b9aa3966c0
interpreter, and a rewrite of the GPU code.
182 lines
5.5 KiB
C#
182 lines
5.5 KiB
C#
using OpenTK;
|
|
using OpenTK.Graphics.OpenGL;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.Gal.OpenGL
|
|
{
|
|
class OGLFrameBuffer
|
|
{
|
|
private struct FrameBuffer
|
|
{
|
|
public int FbHandle;
|
|
public int RbHandle;
|
|
public int TexHandle;
|
|
}
|
|
|
|
private struct ShaderProgram
|
|
{
|
|
public int Handle;
|
|
public int VpHandle;
|
|
public int FpHandle;
|
|
}
|
|
|
|
private FrameBuffer[] Fbs;
|
|
|
|
private ShaderProgram Shader;
|
|
|
|
private bool IsInitialized;
|
|
|
|
private int VaoHandle;
|
|
private int VboHandle;
|
|
|
|
public OGLFrameBuffer()
|
|
{
|
|
Fbs = new FrameBuffer[16];
|
|
|
|
Shader = new ShaderProgram();
|
|
}
|
|
|
|
public void Set(int Index, int Width, int Height)
|
|
{
|
|
if (Fbs[Index].FbHandle != 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Fbs[Index].FbHandle = GL.GenFramebuffer();
|
|
Fbs[Index].RbHandle = GL.GenRenderbuffer();
|
|
Fbs[Index].TexHandle = GL.GenTexture();
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fbs[Index].FbHandle);
|
|
|
|
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Fbs[Index].RbHandle);
|
|
|
|
GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.Depth24Stencil8, 1280, 720);
|
|
|
|
GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthStencilAttachment, RenderbufferTarget.Renderbuffer, Fbs[Index].RbHandle);
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, Fbs[Index].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, 1280, 720, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
|
|
|
|
GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, Fbs[Index].TexHandle, 0);
|
|
|
|
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
|
|
}
|
|
|
|
public void Bind(int Index)
|
|
{
|
|
if (Fbs[Index].FbHandle == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fbs[Index].FbHandle);
|
|
}
|
|
|
|
public void Draw(int Index)
|
|
{
|
|
if (Fbs[Index].FbHandle == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
EnsureInitialized();
|
|
|
|
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, Fbs[Index].TexHandle);
|
|
|
|
GL.ActiveTexture(TextureUnit.Texture0);
|
|
|
|
GL.BindVertexArray(VaoHandle);
|
|
|
|
GL.UseProgram(Shader.Handle);
|
|
|
|
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
|
|
}
|
|
|
|
private void EnsureInitialized()
|
|
{
|
|
if (!IsInitialized)
|
|
{
|
|
IsInitialized = true;
|
|
|
|
SetupShader();
|
|
SetupVertex();
|
|
}
|
|
}
|
|
|
|
private void SetupShader()
|
|
{
|
|
Shader.VpHandle = GL.CreateShader(ShaderType.VertexShader);
|
|
Shader.FpHandle = GL.CreateShader(ShaderType.FragmentShader);
|
|
|
|
string VpSource = EmbeddedResource.GetString("GlFbVtxShader");
|
|
string FpSource = EmbeddedResource.GetString("GlFbFragShader");
|
|
|
|
GL.ShaderSource(Shader.VpHandle, VpSource);
|
|
GL.ShaderSource(Shader.FpHandle, FpSource);
|
|
GL.CompileShader(Shader.VpHandle);
|
|
GL.CompileShader(Shader.FpHandle);
|
|
|
|
Shader.Handle = GL.CreateProgram();
|
|
|
|
GL.AttachShader(Shader.Handle, Shader.VpHandle);
|
|
GL.AttachShader(Shader.Handle, Shader.FpHandle);
|
|
GL.LinkProgram(Shader.Handle);
|
|
GL.UseProgram(Shader.Handle);
|
|
|
|
Matrix2 Transform = Matrix2.CreateScale(1, -1);
|
|
|
|
int TexUniformLocation = GL.GetUniformLocation(Shader.Handle, "tex");
|
|
|
|
GL.Uniform1(TexUniformLocation, 0);
|
|
|
|
int WindowSizeUniformLocation = GL.GetUniformLocation(Shader.Handle, "window_size");
|
|
|
|
GL.Uniform2(WindowSizeUniformLocation, new Vector2(1280.0f, 720.0f));
|
|
|
|
int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
|
|
|
|
GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
|
|
}
|
|
|
|
private void SetupVertex()
|
|
{
|
|
VaoHandle = GL.GenVertexArray();
|
|
VboHandle = GL.GenBuffer();
|
|
|
|
float[] Buffer = new float[]
|
|
{
|
|
-1, 1, 0, 0,
|
|
1, 1, 1, 0,
|
|
-1, -1, 0, 1,
|
|
1, -1, 1, 1
|
|
};
|
|
|
|
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, 2, VertexAttribPointerType.Float, false, 16, 0);
|
|
|
|
GL.EnableVertexAttribArray(1);
|
|
|
|
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
|
|
|
|
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 16, 8);
|
|
}
|
|
}
|
|
} |