OGLPipeline.cs 33 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using System;
  3. using System.Collections.Generic;
  4. namespace Ryujinx.Graphics.Gal.OpenGL
  5. {
  6. class OGLPipeline : IGalPipeline
  7. {
  8. private static Dictionary<GalVertexAttribSize, int> AttribElements =
  9. new Dictionary<GalVertexAttribSize, int>()
  10. {
  11. { GalVertexAttribSize._32_32_32_32, 4 },
  12. { GalVertexAttribSize._32_32_32, 3 },
  13. { GalVertexAttribSize._16_16_16_16, 4 },
  14. { GalVertexAttribSize._32_32, 2 },
  15. { GalVertexAttribSize._16_16_16, 3 },
  16. { GalVertexAttribSize._8_8_8_8, 4 },
  17. { GalVertexAttribSize._16_16, 2 },
  18. { GalVertexAttribSize._32, 1 },
  19. { GalVertexAttribSize._8_8_8, 3 },
  20. { GalVertexAttribSize._8_8, 2 },
  21. { GalVertexAttribSize._16, 1 },
  22. { GalVertexAttribSize._8, 1 },
  23. { GalVertexAttribSize._10_10_10_2, 4 },
  24. { GalVertexAttribSize._11_11_10, 3 }
  25. };
  26. private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> FloatAttribTypes =
  27. new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
  28. {
  29. { GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Float },
  30. { GalVertexAttribSize._32_32_32, VertexAttribPointerType.Float },
  31. { GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.HalfFloat },
  32. { GalVertexAttribSize._32_32, VertexAttribPointerType.Float },
  33. { GalVertexAttribSize._16_16_16, VertexAttribPointerType.HalfFloat },
  34. { GalVertexAttribSize._16_16, VertexAttribPointerType.HalfFloat },
  35. { GalVertexAttribSize._32, VertexAttribPointerType.Float },
  36. { GalVertexAttribSize._16, VertexAttribPointerType.HalfFloat }
  37. };
  38. private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> SignedAttribTypes =
  39. new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
  40. {
  41. { GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Int },
  42. { GalVertexAttribSize._32_32_32, VertexAttribPointerType.Int },
  43. { GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.Short },
  44. { GalVertexAttribSize._32_32, VertexAttribPointerType.Int },
  45. { GalVertexAttribSize._16_16_16, VertexAttribPointerType.Short },
  46. { GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.Byte },
  47. { GalVertexAttribSize._16_16, VertexAttribPointerType.Short },
  48. { GalVertexAttribSize._32, VertexAttribPointerType.Int },
  49. { GalVertexAttribSize._8_8_8, VertexAttribPointerType.Byte },
  50. { GalVertexAttribSize._8_8, VertexAttribPointerType.Byte },
  51. { GalVertexAttribSize._16, VertexAttribPointerType.Short },
  52. { GalVertexAttribSize._8, VertexAttribPointerType.Byte },
  53. { GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.Int2101010Rev }
  54. };
  55. private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> UnsignedAttribTypes =
  56. new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
  57. {
  58. { GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.UnsignedInt },
  59. { GalVertexAttribSize._32_32_32, VertexAttribPointerType.UnsignedInt },
  60. { GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.UnsignedShort },
  61. { GalVertexAttribSize._32_32, VertexAttribPointerType.UnsignedInt },
  62. { GalVertexAttribSize._16_16_16, VertexAttribPointerType.UnsignedShort },
  63. { GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.UnsignedByte },
  64. { GalVertexAttribSize._16_16, VertexAttribPointerType.UnsignedShort },
  65. { GalVertexAttribSize._32, VertexAttribPointerType.UnsignedInt },
  66. { GalVertexAttribSize._8_8_8, VertexAttribPointerType.UnsignedByte },
