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
This commit is contained in:
parent
bc00a251dd
commit
611bec6e44
18
Ryujinx.Graphics.GAL/Extents2DF.cs
Normal file
18
Ryujinx.Graphics.GAL/Extents2DF.cs
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
namespace Ryujinx.Graphics.GAL
|
||||||
|
{
|
||||||
|
public struct Extents2DF
|
||||||
|
{
|
||||||
|
public float X1 { get; }
|
||||||
|
public float Y1 { get; }
|
||||||
|
public float X2 { get; }
|
||||||
|
public float Y2 { get; }
|
||||||
|
|
||||||
|
public Extents2DF(float x1, float y1, float x2, float y2)
|
||||||
|
{
|
||||||
|
X1 = x1;
|
||||||
|
Y1 = y1;
|
||||||
|
X2 = x2;
|
||||||
|
Y2 = y2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -32,6 +32,7 @@ namespace Ryujinx.Graphics.GAL
|
|||||||
int firstIndex,
|
int firstIndex,
|
||||||
int firstVertex,
|
int firstVertex,
|
||||||
int firstInstance);
|
int firstInstance);
|
||||||
|
void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion);
|
||||||
|
|
||||||
void EndTransformFeedback();
|
void EndTransformFeedback();
|
||||||
|
|
||||||
|
@ -143,6 +143,8 @@ namespace Ryujinx.Graphics.GAL.Multithreading
|
|||||||
DrawCommand.Run(ref GetCommand<DrawCommand>(memory), threaded, renderer);
|
DrawCommand.Run(ref GetCommand<DrawCommand>(memory), threaded, renderer);
|
||||||
_lookup[(int)CommandType.DrawIndexed] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
|
_lookup[(int)CommandType.DrawIndexed] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
|
||||||
DrawIndexedCommand.Run(ref GetCommand<DrawIndexedCommand>(memory), threaded, renderer);
|
DrawIndexedCommand.Run(ref GetCommand<DrawIndexedCommand>(memory), threaded, renderer);
|
||||||
|
_lookup[(int)CommandType.DrawTexture] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
|
||||||
|
DrawTextureCommand.Run(ref GetCommand<DrawTextureCommand>(memory), threaded, renderer);
|
||||||
_lookup[(int)CommandType.EndHostConditionalRendering] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
|
_lookup[(int)CommandType.EndHostConditionalRendering] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
|
||||||
EndHostConditionalRenderingCommand.Run(renderer);
|
EndHostConditionalRenderingCommand.Run(renderer);
|
||||||
_lookup[(int)CommandType.EndTransformFeedback] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
|
_lookup[(int)CommandType.EndTransformFeedback] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
|
||||||
|
@ -53,6 +53,7 @@
|
|||||||
DispatchCompute,
|
DispatchCompute,
|
||||||
Draw,
|
Draw,
|
||||||
DrawIndexed,
|
DrawIndexed,
|
||||||
|
DrawTexture,
|
||||||
EndHostConditionalRendering,
|
EndHostConditionalRendering,
|
||||||
EndTransformFeedback,
|
EndTransformFeedback,
|
||||||
MultiDrawIndirectCount,
|
MultiDrawIndirectCount,
|
||||||
|
@ -0,0 +1,31 @@
|
|||||||
|
using Ryujinx.Graphics.GAL.Multithreading.Model;
|
||||||
|
using Ryujinx.Graphics.GAL.Multithreading.Resources;
|
||||||
|
|
||||||
|
namespace Ryujinx.Graphics.GAL.Multithreading.Commands
|
||||||
|
{
|
||||||
|
struct DrawTextureCommand : IGALCommand
|
||||||
|
{
|
||||||
|
public CommandType CommandType => CommandType.DrawTexture;
|
||||||
|
private TableRef<ITexture> _texture;
|
||||||
|
private TableRef<ISampler> _sampler;
|
||||||
|
private Extents2DF _srcRegion;
|
||||||
|
private Extents2DF _dstRegion;
|
||||||
|
|
||||||
|
public void Set(TableRef<ITexture> texture, TableRef<ISampler> sampler, Extents2DF srcRegion, Extents2DF dstRegion)
|
||||||
|
{
|
||||||
|
_texture = texture;
|
||||||
|
_sampler = sampler;
|
||||||
|
_srcRegion = srcRegion;
|
||||||
|
_dstRegion = dstRegion;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void Run(ref DrawTextureCommand command, ThreadedRenderer threaded, IRenderer renderer)
