Region.Height < 0 ? viewport.Region.Height : 0);
  1134. viewportArray[viewportElemIndex + 2] = viewport.Region.Width;
  1135. viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height);
  1136. if (HwCapabilities.SupportsViewportSwizzle)
  1137. {
  1138. GL.NV.ViewportSwizzle(
  1139. index,
  1140. viewport.SwizzleX.Convert(),
  1141. viewport.SwizzleY.Convert(),
  1142. viewport.SwizzleZ.Convert(),
  1143. viewport.SwizzleW.Convert());
  1144. }
  1145. depthRangeArray[index * 2 + 0] = viewport.DepthNear;
  1146. depthRangeArray[index * 2 + 1] = viewport.DepthFar;
  1147. }
  1148. bool flipY = viewports.Length != 0 && viewports[0].Region.Height < 0;
  1149. SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
  1150. GL.ViewportArray(0, viewports.Length, viewportArray);
  1151. GL.DepthRangeArray(0, viewports.Length, depthRangeArray);
  1152. float disableTransformF = disableTransform ? 1.0f : 0.0f;
  1153. if (_supportBuffer.Data.ViewportInverse.W != disableTransformF || disableTransform)
  1154. {
  1155. float scale = _renderScale[0].X;
  1156. _supportBuffer.UpdateViewportInverse(new Vector4<float>
  1157. {
  1158. X = scale * 2f / viewports[0].Region.Width,
  1159. Y = scale * 2f / viewports[0].Region.Height,
  1160. Z = 1,
  1161. W = disableTransformF
  1162. });
  1163. }
  1164. }
  1165. public void TextureBarrier()
  1166. {
  1167. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  1168. }
  1169. public void TextureBarrierTiled()
  1170. {
  1171. GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit);
  1172. }
  1173. private void SetBuffers(int first, ReadOnlySpan<BufferRange> buffers, bool isStorage)
  1174. {
  1175. BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer;
  1176. for (int index = 0; index < buffers.Length; index++)
  1177. {
  1178. BufferRange buffer = buffers[index];
  1179. if (buffer.Handle == BufferHandle.Null)
  1180. {
  1181. GL.BindBufferRange(target, first + index, 0, IntPtr.Zero, 0);
  1182. continue;
  1183. }
  1184. GL.BindBufferRange(target, first + index, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
  1185. }
  1186. }
  1187. private void SetOrigin(ClipOrigin origin)
  1188. {
  1189. if (_clipOrigin != origin)
  1190. {
  1191. _clipOrigin = origin;
  1192. GL.ClipControl(origin, _clipDepthMode);
  1193. SetFrontFace(_frontFace);
  1194. }
  1195. }
  1196. private void SetFrontFace(FrontFaceDirection frontFace)
  1197. {
  1198. // Changing clip origin will also change the front face to compensate
  1199. // for the flipped viewport, we flip it again here to compensate as
  1200. // this effect is undesirable for us.
  1201. if (_clipOrigin == ClipOrigin.UpperLeft)
  1202. {
  1203. frontFace = frontFace == FrontFaceDirection.Ccw ? FrontFaceDirection.Cw : FrontFaceDirection.Ccw;
  1204. }
  1205. GL.FrontFace(frontFace);
  1206. }
  1207. private void EnsureVertexArray()
  1208. {
  1209. if (_vertexArray == null)
  1210. {
  1211. _vertexArray = new VertexArray();
  1212. _vertexArray.Bind();
  1213. }
  1214. }
  1215. private void EnsureFramebuffer()
  1216. {
  1217. if (_framebuffer == null)
  1218. {
  1219. _framebuffer = new Framebuffer();
  1220. int boundHandle = _framebuffer.Bind();
  1221. _boundDrawFramebuffer = _boundReadFramebuffer = boundHandle;
  1222. GL.Enable(EnableCap.FramebufferSrgb);
  1223. }
  1224. }
  1225. internal (int drawHandle, int readHandle) GetBoundFramebuffers()
  1226. {
  1227. if (BackgroundContextWorker.InBackground)
  1228. {
  1229. return (0, 0);
  1230. }
  1231. return (_boundDrawFramebuffer, _boundReadFramebuffer);
  1232. }
  1233. public void UpdateRenderScale(ReadOnlySpan<float> scales, int totalCount, int fragmentCount)
  1234. {
  1235. bool changed = false;
  1236. for (int index = 0; index < totalCount; index++)
  1237. {
  1238. if (_renderScale[1 + index].X != scales[index])
  1239. {
  1240. _renderScale[1 + index].X = scales[index];
  1241. changed = true;
  1242. }
  1243. }
  1244. // Only update fragment count if there are scales after it for the vertex stage.