  67. { GalVertexAttribSize._8_8, VertexAttribPointerType.UnsignedByte },
  68. { GalVertexAttribSize._16, VertexAttribPointerType.UnsignedShort },
  69. { GalVertexAttribSize._8, VertexAttribPointerType.UnsignedByte },
  70. { GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.UnsignedInt2101010Rev },
  71. { GalVertexAttribSize._11_11_10, VertexAttribPointerType.UnsignedInt10F11F11FRev }
  72. };
  73. private GalPipelineState Old;
  74. private OGLConstBuffer Buffer;
  75. private OGLRenderTarget RenderTarget;
  76. private OGLRasterizer Rasterizer;
  77. private OGLShader Shader;
  78. private int VaoHandle;
  79. public OGLPipeline(
  80. OGLConstBuffer Buffer,
  81. OGLRenderTarget RenderTarget,
  82. OGLRasterizer Rasterizer,
  83. OGLShader Shader)
  84. {
  85. this.Buffer = Buffer;
  86. this.RenderTarget = RenderTarget;
  87. this.Rasterizer = Rasterizer;
  88. this.Shader = Shader;
  89. //These values match OpenGL's defaults
  90. Old = new GalPipelineState
  91. {
  92. FrontFace = GalFrontFace.CCW,
  93. CullFaceEnabled = false,
  94. CullFace = GalCullFace.Back,
  95. DepthTestEnabled = false,
  96. DepthWriteEnabled = true,
  97. DepthFunc = GalComparisonOp.Less,
  98. DepthRangeNear = 0,
  99. DepthRangeFar = 1,
  100. StencilTestEnabled = false,
  101. StencilBackFuncFunc = GalComparisonOp.Always,
  102. StencilBackFuncRef = 0,
  103. StencilBackFuncMask = UInt32.MaxValue,
  104. StencilBackOpFail = GalStencilOp.Keep,
  105. StencilBackOpZFail = GalStencilOp.Keep,
  106. StencilBackOpZPass = GalStencilOp.Keep,
  107. StencilBackMask = UInt32.MaxValue,
  108. StencilFrontFuncFunc = GalComparisonOp.Always,
  109. StencilFrontFuncRef = 0,
  110. StencilFrontFuncMask = UInt32.MaxValue,
  111. StencilFrontOpFail = GalStencilOp.Keep,
  112. StencilFrontOpZFail = GalStencilOp.Keep,
  113. StencilFrontOpZPass = GalStencilOp.Keep,
  114. StencilFrontMask = UInt32.MaxValue,
  115. BlendIndependent = false,
  116. PrimitiveRestartEnabled = false,
  117. PrimitiveRestartIndex = 0
  118. };
  119. for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
  120. {
  121. Old.Blends[Index] = BlendState.Default;
  122. Old.ColorMasks[Index] = ColorMaskState.Default;
  123. }
  124. }
  125. public void Bind(GalPipelineState New)
  126. {
  127. BindConstBuffers(New);
  128. BindVertexLayout(New);
  129. if (New.FramebufferSrgb != Old.FramebufferSrgb)
  130. {
  131. Enable(EnableCap.FramebufferSrgb, New.FramebufferSrgb);
  132. RenderTarget.FramebufferSrgb = New.FramebufferSrgb;
  133. }
  134. if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY || New.Instance != Old.Instance)
  135. {
  136. Shader.SetExtraData(New.FlipX, New.FlipY, New.Instance);
  137. }
  138. //Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
  139. //if (New.FrontFace != Old.FrontFace)
  140. //{
  141. // GL.FrontFace(OGLEnumConverter.GetFrontFace(New.FrontFace));
  142. //}
  143. //if (New.CullFaceEnabled != Old.CullFaceEnabled)
  144. //{
  145. // Enable(EnableCap.CullFace, New.CullFaceEnabled);
  146. //}
  147. //if (New.CullFaceEnabled)
  148. //{
  149. // if (New.CullFace != Old.CullFace)
  150. // {
  151. // GL.CullFace(OGLEnumConverter.GetCullFace(New.CullFace));
  152. // }
  153. //}
  154. if (New.DepthTestEnabled != Old.DepthTestEnabled)
  155. {
  156. Enable(EnableCap.DepthTest, New.DepthTestEnabled);
  157. }
  158. if (New.DepthWriteEnabled != Old.DepthWriteEnabled)
  159. {
  160. GL.DepthMask(New.DepthWriteEnabled);
  161. }
  162. if (New.DepthTestEnabled)
  163. {
  164. if (New.DepthFunc != Old.DepthFunc)
  165. {