|
||||||
|
{
|
||||||
|
renderer.Pipeline.DrawTexture(
|
||||||
|
command._texture.GetAs<ThreadedTexture>(threaded)?.Base,
|
||||||
|
command._sampler.GetAs<ThreadedSampler>(threaded)?.Base,
|
||||||
|
command._srcRegion,
|
||||||
|
command._dstRegion);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -83,6 +83,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading
|
|||||||
_renderer.QueueCommand();
|
_renderer.QueueCommand();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
|
||||||
|
{
|
||||||
|
_renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
|
||||||
|
_renderer.QueueCommand();
|
||||||
|
}
|
||||||
|
|
||||||
public void EndHostConditionalRendering()
|
public void EndHostConditionalRendering()
|
||||||
{
|
{
|
||||||
_renderer.New<EndHostConditionalRenderingCommand>();
|
_renderer.New<EndHostConditionalRenderingCommand>();
|
||||||
|
@ -319,6 +319,65 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||||||
_drawState.DrawIndexed = oldDrawIndexed;
|
_drawState.DrawIndexed = oldDrawIndexed;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Performs a texture draw with a source texture and sampler ID, along with source
|
||||||
|
/// and destination coordinates and sizes.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="engine">3D engine where this method is being called</param>
|
||||||
|
/// <param name="argument">Method call argument</param>
|
||||||
|
public void DrawTexture(ThreedClass engine, int argument)
|
||||||
|
{
|
||||||
|
static float FixedToFloat(int fixedValue)
|
||||||
|
{
|
||||||
|
return fixedValue * (1f / 4096);
|
||||||
|
}
|
||||||
|
|
||||||
|
float dstX0 = FixedToFloat(_state.State.DrawTextureDstX);
|
||||||
|
float dstY0 = FixedToFloat(_state.State.DrawTextureDstY);
|
||||||
|
float dstWidth = FixedToFloat(_state.State.DrawTextureDstWidth);
|
||||||
|
float dstHeight = FixedToFloat(_state.State.DrawTextureDstHeight);
|
||||||
|
|
||||||
|
// TODO: Confirm behaviour on hardware.
|
||||||
|
// When this is active, the origin appears to be on the bottom.
|
||||||
|
if (_state.State.YControl.HasFlag(YControl.NegateY))
|
||||||
|
{
|
||||||
|
dstY0 -= dstHeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
float dstX1 = dstX0 + dstWidth;
|
||||||
|
float dstY1 = dstY0 + dstHeight;
|
||||||
|
|
||||||
|
float srcX0 = FixedToFloat(_state.State.DrawTextureSrcX);
|
||||||
|
float srcY0 = FixedToFloat(_state.State.DrawTextureSrcY);
|
||||||
|
float srcX1 = ((float)_state.State.DrawTextureDuDx / (1UL << 32)) * dstWidth + srcX0;
|
||||||
|
float srcY1 = ((float)_state.State.DrawTextureDvDy / (1UL << 32)) * dstHeight + srcY0;
|
||||||
|
|
||||||
|
engine.UpdateState();
|
||||||
|
|
||||||
|
int textureId = _state.State.DrawTextureTextureId;
|
||||||
|
int samplerId = _state.State.DrawTextureSamplerId;
|
||||||
|
|
||||||
|
(var texture, var sampler) = _channel.TextureManager.GetGraphicsTextureAndSampler(textureId, samplerId);
|
||||||
|
|
||||||
|
srcX0 *= texture.ScaleFactor;
|
||||||
|
srcY0 *= texture.ScaleFactor;
|
||||||
|
srcX1 *= texture.ScaleFactor;
|
||||||
|
srcY1 *= texture.ScaleFactor;
|
||||||
|
|
||||||
|
float dstScale = _channel.TextureManager.RenderTargetScale;
|
||||||
|
|
||||||
|
dstX0 *= dstScale;
|
||||||
|
dstY0 *= dstScale;
|
||||||
|
dstX1 *= dstScale;
|
||||||
|
dstY1 *= dstScale;
|
||||||
|
|
||||||
|
_context.Renderer.Pipeline.DrawTexture(
|
||||||
|
texture?.HostTexture,
|
||||||
|
sampler?.HostSampler,
|
||||||
|
new Extents2DF(srcX0, srcY0, srcX1, srcY1),
|
||||||
|
new Extents2DF(dstX0, dstY0, dstX1, dstY1));
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Performs a indirect multi-draw, with parameters from a GPU buffer.
