Implement DrawTexture functionality (#2747)
* Implement DrawTexture functionality * Non-NVIDIA support * Disable some features that should not affect draw texture (slow path) * Remove space from shader source * Match 2D engine names * Fix resolution scale and add missing XML docs * Disable transform feedback for draw texture fallback
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14 changed files with 421 additions and 14 deletions
138
Ryujinx.Graphics.OpenGL/DrawTextureEmulation.cs
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138
Ryujinx.Graphics.OpenGL/DrawTextureEmulation.cs
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@ -0,0 +1,138 @@
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.OpenGL.Image;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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class DrawTextureEmulation
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{
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private const string VertexShader = @"#version 430 core
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uniform float srcX0;
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uniform float srcY0;
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uniform float srcX1;
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uniform float srcY1;
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layout (location = 0) out vec2 texcoord;
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void main()
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{
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bool x1 = (gl_VertexID & 1) != 0;
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bool y1 = (gl_VertexID & 2) != 0;
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gl_Position = vec4(x1 ? 1 : -1, y1 ? -1 : 1, 0, 1);
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texcoord = vec2(x1 ? srcX1 : srcX0, y1 ? srcY1 : srcY0);
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}";
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private const string FragmentShader = @"#version 430 core
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layout (location = 0) uniform sampler2D tex;
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layout (location = 0) in vec2 texcoord;
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layout (location = 0) out vec4 colour;
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void main()
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{
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colour = texture(tex, texcoord);
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}";
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private int _vsHandle;
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private int _fsHandle;
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private int _programHandle;
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private int _uniformSrcX0Location;
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private int _uniformSrcY0Location;
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private int _uniformSrcX1Location;
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private int _uniformSrcY1Location;
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private bool _initialized;
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public void Draw(
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TextureView texture,
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Sampler sampler,
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float x0,
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float y0,
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float x1,
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float y1,
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float s0,
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float t0,
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float s1,
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float t1)
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{
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EnsureInitialized();
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GL.UseProgram(_programHandle);
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texture.Bind(0);
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sampler.Bind(0);
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if (x0 > x1)
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{
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float temp = s0;
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s0 = s1;
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s1 = temp;
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}
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if (y0 > y1)
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{
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float temp = t0;
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t0 = t1;
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t1 = temp;
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}
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GL.Uniform1(_uniformSrcX0Location, s0);
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GL.Uniform1(_uniformSrcY0Location, t0);
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GL.Uniform1(_uniformSrcX1Location, s1);
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GL.Uniform1(_uniformSrcY1Location, t1);
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GL.ViewportIndexed(0, MathF.Min(x0, x1), MathF.Min(y0, y1), MathF.Abs(x1 - x0), MathF.Abs(y1 - y0));
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GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
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}
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private void EnsureInitialized()
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{
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if (_initialized)
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{
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return;
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}
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_initialized = true;
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_vsHandle = GL.CreateShader(ShaderType.VertexShader);
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_fsHandle = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(_vsHandle, VertexShader);
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GL.ShaderSource(_fsHandle, FragmentShader);
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GL.CompileShader(_vsHandle);
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GL.CompileShader(_fsHandle);
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_programHandle = GL.CreateProgram();
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GL.AttachShader(_programHandle, _vsHandle);
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GL.AttachShader(_programHandle, _fsHandle);
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GL.LinkProgram(_programHandle);
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GL.DetachShader(_programHandle, _vsHandle);
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GL.DetachShader(_programHandle, _fsHandle);
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_uniformSrcX0Location = GL.GetUniformLocation(_programHandle, "srcX0");
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_uniformSrcY0Location = GL.GetUniformLocation(_programHandle, "srcY0");
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_uniformSrcX1Location = GL.GetUniformLocation(_programHandle, "srcX1");
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_uniformSrcY1Location = GL.GetUniformLocation(_programHandle, "srcY1");
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}
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public void Dispose()
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{
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if (!_initialized)
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{
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return;
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}
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GL.DeleteShader(_vsHandle);
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GL.DeleteShader(_fsHandle);
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GL.DeleteProgram(_programHandle);
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_initialized = false;
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}
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}
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}
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@ -6,6 +6,7 @@ namespace Ryujinx.Graphics.OpenGL
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static class HwCapabilities
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{
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private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
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private static readonly Lazy<bool> _supportsDrawTexture = new Lazy<bool>(() => HasExtension("GL_NV_draw_texture"));
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private static readonly Lazy<bool> _supportsFragmentShaderInterlock = new Lazy<bool>(() => HasExtension("GL_ARB_fragment_shader_interlock"));
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private static readonly Lazy<bool> _supportsFragmentShaderOrdering = new Lazy<bool>(() => HasExtension("GL_INTEL_fragment_shader_ordering"));
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private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
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@ -43,6 +44,7 @@ namespace Ryujinx.Graphics.OpenGL
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public static bool UsePersistentBufferForFlush => _gpuVendor.Value == GpuVendor.AmdWindows || _gpuVendor.Value == GpuVendor.Nvidia;
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public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
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public static bool SupportsDrawTexture => _supportsDrawTexture.Value;
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public static bool SupportsFragmentShaderInterlock => _supportsFragmentShaderInterlock.Value;
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public static bool SupportsFragmentShaderOrdering => _supportsFragmentShaderOrdering.Value;
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public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
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@ -12,6 +12,8 @@ namespace Ryujinx.Graphics.OpenGL
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{
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class Pipeline : IPipeline, IDisposable
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{
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private readonly DrawTextureEmulation _drawTexture;
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internal ulong DrawCount { get; private set; }
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private Program _program;
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@ -29,6 +31,12 @@ namespace Ryujinx.Graphics.OpenGL
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private int _stencilFrontMask;
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private bool _depthMask;
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private bool _depthTestEnable;
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private bool _stencilTestEnable;
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private bool _cullEnable;
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private float[] _viewportArray = Array.Empty<float>();
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private double[] _depthRangeArray = Array.Empty<double>();
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private int _boundDrawFramebuffer;
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private int _boundReadFramebuffer;
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@ -47,6 +55,7 @@ namespace Ryujinx.Graphics.OpenGL