  166. GL.DepthFunc(OGLEnumConverter.GetDepthFunc(New.DepthFunc));
  167. }
  168. }
  169. if (New.DepthRangeNear != Old.DepthRangeNear ||
  170. New.DepthRangeFar != Old.DepthRangeFar)
  171. {
  172. GL.DepthRange(New.DepthRangeNear, New.DepthRangeFar);
  173. }
  174. if (New.StencilTestEnabled != Old.StencilTestEnabled)
  175. {
  176. Enable(EnableCap.StencilTest, New.StencilTestEnabled);
  177. }
  178. if (New.StencilTwoSideEnabled != Old.StencilTwoSideEnabled)
  179. {
  180. Enable((EnableCap)All.StencilTestTwoSideExt, New.StencilTwoSideEnabled);
  181. }
  182. if (New.StencilTestEnabled)
  183. {
  184. if (New.StencilBackFuncFunc != Old.StencilBackFuncFunc ||
  185. New.StencilBackFuncRef != Old.StencilBackFuncRef ||
  186. New.StencilBackFuncMask != Old.StencilBackFuncMask)
  187. {
  188. GL.StencilFuncSeparate(
  189. StencilFace.Back,
  190. OGLEnumConverter.GetStencilFunc(New.StencilBackFuncFunc),
  191. New.StencilBackFuncRef,
  192. New.StencilBackFuncMask);
  193. }
  194. if (New.StencilBackOpFail != Old.StencilBackOpFail ||
  195. New.StencilBackOpZFail != Old.StencilBackOpZFail ||
  196. New.StencilBackOpZPass != Old.StencilBackOpZPass)
  197. {
  198. GL.StencilOpSeparate(
  199. StencilFace.Back,
  200. OGLEnumConverter.GetStencilOp(New.StencilBackOpFail),
  201. OGLEnumConverter.GetStencilOp(New.StencilBackOpZFail),
  202. OGLEnumConverter.GetStencilOp(New.StencilBackOpZPass));
  203. }
  204. if (New.StencilBackMask != Old.StencilBackMask)
  205. {
  206. GL.StencilMaskSeparate(StencilFace.Back, New.StencilBackMask);
  207. }
  208. if (New.StencilFrontFuncFunc != Old.StencilFrontFuncFunc ||
  209. New.StencilFrontFuncRef != Old.StencilFrontFuncRef ||
  210. New.StencilFrontFuncMask != Old.StencilFrontFuncMask)
  211. {
  212. GL.StencilFuncSeparate(
  213. StencilFace.Front,
  214. OGLEnumConverter.GetStencilFunc(New.StencilFrontFuncFunc),
  215. New.StencilFrontFuncRef,
  216. New.StencilFrontFuncMask);
  217. }
  218. if (New.StencilFrontOpFail != Old.StencilFrontOpFail ||
  219. New.StencilFrontOpZFail != Old.StencilFrontOpZFail ||
  220. New.StencilFrontOpZPass != Old.StencilFrontOpZPass)
  221. {
  222. GL.StencilOpSeparate(
  223. StencilFace.Front,
  224. OGLEnumConverter.GetStencilOp(New.StencilFrontOpFail),
  225. OGLEnumConverter.GetStencilOp(New.StencilFrontOpZFail),
  226. OGLEnumConverter.GetStencilOp(New.StencilFrontOpZPass));
  227. }
  228. if (New.StencilFrontMask != Old.StencilFrontMask)
  229. {
  230. GL.StencilMaskSeparate(StencilFace.Front, New.StencilFrontMask);
  231. }
  232. }
  233. // Scissor Test
  234. bool forceUpdate;
  235. for (int Index = 0; Index < New.ScissorTestCount; Index++)
  236. {
  237. forceUpdate = false;
  238. if (New.ScissorTestEnabled[Index])
  239. {
  240. // If there is only 1 scissor test, geometry shaders are disabled so the scissor test applies to all viewports
  241. if (New.ScissorTestCount == 1)
  242. {
  243. GL.Enable(EnableCap.ScissorTest);
  244. }
  245. else
  246. {
  247. GL.Enable(IndexedEnableCap.ScissorTest, Index);
  248. }
  249. forceUpdate = true;
  250. }
  251. else
  252. {
  253. GL.Disable(IndexedEnableCap.ScissorTest, Index);
  254. }
  255. if (New.ScissorTestEnabled[Index] &&
  256. (New.ScissorTestX[Index] != Old.ScissorTestX[Index] ||
  257. New.ScissorTestY[Index] != Old.ScissorTestY[Index] ||
  258. New.ScissorTestWidth[Index] != Old.ScissorTestWidth[Index] ||
  259. New.ScissorTestHeight[Index] != Old.ScissorTestHeight[Index] ||
  260. forceUpdate)) // Force update intentionally last to reduce if comparisons
  261. {
  262. // If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