|
/// Performs a indirect multi-draw, with parameters from a GPU buffer.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -36,6 +36,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||||||
{ nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
|
{ nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
|
||||||
{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
|
{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
|
||||||
{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
|
{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
|
||||||
|
{ nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
|
||||||
{ nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
|
{ nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
|
||||||
{ nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
|
{ nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
|
||||||
{ nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
|
{ nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
|
||||||
@ -251,6 +252,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||||||
_context.Renderer.Pipeline.TextureBarrierTiled();
|
_context.Renderer.Pipeline.TextureBarrierTiled();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Draws a texture, without needing to specify shader programs.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="argument">Method call argument</param>
|
||||||
|
private void DrawTexture(int argument)
|
||||||
|
{
|
||||||
|
_drawManager.DrawTexture(this, argument);
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Pushes four 8-bit index buffer elements.
|
/// Pushes four 8-bit index buffer elements.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -743,7 +743,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||||||
public fixed uint ReservedF94[19];
|
public fixed uint ReservedF94[19];
|
||||||
public RtDepthStencilState RtDepthStencilState;
|
public RtDepthStencilState RtDepthStencilState;
|
||||||
public ScreenScissorState ScreenScissorState;
|
public ScreenScissorState ScreenScissorState;
|
||||||
public fixed uint ReservedFFC[89];
|
public fixed uint ReservedFFC[33];
|
||||||
|
public int DrawTextureDstX;
|
||||||
|
public int DrawTextureDstY;
|
||||||
|
public int DrawTextureDstWidth;
|
||||||
|
public int DrawTextureDstHeight;
|
||||||
|
public long DrawTextureDuDx;
|
||||||
|
public long DrawTextureDvDy;
|
||||||
|
public int DrawTextureSamplerId;
|
||||||
|
public int DrawTextureTextureId;
|
||||||
|
public int DrawTextureSrcX;
|
||||||
|
public int DrawTextureSrcY;
|
||||||
|
public fixed uint Reserved10B0[44];
|
||||||
public Array16<VertexAttribState> VertexAttribState;
|
public Array16<VertexAttribState> VertexAttribState;
|
||||||
public fixed uint Reserved11A0[31];
|
public fixed uint Reserved11A0[31];
|
||||||
public RtControl RtControl;
|
public RtControl RtControl;
|
||||||
|
@ -201,6 +201,22 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="textureId">ID of the texture</param>
|
||||||
|
/// <param name="samplerId">ID of the sampler</param>
|
||||||
|
public (Texture, Sampler) GetTextureAndSampler(int textureId, int samplerId)
|
||||||
|
{
|
||||||
|
ulong texturePoolAddress = _texturePoolAddress;
|
||||||
|
|
||||||
|
TexturePool texturePool = texturePoolAddress != 0
|
||||||
|
? _texturePoolCache.FindOrCreate(_channel, texturePoolAddress, _texturePoolMaximumId)
|
||||||
|
: null;
|
||||||
|
|
||||||
|
return (texturePool.Get(textureId), _samplerPool.Get(samplerId));
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Updates the texture scale for a given texture or image.
|
/// Updates the texture scale for a given texture or image.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -308,6 +308,16 @@ namespace Ryujinx.Graphics.Gpu.Image
|
|||||||
RenderTargetScale = targetScale;
|
RenderTargetScale = targetScale;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets a texture and a sampler from their respective pools from a texture ID and a sampler ID.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="textureId">ID of the texture</param>
|
||||||
|
/// <param name="samplerId">ID of the sampler</param>
|
||||||
|
public (Texture, Sampler) GetGraphicsTextureAndSampler(int textureId, int samplerId)
|
||||||
|
{
|
||||||
|
return _gpBindingsManager.GetTextureAndSampler(textureId, samplerId);
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Commits bindings on the compute pipeline.
