b9aa3966c0
interpreter, and a rewrite of the GPU code.
252 lines
6.7 KiB
C#
252 lines
6.7 KiB
C#
using OpenTK;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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public class OpenGLRenderer : IGalRenderer
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{
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private OGLBlend Blend;
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private OGLFrameBuffer FrameBuffer;
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private OGLRasterizer Rasterizer;
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private OGLShader Shader;
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private OGLTexture Texture;
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private ConcurrentQueue<Action> ActionsQueue;
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private FrameBuffer FbRenderer;
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public OpenGLRenderer()
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{
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Blend = new OGLBlend();
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FrameBuffer = new OGLFrameBuffer();
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Rasterizer = new OGLRasterizer();
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Shader = new OGLShader();
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Texture = new OGLTexture();
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ActionsQueue = new ConcurrentQueue<Action>();
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}
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public void InitializeFrameBuffer()
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{
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FbRenderer = new FrameBuffer(1280, 720);
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}
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public void ResetFrameBuffer()
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{
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FbRenderer.Reset();
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}
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public void QueueAction(Action ActionMthd)
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{
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ActionsQueue.Enqueue(ActionMthd);
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}
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public void RunActions()
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{
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int Count = ActionsQueue.Count;
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while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
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{
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RenderAction();
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}
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}
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public void Render()
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{
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FbRenderer.Render();
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}
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public void SetWindowSize(int Width, int Height)
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{
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FbRenderer.WindowWidth = Width;
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FbRenderer.WindowHeight = Height;
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}
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public unsafe void SetFrameBuffer(
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byte* Fb,
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int Width,
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int Height,
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float ScaleX,
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float ScaleY,
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float OffsX,
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float OffsY,
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float Rotate)
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{
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Matrix2 Transform;
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Transform = Matrix2.CreateScale(ScaleX, ScaleY);
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Transform *= Matrix2.CreateRotation(Rotate);
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Vector2 Offs = new Vector2(OffsX, OffsY);
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FbRenderer.Set(Fb, Width, Height, Transform, Offs);
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}
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public void SetBlendEnable(bool Enable)
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{
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if (Enable)
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{
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ActionsQueue.Enqueue(() => Blend.Enable());
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}
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else
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{
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ActionsQueue.Enqueue(() => Blend.Disable());
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}
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}
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public void SetBlend(
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GalBlendEquation Equation,
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GalBlendFactor FuncSrc,
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GalBlendFactor FuncDst)
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{
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ActionsQueue.Enqueue(() => Blend.Set(Equation, FuncSrc, FuncDst));
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}
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public void SetBlendSeparate(
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GalBlendEquation EquationRgb,
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GalBlendEquation EquationAlpha,
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GalBlendFactor FuncSrcRgb,
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GalBlendFactor FuncDstRgb,
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GalBlendFactor FuncSrcAlpha,
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GalBlendFactor FuncDstAlpha)
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{
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ActionsQueue.Enqueue(() =>
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{
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Blend.SetSeparate(
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EquationRgb,
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EquationAlpha,
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FuncSrcRgb,
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FuncDstRgb,
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FuncSrcAlpha,
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FuncDstAlpha);
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});
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}
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public void SetFb(int FbIndex, int Width, int Height)
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{
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ActionsQueue.Enqueue(() => FrameBuffer.Set(FbIndex, Width, Height));
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}
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public void BindFrameBuffer(int FbIndex)
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{
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ActionsQueue.Enqueue(() => FrameBuffer.Bind(FbIndex));
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}
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public void DrawFrameBuffer(int FbIndex)
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{
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ActionsQueue.Enqueue(() => FrameBuffer.Draw(FbIndex));
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}
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public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
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{
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ActionsQueue.Enqueue(() => Rasterizer.ClearBuffers(RtIndex, Flags));
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}
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public void SetVertexArray(int VbIndex, int Stride, byte[] Buffer, GalVertexAttrib[] Attribs)
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{
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if ((uint)VbIndex > 31)
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{
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throw new ArgumentOutOfRangeException(nameof(VbIndex));
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}
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ActionsQueue.Enqueue(() => Rasterizer.SetVertexArray(VbIndex, Stride,
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Buffer ?? throw new ArgumentNullException(nameof(Buffer)),
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Attribs ?? throw new ArgumentNullException(nameof(Attribs))));
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}
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public void SetIndexArray(byte[] Buffer, GalIndexFormat Format)
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{
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if (Buffer == null)
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{
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throw new ArgumentNullException(nameof(Buffer));
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}
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ActionsQueue.Enqueue(() => Rasterizer.SetIndexArray(Buffer, Format));
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}
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public void DrawArrays(int VbIndex, GalPrimitiveType PrimType)
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{
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if ((uint)VbIndex > 31)
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{
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throw new ArgumentOutOfRangeException(nameof(VbIndex));
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}
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ActionsQueue.Enqueue(() => Rasterizer.DrawArrays(VbIndex, PrimType));
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}
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public void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType)
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{
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if ((uint)VbIndex > 31)
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{
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throw new ArgumentOutOfRangeException(nameof(VbIndex));
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}
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ActionsQueue.Enqueue(() => Rasterizer.DrawElements(VbIndex, First, PrimType));
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}
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public void CreateShader(long Tag, GalShaderType Type, byte[] Data)
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{
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if (Data == null)
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{
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throw new ArgumentNullException(nameof(Data));
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}
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Shader.Create(Tag, Type, Data);
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}
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public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
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{
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if (Data == null)
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{
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throw new ArgumentNullException(nameof(Data));
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}
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ActionsQueue.Enqueue(() => Shader.SetConstBuffer(Tag, Cbuf, Data));
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}
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public void SetUniform1(string UniformName, int Value)
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{
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if (UniformName == null)
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{
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throw new ArgumentNullException(nameof(UniformName));
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}
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ActionsQueue.Enqueue(() => Shader.SetUniform1(UniformName, Value));
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}
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public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
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{
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return Shader.GetTextureUsage(Tag);
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}
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public void BindShader(long Tag)
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{
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ActionsQueue.Enqueue(() => Shader.Bind(Tag));
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}
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public void BindProgram()
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{
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ActionsQueue.Enqueue(() => Shader.BindProgram());
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}
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public void SetTexture(int Index, GalTexture Tex)
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{
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ActionsQueue.Enqueue(() => Texture.Set(Index, Tex));
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}
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public void SetSampler(int Index, GalTextureSampler Sampler)
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{
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ActionsQueue.Enqueue(() => Texture.Set(Index, Sampler));
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}
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}
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} |