  263. if (New.ScissorTestCount == 1)
  264. {
  265. GL.Scissor(New.ScissorTestX[Index], New.ScissorTestY[Index],
  266. New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
  267. }
  268. else
  269. {
  270. GL.ScissorIndexed(Index, New.ScissorTestX[Index], New.ScissorTestY[Index],
  271. New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
  272. }
  273. }
  274. }
  275. if (New.BlendIndependent)
  276. {
  277. for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
  278. {
  279. SetBlendState(Index, New.Blends[Index], Old.Blends[Index]);
  280. }
  281. }
  282. else
  283. {
  284. if (New.BlendIndependent != Old.BlendIndependent)
  285. {
  286. SetAllBlendState(New.Blends[0]);
  287. }
  288. else
  289. {
  290. SetBlendState(New.Blends[0], Old.Blends[0]);
  291. }
  292. }
  293. if (New.ColorMaskCommon)
  294. {
  295. if (New.ColorMaskCommon != Old.ColorMaskCommon || !New.ColorMasks[0].Equals(Old.ColorMasks[0]))
  296. {
  297. GL.ColorMask(
  298. New.ColorMasks[0].Red,
  299. New.ColorMasks[0].Green,
  300. New.ColorMasks[0].Blue,
  301. New.ColorMasks[0].Alpha);
  302. }
  303. }
  304. else
  305. {
  306. for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
  307. {
  308. if (!New.ColorMasks[Index].Equals(Old.ColorMasks[Index]))
  309. {
  310. GL.ColorMask(
  311. Index,
  312. New.ColorMasks[Index].Red,
  313. New.ColorMasks[Index].Green,
  314. New.ColorMasks[Index].Blue,
  315. New.ColorMasks[Index].Alpha);
  316. }
  317. }
  318. }
  319. if (New.PrimitiveRestartEnabled != Old.PrimitiveRestartEnabled)
  320. {
  321. Enable(EnableCap.PrimitiveRestart, New.PrimitiveRestartEnabled);
  322. }
  323. if (New.PrimitiveRestartEnabled)
  324. {
  325. if (New.PrimitiveRestartIndex != Old.PrimitiveRestartIndex)
  326. {
  327. GL.PrimitiveRestartIndex(New.PrimitiveRestartIndex);
  328. }
  329. }
  330. Old = New;
  331. }
  332. private void SetAllBlendState(BlendState New)
  333. {
  334. Enable(EnableCap.Blend, New.Enabled);
  335. if (New.Enabled)
  336. {
  337. if (New.SeparateAlpha)
  338. {
  339. GL.BlendEquationSeparate(
  340. OGLEnumConverter.GetBlendEquation(New.EquationRgb),
  341. OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
  342. GL.BlendFuncSeparate(
  343. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
  344. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
  345. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
  346. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
  347. }
  348. else
  349. {
  350. GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.EquationRgb));
  351. GL.BlendFunc(
  352. OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
  353. OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
  354. }
  355. }
  356. }
  357. private void SetBlendState(BlendState New, BlendState Old)
  358. {
  359. if (New.Enabled != Old.Enabled)
  360. {
  361. Enable(EnableCap.Blend, New.Enabled);
  362. }
  363. if (New.Enabled)
  364. {
  365. if (New.SeparateAlpha)
  366. {
  367. if (New.EquationRgb != Old.EquationRgb ||
  368. New.EquationAlpha != Old.EquationAlpha)
  369. {
  370. GL.BlendEquationSeparate(
  371. OGLEnumConverter.GetBlendEquation(New.EquationRgb),
  372. OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
  373. }
  374. if (New.FuncSrcRgb != Old.FuncSrcRgb ||
  375. New.FuncDstRgb != Old.FuncDstRgb ||
  376. New.FuncSrcAlpha != Old.FuncSrcAlpha ||
  377. New.FuncDstAlpha != Old.FuncDstAlpha)
  378. {
  379. GL.BlendFuncSeparate(
  380. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
  381. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