|
/// Commits bindings on the compute pipeline.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
138
Ryujinx.Graphics.OpenGL/DrawTextureEmulation.cs
Normal file
138
Ryujinx.Graphics.OpenGL/DrawTextureEmulation.cs
Normal file
@ -0,0 +1,138 @@
|
|||||||
|
using OpenTK.Graphics.OpenGL;
|
||||||
|
using Ryujinx.Graphics.OpenGL.Image;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Ryujinx.Graphics.OpenGL
|
||||||
|
{
|
||||||
|
class DrawTextureEmulation
|
||||||
|
{
|
||||||
|
private const string VertexShader = @"#version 430 core
|
||||||
|
|
||||||
|
uniform float srcX0;
|
||||||
|
uniform float srcY0;
|
||||||
|
uniform float srcX1;
|
||||||
|
uniform float srcY1;
|
||||||
|
|
||||||
|
layout (location = 0) out vec2 texcoord;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
bool x1 = (gl_VertexID & 1) != 0;
|
||||||
|
bool y1 = (gl_VertexID & 2) != 0;
|
||||||
|
gl_Position = vec4(x1 ? 1 : -1, y1 ? -1 : 1, 0, 1);
|
||||||
|
texcoord = vec2(x1 ? srcX1 : srcX0, y1 ? srcY1 : srcY0);
|
||||||
|
}";
|
||||||
|
|
||||||
|
private const string FragmentShader = @"#version 430 core
|
||||||
|
|
||||||
|
layout (location = 0) uniform sampler2D tex;
|
||||||
|
|
||||||
|
layout (location = 0) in vec2 texcoord;
|
||||||
|
layout (location = 0) out vec4 colour;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
colour = texture(tex, texcoord);
|
||||||
|
}";
|
||||||
|
|
||||||
|
private int _vsHandle;
|
||||||
|
private int _fsHandle;
|
||||||
|
private int _programHandle;
|
||||||
|
private int _uniformSrcX0Location;
|
||||||
|
private int _uniformSrcY0Location;
|
||||||
|
private int _uniformSrcX1Location;
|
||||||
|
private int _uniformSrcY1Location;
|
||||||
|
private bool _initialized;
|
||||||
|
|
||||||
|
public void Draw(
|
||||||
|
TextureView texture,
|
||||||
|
Sampler sampler,
|
||||||
|
float x0,
|
||||||
|
float y0,
|
||||||
|
float x1,
|
||||||
|
float y1,
|
||||||
|
float s0,
|
||||||
|
float t0,
|
||||||
|
float s1,
|
||||||
|
float t1)
|
||||||
|
{
|
||||||
|
EnsureInitialized();
|
||||||
|
|
||||||
|
GL.UseProgram(_programHandle);
|
||||||
|
|
||||||
|
texture.Bind(0);
|
||||||
|
sampler.Bind(0);
|
||||||
|
|
||||||
|
if (x0 > x1)
|
||||||
|
{
|
||||||
|
float temp = s0;
|
||||||
|
s0 = s1;
|
||||||
|
s1 = temp;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (y0 > y1)
|
||||||
|
{
|
||||||
|
float temp = t0;
|
||||||
|
t0 = t1;
|
||||||
|
t1 = temp;
|
||||||
|
}
|
||||||
|
|
||||||
|
GL.Uniform1(_uniformSrcX0Location, s0);
|
||||||
|
GL.Uniform1(_uniformSrcY0Location, t0);
|
||||||
|
GL.Uniform1(_uniformSrcX1Location, s1);
|
||||||
|
GL.Uniform1(_uniformSrcY1Location, t1);
|
||||||
|
|
||||||
|
GL.ViewportIndexed(0, MathF.Min(x0, x1), MathF.Min(y0, y1), MathF.Abs(x1 - x0), MathF.Abs(y1 - y0));
|
||||||
|
|
||||||
|
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void EnsureInitialized()
|
||||||
|
{
|
||||||
|
if (_initialized)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_initialized = true;
|
||||||
|
|
||||||
|
_vsHandle = GL.CreateShader(ShaderType.VertexShader);
|
||||||
|
_fsHandle = GL.CreateShader(ShaderType.FragmentShader);
|
||||||
|
|
||||||
|
GL.ShaderSource(_vsHandle, VertexShader);
|
||||||
|
GL.ShaderSource(_fsHandle, FragmentShader);
|
||||||
|
|
||||||
|
GL.CompileShader(_vsHandle);
|
||||||
|
GL.CompileShader(_fsHandle);
|
||||||
|
|
||||||
|
_programHandle = GL.CreateProgram();
|
||||||
|
|
||||||
|
GL.AttachShader(_programHandle, _vsHandle);
|
||||||
|
GL.AttachShader(_programHandle, _fsHandle);
|
||||||
|
|
||||||
|
GL.LinkProgram(_programHandle);
|
||||||
|
|
||||||
|
GL.DetachShader(_programHandle, _vsHandle);
|
||||||
|
GL.DetachShader(_programHandle, _fsHandle);
|
||||||
|
|
||||||
|
