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- // This code was written for the OpenTK library and has been released
- // to the Public Domain.
- // It is provided "as is" without express or implied warranty of any kind.
- using Gal;
- using OpenTK;
- using OpenTK.Graphics;
- using OpenTK.Graphics.OpenGL;
- using System;
- namespace Ryujinx
- {
- public class GLScreen : GameWindow
- {
- class ScreenTexture : IDisposable
- {
- private Switch Ns;
- private IGalRenderer Renderer;
-
- private int Width;
- private int Height;
- private int TexHandle;
- private int[] Pixels;
- public ScreenTexture(Switch Ns, IGalRenderer Renderer, int Width, int Height)
- {
- this.Ns = Ns;
- this.Renderer = Renderer;
- this.Width = Width;
- this.Height = Height;
- Pixels = new int[Width * Height];
- TexHandle = GL.GenTexture();
- GL.BindTexture(TextureTarget.Texture2D, TexHandle);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
- GL.TexImage2D(TextureTarget.Texture2D,
- 0,
- PixelInternalFormat.Rgba,
- Width,
- Height,
- 0,
- PixelFormat.Rgba,
- PixelType.UnsignedByte,
- IntPtr.Zero);
- }
- public int Texture
- {
- get
- {
- UploadBitmap();
- return TexHandle;
- }
- }
- unsafe void UploadBitmap()
- {
- if (Renderer.FrameBufferPtr == 0)
- {
- return;
- }
- byte* SrcPtr = (byte*)IntPtr.Add(Ns.Ram, (int)Renderer.FrameBufferPtr);
- for (int Y = 0; Y < Height; Y++)
- {
- for (int X = 0; X < Width; X++)
- {
- int SrcOffs = GetSwizzleOffset(X, Y, 4);
- Pixels[X + Y * Width] = *((int*)(SrcPtr + SrcOffs));
- }
- }
- GL.BindTexture(TextureTarget.Texture2D, TexHandle);
- GL.TexSubImage2D(TextureTarget.Texture2D,
- 0,
- 0,
- 0,
- Width,
- Height,
- PixelFormat.Rgba,
- PixelType.UnsignedByte,
- Pixels);
- }
- private int GetSwizzleOffset(int X, int Y, int Bpp)
- {
- int Pos;
- Pos = (Y & 0x7f) >> 4;
- Pos += (X >> 4) << 3;
- Pos += (Y >> 7) * ((Width >> 4) << 3);
- Pos *= 1024;
- Pos += ((Y & 0xf) >> 3) << 9;
- Pos += ((X & 0xf) >> 3) << 8;
- Pos += ((Y & 0x7) >> 1) << 6;
- Pos += ((X & 0x7) >> 2) << 5;
- Pos += ((Y & 0x1) >> 0) << 4;
- Pos += ((X & 0x3) >> 0) << 2;
- return Pos;
- }
- private bool disposed;
- public void Dispose()
- {
- Dispose(true);
-
- GC.SuppressFinalize(this);
- }
- void Dispose(bool disposing)
- {
- if (!disposed)
- {
- if (disposing)
- {
- GL.DeleteTexture(TexHandle);
- }
- disposed = true;
- }
- }
- }
- private string VtxShaderSource = @"
- #version 330 core
- precision highp float;
- layout(location = 0) in vec3 in_position;
- layout(location = 1) in vec4 in_color;
- layout(location = 2) in vec2 in_tex_coord;
- out vec4 color;
- out vec2 tex_coord;
- void main(void) {
- color = in_color;
- tex_coord = in_tex_coord;
- gl_Position = vec4((in_position + vec3(-960, 270, 0)) / vec3(1920, 270, 1), 1);
- }";
- private string FragShaderSource = @"
- #version 330 core
- precision highp float;
- uniform sampler2D tex;
- in vec4 color;
- in vec2 tex_coord;
- out vec4 out_frag_color;
- void main(void) {
- out_frag_color = vec4(texture(tex, tex_coord).rgb, color.a);
- }";
- private int VtxShaderHandle,
- FragShaderHandle,
- PrgShaderHandle;
-
- private int VaoHandle;
- private int VboHandle;
- private Switch Ns;
- private IGalRenderer Renderer;
- private ScreenTexture ScreenTex;
- public GLScreen(Switch Ns, IGalRenderer Renderer)
- : base(1280, 720,
- new GraphicsMode(), "Ryujinx", 0,
- DisplayDevice.Default, 3, 3,
- GraphicsContextFlags.ForwardCompatible)
- {
- this.Ns = Ns;
- this.Renderer = Renderer;
- ScreenTex = new ScreenTexture(Ns, Renderer, 1280, 720);
- }
- protected override void OnLoad (EventArgs e)
- {
- VSync = VSyncMode.On;
- CreateShaders();
- CreateVbo();