  382. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
  383. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
  384. }
  385. }
  386. else
  387. {
  388. if (New.EquationRgb != Old.EquationRgb)
  389. {
  390. GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.EquationRgb));
  391. }
  392. if (New.FuncSrcRgb != Old.FuncSrcRgb ||
  393. New.FuncDstRgb != Old.FuncDstRgb)
  394. {
  395. GL.BlendFunc(
  396. OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
  397. OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
  398. }
  399. }
  400. }
  401. }
  402. private void SetBlendState(int Index, BlendState New, BlendState Old)
  403. {
  404. if (New.Enabled != Old.Enabled)
  405. {
  406. Enable(IndexedEnableCap.Blend, Index, New.Enabled);
  407. }
  408. if (New.Enabled)
  409. {
  410. if (New.SeparateAlpha)
  411. {
  412. if (New.EquationRgb != Old.EquationRgb ||
  413. New.EquationAlpha != Old.EquationAlpha)
  414. {
  415. GL.BlendEquationSeparate(
  416. Index,
  417. OGLEnumConverter.GetBlendEquation(New.EquationRgb),
  418. OGLEnumConverter.GetBlendEquation(New.EquationAlpha));
  419. }
  420. if (New.FuncSrcRgb != Old.FuncSrcRgb ||
  421. New.FuncDstRgb != Old.FuncDstRgb ||
  422. New.FuncSrcAlpha != Old.FuncSrcAlpha ||
  423. New.FuncDstAlpha != Old.FuncDstAlpha)
  424. {
  425. GL.BlendFuncSeparate(
  426. Index,
  427. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
  428. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb),
  429. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcAlpha),
  430. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstAlpha));
  431. }
  432. }
  433. else
  434. {
  435. if (New.EquationRgb != Old.EquationRgb)
  436. {
  437. GL.BlendEquation(Index, OGLEnumConverter.GetBlendEquation(New.EquationRgb));
  438. }
  439. if (New.FuncSrcRgb != Old.FuncSrcRgb ||
  440. New.FuncDstRgb != Old.FuncDstRgb)
  441. {
  442. GL.BlendFunc(
  443. Index,
  444. (BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.FuncSrcRgb),
  445. (BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.FuncDstRgb));
  446. }
  447. }
  448. }
  449. }
  450. private void BindConstBuffers(GalPipelineState New)
  451. {
  452. int FreeBinding = OGLShader.ReservedCbufCount;
  453. void BindIfNotNull(OGLShaderStage Stage)
  454. {
  455. if (Stage != null)
  456. {
  457. foreach (ShaderDeclInfo DeclInfo in Stage.ConstBufferUsage)
  458. {
  459. long Key = New.ConstBufferKeys[(int)Stage.Type][DeclInfo.Cbuf];
  460. if (Key != 0 && Buffer.TryGetUbo(Key, out int UboHandle))
  461. {
  462. GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, UboHandle);
  463. }
  464. FreeBinding++;
  465. }
  466. }
  467. }
  468. BindIfNotNull(Shader.Current.Vertex);
  469. BindIfNotNull(Shader.Current.TessControl);
  470. BindIfNotNull(Shader.Current.TessEvaluation);
  471. BindIfNotNull(Shader.Current.Geometry);
  472. BindIfNotNull(Shader.Current.Fragment);
  473. }
  474. private void BindVertexLayout(GalPipelineState New)
  475. {
  476. foreach (GalVertexBinding Binding in New.VertexBindings)
  477. {
  478. if (!Binding.Enabled || !Rasterizer.TryGetVbo(Binding.VboKey, out int VboHandle))
  479. {
  480. continue;
  481. }
  482. if (VaoHandle == 0)
  483. {
  484. VaoHandle = GL.GenVertexArray();
  485. //Vertex arrays shouldn't be used anywhere else in OpenGL's backend
  486. //if you want to use it, move this line out of the if
  487. GL.BindVertexArray(VaoHandle);
  488. }
  489. foreach (GalVertexAttrib Attrib in Binding.Attribs)
  490. {
  491. //Skip uninitialized attributes.