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private Vector4<float>[] _renderScale = new Vector4<float>[65];
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private TextureBase _unit0Texture;
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private Sampler _unit0Sampler;
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private FrontFaceDirection _frontFace;
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private ClipOrigin _clipOrigin;
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@ -67,6 +76,7 @@ namespace Ryujinx.Graphics.OpenGL
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internal Pipeline()
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{
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_drawTexture = new DrawTextureEmulation();
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_rasterizerDiscard = false;
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_clipOrigin = ClipOrigin.LowerLeft;
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_clipDepthMode = ClipDepthMode.NegativeOneToOne;
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@ -544,6 +554,91 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
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{
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if (texture is TextureView view && sampler is Sampler samp)
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{
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if (HwCapabilities.SupportsDrawTexture)
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{
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GL.NV.DrawTexture(
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view.Handle,
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samp.Handle,
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dstRegion.X1,
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dstRegion.Y1,
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dstRegion.X2,
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dstRegion.Y2,
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0,
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srcRegion.X1 / view.Width,
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srcRegion.Y1 / view.Height,
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srcRegion.X2 / view.Width,
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srcRegion.Y2 / view.Height);
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}
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else
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{
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static void Disable(EnableCap cap, bool enabled)
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{
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if (enabled)
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{
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GL.Disable(cap);
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}
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}
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static void Enable(EnableCap cap, bool enabled)
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{
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if (enabled)
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{
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GL.Enable(cap);
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}
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}
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Disable(EnableCap.CullFace, _cullEnable);
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Disable(EnableCap.StencilTest, _stencilTestEnable);
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Disable(EnableCap.DepthTest, _depthTestEnable);
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if (_depthMask)
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{
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GL.DepthMask(false);
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}
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if (_tfEnabled)
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{
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GL.EndTransformFeedback();
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}
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_drawTexture.Draw(
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view,
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samp,
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dstRegion.X1,
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dstRegion.Y1,
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dstRegion.X2,
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dstRegion.Y2,
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srcRegion.X1 / view.Width,
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srcRegion.Y1 / view.Height,
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srcRegion.X2 / view.Width,
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srcRegion.Y2 / view.Height);
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_program?.Bind();
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_unit0Sampler?.Bind(0);
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GL.ViewportArray(0, 1, _viewportArray);
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Enable(EnableCap.CullFace, _cullEnable);
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Enable(EnableCap.StencilTest, _stencilTestEnable);
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Enable(EnableCap.DepthTest, _depthTestEnable);
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if (_depthMask)
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{
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GL.DepthMask(true);
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}
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if (_tfEnabled)
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{
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GL.BeginTransformFeedback(_tfTopology);
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}
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}
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}
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}
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public void EndTransformFeedback()
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{
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GL.EndTransformFeedback();
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GL.DepthMask(depthTest.WriteEnable);
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_depthMask = depthTest.WriteEnable;
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_depthTestEnable = depthTest.TestEnable;
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}
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public void SetFaceCulling(bool enable, Face face)
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{
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_cullEnable = enable;
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if (!enable)
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{
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GL.Disable(EnableCap.CullFace);
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return;
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}
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((Sampler)sampler).Bind(binding);
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Sampler samp = (Sampler)sampler;
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if (binding == 0)
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{
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_unit0Sampler = samp;
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}
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samp.Bind(binding);
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}
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public void SetScissor(int index, bool enable, int x, int y, int width, int height)
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@ -1023,6 +1128,8 @@ namespace Ryujinx.Graphics.OpenGL
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public void SetStencilTest(StencilTestDescriptor stencilTest)
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{
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_stencilTestEnable = stencilTest.TestEnable;
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if (!stencilTest.TestEnable)
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{
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GL.Disable(EnableCap.StencilTest);
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@ -1152,9 +1259,11 @@ namespace Ryujinx.Graphics.OpenGL
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public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
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{
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float[] viewportArray = new float[viewports.Length * 4];
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Array.Resize(ref _viewportArray, viewports.Length * 4);
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Array.Resize(ref _depthRangeArray, viewports.Length * 2);
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double[] depthRangeArray = new double[viewports.Length * 2];
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float[] viewportArray = _viewportArray;
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double[] depthRangeArray = _depthRangeArray;
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for (int index = 0; index < viewports.Length; index++)
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{
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SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
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GL.ViewportArray(first, viewports.Length, viewportArray);
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GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
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}
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@ -1307,10 +1415,7 @@ namespace Ryujinx.Graphics.OpenGL
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private void PrepareForDispatch()
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{
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if (_unit0Texture != null)
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{
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_unit0Texture.Bind(0);
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}
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_unit0Texture?.Bind(0);
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}
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private void PreDraw()
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@ -1318,11 +1423,7 @@ namespace Ryujinx.Graphics.OpenGL
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DrawCount++;
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_vertexArray.Validate();
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if (_unit0Texture != null)
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{
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_unit0Texture.Bind(0);
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}
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_unit0Texture?.Bind(0);
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}
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private void PostDraw()
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@ -1438,6 +1539,7 @@ namespace Ryujinx.Graphics.OpenGL
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_activeConditionalRender?.ReleaseHostAccess();
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_framebuffer?.Dispose();
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_vertexArray?.Dispose();
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_drawTexture.Dispose();
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}
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}
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}
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