- GL.Enable(EnableCap.Blend);
- GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
- }
- protected override void OnUnload(EventArgs e)
- {
- ScreenTex.Dispose();
- GL.DeleteVertexArray(VaoHandle);
- GL.DeleteBuffer(VboHandle);
- }
- private void CreateVbo()
- {
- VaoHandle = GL.GenVertexArray();
- VboHandle = GL.GenBuffer();
- uint[] Buffer = new uint[]
- {
- 0xc4700000, 0x80000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000,
- 0x45340000, 0x80000000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x00000000,
- 0xc4700000, 0xc4070000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x3f800000,
- 0x45340000, 0xc4070000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x3f800000
- };
- IntPtr Length = new IntPtr(Buffer.Length * 4);
- GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
- GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
- GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
- GL.BindVertexArray(VaoHandle);
- GL.EnableVertexAttribArray(0);
- GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
- GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 28, 0);
- GL.EnableVertexAttribArray(1);
- GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
- GL.VertexAttribPointer(1, 4, VertexAttribPointerType.UnsignedByte, false, 28, 12);
- GL.EnableVertexAttribArray(2);
- GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
- GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, 28, 20);
- GL.BindVertexArray(0);
- }
- private void CreateShaders()
- {
- VtxShaderHandle = GL.CreateShader(ShaderType.VertexShader);
- FragShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
- GL.ShaderSource(VtxShaderHandle, VtxShaderSource);
- GL.ShaderSource(FragShaderHandle, FragShaderSource);
- GL.CompileShader(VtxShaderHandle);
- GL.CompileShader(FragShaderHandle);
- PrgShaderHandle = GL.CreateProgram();
- GL.AttachShader(PrgShaderHandle, VtxShaderHandle);
- GL.AttachShader(PrgShaderHandle, FragShaderHandle);
- GL.LinkProgram(PrgShaderHandle);
- GL.UseProgram(PrgShaderHandle);
- int TexLocation = GL.GetUniformLocation(PrgShaderHandle, "tex");
- GL.Uniform1(TexLocation, 0);
- }
- protected override void OnUpdateFrame(FrameEventArgs e)
- {
- unsafe
- {
- byte* Ptr = (byte*)IntPtr.Add(Ns.Ram, (int)Ns.Os.HidOffset);
- int State = 0;
-
- if (Keyboard[OpenTK.Input.Key.Up])
- {
- State |= 0x2000;
- }
- if (Keyboard[OpenTK.Input.Key.Down])
- {
- State |= 0x8000;
- }
- if (Keyboard[OpenTK.Input.Key.Left])
- {
- State |= 0x1000;
- }
- if (Keyboard[OpenTK.Input.Key.Right])
- {
- State |= 0x4000;
- }
- if (Keyboard[OpenTK.Input.Key.A])
- {
- State |= 0x1;
- }
- if (Keyboard[OpenTK.Input.Key.S])
- {
- State |= 0x2;
- }
- if (Keyboard[OpenTK.Input.Key.Z])
- {
- State |= 0x4;
- }
- if (Keyboard[OpenTK.Input.Key.X])
- {
- State |= 0x8;
- }
- if (Keyboard[OpenTK.Input.Key.Enter])
- {
- State |= 0x400;
- }
- if (Keyboard[OpenTK.Input.Key.Tab])
- {
- State |= 0x800;
- }
- *((int*)(Ptr + 0xae38)) = (int)State;
- }
- if (Keyboard[OpenTK.Input.Key.Escape])
- {
- this.Exit();
- }
- }
- protected override void OnRenderFrame(FrameEventArgs e)
- {
- GL.Viewport(0, 0, 1280, 720);
-
- GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
- RenderFb();
- GL.UseProgram(PrgShaderHandle);
-
- Renderer.RunActions();
- Renderer.BindTexture(0);
- Renderer.Render();
- SwapBuffers();
- }
- void RenderFb()
- {
- GL.ActiveTexture(TextureUnit.Texture0);
- GL.BindTexture(TextureTarget.Texture2D, ScreenTex.Texture);
- GL.BindVertexArray(VaoHandle);
- GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
- }
- }
- }
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