  1245. if (fragmentCount != totalCount && fragmentCount != _fragmentScaleCount)
  1246. {
  1247. _fragmentScaleCount = fragmentCount;
  1248. _supportBuffer.UpdateFragmentRenderScaleCount(_fragmentScaleCount);
  1249. }
  1250. if (changed)
  1251. {
  1252. _supportBuffer.UpdateRenderScale(_renderScale, 0, 1 + totalCount);
  1253. }
  1254. }
  1255. private void PrepareForDispatch()
  1256. {
  1257. _unit0Texture?.Bind(0);
  1258. _supportBuffer.Commit();
  1259. }
  1260. private void PreDraw(int vertexCount)
  1261. {
  1262. _vertexArray.PreDraw(vertexCount);
  1263. PreDraw();
  1264. }
  1265. private void PreDrawVbUnbounded()
  1266. {
  1267. _vertexArray.PreDrawVbUnbounded();
  1268. PreDraw();
  1269. }
  1270. private void PreDraw()
  1271. {
  1272. DrawCount++;
  1273. _unit0Texture?.Bind(0);
  1274. _supportBuffer.Commit();
  1275. }
  1276. private void PostDraw()
  1277. {
  1278. if (_tfEnabled)
  1279. {
  1280. for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
  1281. {
  1282. if (_tfbTargets[i].Handle != BufferHandle.Null)
  1283. {
  1284. Buffer.Copy(_tfbs[i], _tfbTargets[i].Handle, 0, _tfbTargets[i].Offset, _tfbTargets[i].Size);
  1285. }
  1286. }
  1287. }
  1288. }
  1289. public void RestoreComponentMask(int index, bool force = true)
  1290. {
  1291. // If the bound render target is bgra, swap the red and blue masks.
  1292. uint redMask = _fpIsBgra[index].X == 0 ? 1u : 4u;
  1293. uint blueMask = _fpIsBgra[index].X == 0 ? 4u : 1u;
  1294. int shift = index * 4;
  1295. uint componentMask = _componentMasks & _fragmentOutputMap;
  1296. uint checkMask = 0xfu << shift;
  1297. uint componentMaskAtIndex = componentMask & checkMask;
  1298. if (!force && componentMaskAtIndex == (_currentComponentMasks & checkMask))
  1299. {
  1300. return;
  1301. }
  1302. componentMask >>= shift;
  1303. componentMask &= 0xfu;
  1304. GL.ColorMask(
  1305. index,
  1306. (componentMask & redMask) != 0,
  1307. (componentMask & 2u) != 0,
  1308. (componentMask & blueMask) != 0,
  1309. (componentMask & 8u) != 0);
  1310. _currentComponentMasks &= ~checkMask;
  1311. _currentComponentMasks |= componentMaskAtIndex;
  1312. }
  1313. public void RestoreClipControl()
  1314. {
  1315. GL.ClipControl(_clipOrigin, _clipDepthMode);
  1316. }
  1317. public void RestoreScissor0Enable()
  1318. {
  1319. if ((_scissorEnables & 1u) != 0)
  1320. {
  1321. GL.Enable(IndexedEnableCap.ScissorTest, 0);
  1322. }
  1323. }
  1324. public void RestoreRasterizerDiscard()
  1325. {
  1326. if (_rasterizerDiscard)
  1327. {
  1328. GL.Enable(EnableCap.RasterizerDiscard);
  1329. }
  1330. }
  1331. public void RestoreViewport0()
  1332. {
  1333. if (_viewportArray.Length > 0)
  1334. {
  1335. GL.ViewportArray(0, 1, _viewportArray);
  1336. }
  1337. }
  1338. public void RestoreProgram()
  1339. {
  1340. _program?.Bind();
  1341. }
  1342. public void RestoreImages1And2()
  1343. {
  1344. for (int i = 0; i < SavedImages; i++)
  1345. {
  1346. (TextureBase texBase, Format imageFormat) = _images[i];
  1347. if (texBase != null)
  1348. {
  1349. SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat);
  1350. if (format != 0)
  1351. {
  1352. GL.BindImageTexture(i, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format);
  1353. continue;
  1354. }
  1355. }
  1356. GL.BindImageTexture(i, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
  1357. }
  1358. }
  1359. public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
  1360. {
  1361. if (value is CounterQueueEvent)
  1362. {
  1363. // Compare an event and a constant value.
  1364. CounterQueueEvent evt = (CounterQueueEvent)value;
  1365. // Easy host conditional rendering when the check matches what GL can do:
  1366. // - Event is of type samples passed.
  1367. // - Result is not a combination of multiple queries.
  1368. // - Comparing against 0.
  1369. // - Event has not already been flushed.
  1370. if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter)
  1371. {
  1372. if (!value.ReserveForHostAccess())
  1373. {
  1374. // If the event has been flushed, then just use the values on the CPU.
  1375. // The query object may already be repurposed for another draw (eg. begin + end).
  1376. return false;
  1377. }
  1378. GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait);
  1379. _activeConditionalRender = evt;
  1380. return true;
  1381. }
  1382. }
  1383. // The GPU will flush the queries to CPU and evaluate the condition there instead.
  1384. GL.Flush(); // The thread will be stalled manually flushing the counter, so flush GL commands now.
  1385. return false;
  1386. }
  1387. public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
  1388. {
  1389. GL.Flush(); // The GPU thread will be stalled manually flushing the counter, so flush GL commands now.
  1390. return false; // We don't currently have a way to compare two counters for conditional rendering.
  1391. }
  1392. public void EndHostConditionalRendering()
  1393. {
  1394. GL.EndConditionalRender();
  1395. _activeConditionalRender?.ReleaseHostAccess();
  1396. _activeConditionalRender = null;
  1397. }
  1398. public void Dispose()
  1399. {
  1400. _supportBuffer?.Dispose();
  1401. for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++)
  1402. {
  1403. if (_tfbs[i] != BufferHandle.Null)
  1404. {
  1405. Buffer.Delete(_tfbs[i]);
  1406. _tfbs[i] = BufferHandle.Null;
  1407. }
  1408. }
  1409. _activeConditionalRender?.ReleaseHostAccess();
  1410. _framebuffer?.Dispose();
  1411. _vertexArray?.Dispose();
  1412. _drawTexture.Dispose();
  1413. }
  1414. }
  1415. }