_uniformSrcX0Location = GL.GetUniformLocation(_programHandle, "srcX0");
|
||||||
|
_uniformSrcY0Location = GL.GetUniformLocation(_programHandle, "srcY0");
|
||||||
|
_uniformSrcX1Location = GL.GetUniformLocation(_programHandle, "srcX1");
|
||||||
|
_uniformSrcY1Location = GL.GetUniformLocation(_programHandle, "srcY1");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
if (!_initialized)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
GL.DeleteShader(_vsHandle);
|
||||||
|
GL.DeleteShader(_fsHandle);
|
||||||
|
GL.DeleteProgram(_programHandle);
|
||||||
|
|
||||||
|
_initialized = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -6,6 +6,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
static class HwCapabilities
|
static class HwCapabilities
|
||||||
{
|
{
|
||||||
private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
|
private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
|
||||||
|
private static readonly Lazy<bool> _supportsDrawTexture = new Lazy<bool>(() => HasExtension("GL_NV_draw_texture"));
|
||||||
private static readonly Lazy<bool> _supportsFragmentShaderInterlock = new Lazy<bool>(() => HasExtension("GL_ARB_fragment_shader_interlock"));
|
private static readonly Lazy<bool> _supportsFragmentShaderInterlock = new Lazy<bool>(() => HasExtension("GL_ARB_fragment_shader_interlock"));
|
||||||
private static readonly Lazy<bool> _supportsFragmentShaderOrdering = new Lazy<bool>(() => HasExtension("GL_INTEL_fragment_shader_ordering"));
|
private static readonly Lazy<bool> _supportsFragmentShaderOrdering = new Lazy<bool>(() => HasExtension("GL_INTEL_fragment_shader_ordering"));
|
||||||
private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
|
private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
|
||||||
@ -43,6 +44,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
public static bool UsePersistentBufferForFlush => _gpuVendor.Value == GpuVendor.AmdWindows || _gpuVendor.Value == GpuVendor.Nvidia;
|
public static bool UsePersistentBufferForFlush => _gpuVendor.Value == GpuVendor.AmdWindows || _gpuVendor.Value == GpuVendor.Nvidia;
|
||||||
|
|
||||||
public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
|
public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
|
||||||
|
public static bool SupportsDrawTexture => _supportsDrawTexture.Value;
|
||||||
public static bool SupportsFragmentShaderInterlock => _supportsFragmentShaderInterlock.Value;
|
public static bool SupportsFragmentShaderInterlock => _supportsFragmentShaderInterlock.Value;
|
||||||
public static bool SupportsFragmentShaderOrdering => _supportsFragmentShaderOrdering.Value;
|
public static bool SupportsFragmentShaderOrdering => _supportsFragmentShaderOrdering.Value;
|
||||||
public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
|
public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
|
||||||
|
@ -12,6 +12,8 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
{
|
{
|
||||||
class Pipeline : IPipeline, IDisposable
|
class Pipeline : IPipeline, IDisposable
|
||||||
{
|
{
|
||||||
|
private readonly DrawTextureEmulation _drawTexture;
|
||||||
|
|
||||||
internal ulong DrawCount { get; private set; }
|
internal ulong DrawCount { get; private set; }
|
||||||
|
|
||||||
private Program _program;
|
private Program _program;
|
||||||
@ -29,6 +31,12 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
|
|
||||||
private int _stencilFrontMask;
|
private int _stencilFrontMask;
|
||||||
private bool _depthMask;
|
private bool _depthMask;
|
||||||
|
private bool _depthTestEnable;
|
||||||
|
private bool _stencilTestEnable;
|
||||||
|
private bool _cullEnable;
|
||||||
|
|
||||||
|
private float[] _viewportArray = Array.Empty<float>();
|
||||||
|
private double[] _depthRangeArray = Array.Empty<double>();
