OGLFrameBuffer.cs 9.2 KB

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