  492. if (Attrib.Size == 0)
  493. {
  494. continue;
  495. }
  496. GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
  497. bool Unsigned =
  498. Attrib.Type == GalVertexAttribType.Unorm ||
  499. Attrib.Type == GalVertexAttribType.Uint ||
  500. Attrib.Type == GalVertexAttribType.Uscaled;
  501. bool Normalize =
  502. Attrib.Type == GalVertexAttribType.Snorm ||
  503. Attrib.Type == GalVertexAttribType.Unorm;
  504. VertexAttribPointerType Type = 0;
  505. if (Attrib.Type == GalVertexAttribType.Float)
  506. {
  507. Type = GetType(FloatAttribTypes, Attrib);
  508. }
  509. else
  510. {
  511. if (Unsigned)
  512. {
  513. Type = GetType(UnsignedAttribTypes, Attrib);
  514. }
  515. else
  516. {
  517. Type = GetType(SignedAttribTypes, Attrib);
  518. }
  519. }
  520. if (!AttribElements.TryGetValue(Attrib.Size, out int Size))
  521. {
  522. throw new InvalidOperationException("Invalid attribute size \"" + Attrib.Size + "\"!");
  523. }
  524. int Offset = Attrib.Offset;
  525. if (Binding.Stride != 0)
  526. {
  527. GL.EnableVertexAttribArray(Attrib.Index);
  528. if (Attrib.Type == GalVertexAttribType.Sint ||
  529. Attrib.Type == GalVertexAttribType.Uint)
  530. {
  531. IntPtr Pointer = new IntPtr(Offset);
  532. VertexAttribIntegerType IType = (VertexAttribIntegerType)Type;
  533. GL.VertexAttribIPointer(Attrib.Index, Size, IType, Binding.Stride, Pointer);
  534. }
  535. else
  536. {
  537. GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Binding.Stride, Offset);
  538. }
  539. }
  540. else
  541. {
  542. GL.DisableVertexAttribArray(Attrib.Index);
  543. SetConstAttrib(Attrib);
  544. }
  545. if (Binding.Instanced && Binding.Divisor != 0)
  546. {
  547. GL.VertexAttribDivisor(Attrib.Index, 1);
  548. }
  549. else
  550. {
  551. GL.VertexAttribDivisor(Attrib.Index, 0);
  552. }
  553. }
  554. }
  555. }
  556. private static VertexAttribPointerType GetType(Dictionary<GalVertexAttribSize, VertexAttribPointerType> Dict, GalVertexAttrib Attrib)
  557. {
  558. if (!Dict.TryGetValue(Attrib.Size, out VertexAttribPointerType Type))
  559. {
  560. ThrowUnsupportedAttrib(Attrib);
  561. }
  562. return Type;
  563. }
  564. private unsafe static void SetConstAttrib(GalVertexAttrib Attrib)
  565. {
  566. if (Attrib.Size == GalVertexAttribSize._10_10_10_2 ||
  567. Attrib.Size == GalVertexAttribSize._11_11_10)
  568. {
  569. ThrowUnsupportedAttrib(Attrib);
  570. }
  571. fixed (byte* Ptr = Attrib.Data)
  572. {
  573. if (Attrib.Type == GalVertexAttribType.Unorm)
  574. {
  575. switch (Attrib.Size)
  576. {
  577. case GalVertexAttribSize._8:
  578. case GalVertexAttribSize._8_8:
  579. case GalVertexAttribSize._8_8_8:
  580. case GalVertexAttribSize._8_8_8_8:
  581. GL.VertexAttrib4N((uint)Attrib.Index, Ptr);
  582. break;
  583. case GalVertexAttribSize._16:
  584. case GalVertexAttribSize._16_16:
  585. case GalVertexAttribSize._16_16_16:
  586. case GalVertexAttribSize._16_16_16_16:
  587. GL.VertexAttrib4N((uint)Attrib.Index, (ushort*)Ptr);
  588. break;
  589. case GalVertexAttribSize._32:
  590. case GalVertexAttribSize._32_32:
  591. case GalVertexAttribSize._32_32_32:
  592. case GalVertexAttribSize._32_32_32_32:
  593. GL.VertexAttrib4N((uint)Attrib.Index, (uint*)Ptr);
  594. break;
  595. }
  596. }
  597. else if (Attrib.Type == GalVertexAttribType.Snorm)
  598. {
  599. switch (Attrib.Size)
  600. {
  601. case GalVertexAttribSize._8:
  602. case GalVertexAttribSize._8_8:
  603. case GalVertexAttribSize._8_8_8:
  604. case GalVertexAttribSize._8_8_8_8:
  605. GL.VertexAttrib4N((uint)Attrib.Index, (sbyte*)Ptr);
  606. break;
  607. case GalVertexAttribSize._16:
  608. case GalVertexAttribSize._16_16:
  609. case GalVertexAttribSize._16_16_16:
  610. case GalVertexAttribSize._16_16_16_16:
  611. GL.VertexAttrib4N((uint)Attrib.Index, (short*)Ptr);
  612. break;
  613. case GalVertexAttribSize._32:
  614. case GalVertexAttribSize._32_32:
  615. case GalVertexAttribSize._32_32_32:
  616. case GalVertexAttribSize._32_32_32_32:
  617. GL.VertexAttrib4N((uint)Attrib.Index, (int*)Ptr);
  618. break;
  619. }
  620. }
  621. else if (Attrib.Type == GalVertexAttribType.Uint)
  622. {
  623. switch (Attrib.Size)
  624. {
  625. case GalVertexAttribSize._8:
  626. case GalVertexAttribSize._8_8:
  627. case GalVertexAttribSize._8_8_8:
  628. case GalVertexAttribSize._8_8_8_8:
  629. GL.VertexAttribI4((uint)Attrib.Index, Ptr);
  630. break;
  631. case GalVertexAttribSize._16:
  632. case GalVertexAttribSize._16_16:
  633. case GalVertexAttribSize._16_16_16:
  634. case GalVertexAttribSize._16_16_16_16:
  635. GL.VertexAttribI4((uint)Attrib.Index, (ushort*)Ptr);
  636. break;
  637. case GalVertexAttribSize._32:
  638. case GalVertexAttribSize._32_32:
  639. case GalVertexAttribSize._32_32_32:
  640. case GalVertexAttribSize._32_32_32_32:
  641. GL.VertexAttribI4((uint)Attrib.Index, (uint*)Ptr);
  642. break;
  643. }
  644. }
  645. else if (Attrib.Type == GalVertexAttribType.Sint)
  646. {
  647. switch (Attrib.Size)
  648. {
  649. case GalVertexAttribSize._8:
  650. case GalVertexAttribSize._8_8:
  651. case GalVertexAttribSize._8_8_8:
  652. case GalVertexAttribSize._8_8_8_8:
  653. GL.VertexAttribI4((uint)Attrib.Index, (sbyte*)Ptr);
  654. break;
  655. case GalVertexAttribSize._16:
  656. case GalVertexAttribSize._16_16:
  657. case GalVertexAttribSize._16_16_16:
  658. case GalVertexAttribSize._16_16_16_16:
  659. GL.VertexAttribI4((uint)Attrib.Index, (short*)Ptr);
  660. break;
  661. case GalVertexAttribSize._32:
  662. case GalVertexAttribSize._32_32:
  663. case GalVertexAttribSize._32_32_32:
  664. case GalVertexAttribSize._32_32_32_32:
  665. GL.VertexAttribI4((uint)Attrib.Index, (int*)Ptr);
  666. break;
  667. }
  668. }
  669. else if (Attrib.Type == GalVertexAttribType.Float)
  670. {
  671. switch (Attrib.Size)
  672. {
  673. case GalVertexAttribSize._32:
  674. case GalVertexAttribSize._32_32:
  675. case GalVertexAttribSize._32_32_32:
  676. case GalVertexAttribSize._32_32_32_32:
  677. GL.VertexAttrib4(Attrib.Index, (float*)Ptr);
  678. break;
  679. default: ThrowUnsupportedAttrib(Attrib); break;
  680. }
  681. }
  682. }
  683. }
  684. private static void ThrowUnsupportedAttrib(GalVertexAttrib Attrib)
  685. {
  686. throw new NotImplementedException("Unsupported size \"" + Attrib.Size + "\" on type \"" + Attrib.Type + "\"!");
  687. }
  688. private void Enable(EnableCap Cap, bool Enabled)
  689. {
  690. if (Enabled)
  691. {
  692. GL.Enable(Cap);
  693. }
  694. else
  695. {
  696. GL.Disable(Cap);
  697. }
  698. }
  699. private void Enable(IndexedEnableCap Cap, int Index, bool Enabled)
  700. {
  701. if (Enabled)
  702. {
  703. GL.Enable(Cap, Index);
  704. }
  705. else
  706. {
  707. GL.Disable(Cap, Index);
  708. }
  709. }
  710. public void ResetDepthMask()
  711. {
  712. Old.DepthWriteEnabled = true;
  713. }
  714. public void ResetColorMask(int Index)
  715. {
  716. Old.ColorMasks[Index] = ColorMaskState.Default;
  717. }
  718. }
  719. }