|
||||||
|
|
||||||
private int _boundDrawFramebuffer;
|
private int _boundDrawFramebuffer;
|
||||||
private int _boundReadFramebuffer;
|
private int _boundReadFramebuffer;
|
||||||
@ -47,6 +55,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
private Vector4<float>[] _renderScale = new Vector4<float>[65];
|
private Vector4<float>[] _renderScale = new Vector4<float>[65];
|
||||||
|
|
||||||
private TextureBase _unit0Texture;
|
private TextureBase _unit0Texture;
|
||||||
|
private Sampler _unit0Sampler;
|
||||||
|
|
||||||
private FrontFaceDirection _frontFace;
|
private FrontFaceDirection _frontFace;
|
||||||
private ClipOrigin _clipOrigin;
|
private ClipOrigin _clipOrigin;
|
||||||
@ -67,6 +76,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
|
|
||||||
internal Pipeline()
|
internal Pipeline()
|
||||||
{
|
{
|
||||||
|
_drawTexture = new DrawTextureEmulation();
|
||||||
_rasterizerDiscard = false;
|
_rasterizerDiscard = false;
|
||||||
_clipOrigin = ClipOrigin.LowerLeft;
|
_clipOrigin = ClipOrigin.LowerLeft;
|
||||||
_clipDepthMode = ClipDepthMode.NegativeOneToOne;
|
_clipDepthMode = ClipDepthMode.NegativeOneToOne;
|
||||||
@ -544,6 +554,91 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
|
||||||
|
{
|
||||||
|
if (texture is TextureView view && sampler is Sampler samp)
|
||||||
|
{
|
||||||
|
if (HwCapabilities.SupportsDrawTexture)
|
||||||
|
{
|
||||||
|
GL.NV.DrawTexture(
|
||||||
|
view.Handle,
|
||||||
|
samp.Handle,
|
||||||
|
dstRegion.X1,
|
||||||
|
dstRegion.Y1,
|
||||||
|
dstRegion.X2,
|
||||||
|
dstRegion.Y2,
|
||||||
|
0,
|
||||||
|
srcRegion.X1 / view.Width,
|
||||||
|
srcRegion.Y1 / view.Height,
|
||||||
|
srcRegion.X2 / view.Width,
|
||||||
|
srcRegion.Y2 / view.Height);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
static void Disable(EnableCap cap, bool enabled)
|
||||||
|
{
|
||||||
|
if (enabled)
|
||||||
|
{
|
||||||
|
GL.Disable(cap);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void Enable(EnableCap cap, bool enabled)
|
||||||
|
{
|
||||||
|
if (enabled)
|
||||||
|
{
|
||||||
|
GL.Enable(cap);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Disable(EnableCap.CullFace, _cullEnable);
|
||||||
|
Disable(EnableCap.StencilTest, _stencilTestEnable);
|
||||||
|
Disable(EnableCap.DepthTest, _depthTestEnable);
|
||||||
|
|
||||||
|
if (_depthMask)
|
||||||
|
{
|
||||||
|
GL.DepthMask(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_tfEnabled)
|
||||||
|
{
|
||||||
|
GL.EndTransformFeedback();
|
||||||
|
}
|
||||||
|
|
||||||
|
_drawTexture.Draw(
|
||||||
|
view,
|
||||||
|
samp,
|
||||||
|
dstRegion.X1,
|
||||||
|
dstRegion.Y1,
|
||||||
|
dstRegion.X2,
|
||||||
|
dstRegion.Y2,
|
||||||
|
srcRegion.X1 / view.Width,
|
||||||
|
srcRegion.Y1 / view.Height,
|
||||||
|
srcRegion.X2 / view.Width,
|
||||||
|
srcRegion.Y2 / view.Height);
|
||||||
|
|
||||||
|
_program?.Bind();
|
||||||
|
_unit0Sampler?.Bind(0);
|
||||||
|
|
||||||
|
GL.ViewportArray(0, 1, _viewportArray);
|
||||||
|
|
||||||
|
Enable(EnableCap.CullFace, _cullEnable);
|
||||||
|
Enable(EnableCap.StencilTest, _stencilTestEnable);
|
||||||
|
Enable(EnableCap.DepthTest, _depthTestEnable);
|
||||||
|
|
||||||
|
if (_depthMask)
|
||||||
|
{
|
||||||
|
GL.DepthMask(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_tfEnabled)
|
||||||
|
{
|
||||||
|
GL.BeginTransformFeedback(_tfTopology);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void EndTransformFeedback()
|
public void EndTransformFeedback()
|
||||||
{
|
{
|
||||||
GL.EndTransformFeedback();
|
GL.EndTransformFeedback();
|
||||||
@ -754,10 +849,13 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
|
|
||||||
GL.DepthMask(depthTest.WriteEnable);
|
GL.DepthMask(depthTest.WriteEnable);
|
||||||
_depthMask = depthTest.WriteEnable;
|
_depthMask = depthTest.WriteEnable;
|
||||||
|
_depthTestEnable = depthTest.TestEnable;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetFaceCulling(bool enable, Face face)
|
public void SetFaceCulling(bool enable, Face face)
|
||||||
{
|
{
|
||||||
|
_cullEnable = enable;
|
||||||
|
|
||||||
if (!enable)
|
if (!enable)
|
||||||
{
|
{
|
||||||
GL.Disable(EnableCap.CullFace);
|
GL.Disable(EnableCap.CullFace);
|
||||||
@ -994,7 +1092,14 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
((Sampler)sampler).Bind(binding);
|
Sampler samp = (Sampler)sampler;
|
||||||
|
|
||||||
|
if (binding == 0)
|
||||||
|
{
|
||||||
|
_unit0Sampler = samp;
|
||||||
|
}
|
||||||
|
|
||||||
|
samp.Bind(binding);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetScissor(int index, bool enable, int x, int y, int width, int height)
|
public void SetScissor(int index, bool enable, int x, int y, int width, int height)
|
||||||
@ -1023,6 +1128,8 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
|
|
||||||
public void SetStencilTest(StencilTestDescriptor stencilTest)
|
public void SetStencilTest(StencilTestDescriptor stencilTest)
|
||||||
{
|
{
|
||||||
|
_stencilTestEnable = stencilTest.TestEnable;
|
||||||
|
|
||||||
if (!stencilTest.TestEnable)
|
if (!stencilTest.TestEnable)
|
||||||
{
|
{
|
||||||
GL.Disable(EnableCap.StencilTest);
|
GL.Disable(EnableCap.StencilTest);
|
||||||
@ -1152,9 +1259,11 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
|
|
||||||
public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
|
public void SetViewports(int first, ReadOnlySpan<Viewport> viewports)
|
||||||
{
|
{
|
||||||
float[] viewportArray = new float[viewports.Length * 4];
|
Array.Resize(ref _viewportArray, viewports.Length * 4);
|
||||||
|
Array.Resize(ref _depthRangeArray, viewports.Length * 2);
|
||||||
|
|
||||||
double[] depthRangeArray = new double[viewports.Length * 2];
|
float[] viewportArray = _viewportArray;
|
||||||
|
double[] depthRangeArray = _depthRangeArray;
|
||||||
|
|
||||||
for (int index = 0; index < viewports.Length; index++)
|
for (int index = 0; index < viewports.Length; index++)
|
||||||
{
|
{
|
||||||
@ -1186,7 +1295,6 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
|
SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
|
||||||
|
|
||||||
GL.ViewportArray(first, viewports.Length, viewportArray);
|
GL.ViewportArray(first, viewports.Length, viewportArray);
|
||||||
|
|
||||||
GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
|
GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1307,10 +1415,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
|
|
||||||
private void PrepareForDispatch()
|
private void PrepareForDispatch()
|
||||||
{
|
{
|
||||||
if (_unit0Texture != null)
|
_unit0Texture?.Bind(0);
|
||||||
{
|
|
||||||
_unit0Texture.Bind(0);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PreDraw()
|
private void PreDraw()
|
||||||
@ -1318,11 +1423,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
DrawCount++;
|
DrawCount++;
|
||||||
|
|
||||||
_vertexArray.Validate();
|
_vertexArray.Validate();
|
||||||
|
_unit0Texture?.Bind(0);
|
||||||
if (_unit0Texture != null)
|
|
||||||
{
|
|
||||||
_unit0Texture.Bind(0);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PostDraw()
|
private void PostDraw()
|
||||||
@ -1438,6 +1539,7 @@ namespace Ryujinx.Graphics.OpenGL
|
|||||||
_activeConditionalRender?.ReleaseHostAccess();
|
_activeConditionalRender?.ReleaseHostAccess();
|
||||||
_framebuffer?.Dispose();
|
_framebuffer?.Dispose();
|
||||||
_vertexArray?.Dispose();
|
_vertexArray?.Dispose();
|
||||||
|
_drawTexture.Dispose();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user