ryujinx/Ryujinx.Graphics.OpenGL/Framebuffer.cs
gdkchan 1080f64df9
Implement HLE macros for render target clears (#3528)
* Implement HLE macros for render target clears

* Add constants for the offsets
2022-08-04 21:30:08 +00:00

248 lines
6.8 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.OpenGL.Image;
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.OpenGL
{
class Framebuffer : IDisposable
{
public int Handle { get; private set; }
private int _clearFbHandle;
private bool _clearFbInitialized;
private FramebufferAttachment _lastDsAttachment;
private readonly TextureView[] _colors;
private TextureView _depthStencil;
private int _colorsCount;
private bool _dualSourceBlend;
public Framebuffer()
{
Handle = GL.GenFramebuffer();
_clearFbHandle = GL.GenFramebuffer();
_colors = new TextureView[8];
}
public int Bind()
{
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Handle);
return Handle;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AttachColor(int index, TextureView color)
{
if (_colors[index] == color)
{
return;
}
FramebufferAttachment attachment = FramebufferAttachment.ColorAttachment0 + index;
GL.FramebufferTexture(FramebufferTarget.Framebuffer, attachment, color?.Handle ?? 0, 0);
_colors[index] = color;
}
public void AttachDepthStencil(TextureView depthStencil)
{
// Detach the last depth/stencil buffer if there is any.
if (_lastDsAttachment != 0)
{
GL.FramebufferTexture(FramebufferTarget.Framebuffer, _lastDsAttachment, 0, 0);
}
if (depthStencil != null)
{
FramebufferAttachment attachment = GetAttachment(depthStencil.Format);
GL.FramebufferTexture(
FramebufferTarget.Framebuffer,
attachment,
depthStencil.Handle,
0);
_lastDsAttachment = attachment;
}
else
{
_lastDsAttachment = 0;
}
_depthStencil = depthStencil;
}
public void SetDualSourceBlend(bool enable)
{
bool oldEnable = _dualSourceBlend;
_dualSourceBlend = enable;
// When dual source blend is used,
// we can only have one draw buffer.
if (enable)
{
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
}
else if (oldEnable)
{
SetDrawBuffersImpl(_colorsCount);
}
}
public void SetDrawBuffers(int colorsCount)
{
if (_colorsCount != colorsCount && !_dualSourceBlend)
{
SetDrawBuffersImpl(colorsCount);
}
_colorsCount = colorsCount;
}
private void SetDrawBuffersImpl(int colorsCount)
{
DrawBuffersEnum[] drawBuffers = new DrawBuffersEnum[colorsCount];
for (int index = 0; index < colorsCount; index++)
{
drawBuffers[index] = DrawBuffersEnum.ColorAttachment0 + index;
}
GL.DrawBuffers(colorsCount, drawBuffers);
}
private static FramebufferAttachment GetAttachment(Format format)
{
if (IsPackedDepthStencilFormat(format))
{
return FramebufferAttachment.DepthStencilAttachment;
}
else if (IsDepthOnlyFormat(format))
{
return FramebufferAttachment.DepthAttachment;
}
else
{
return FramebufferAttachment.StencilAttachment;
}
}
private static bool IsPackedDepthStencilFormat(Format format)
{
return format == Format.D24UnormS8Uint ||
format == Format.D32FloatS8Uint ||
format == Format.S8UintD24Unorm;
}
private static bool IsDepthOnlyFormat(Format format)
{
return format == Format.D16Unorm || format == Format.D32Float;
}
public int GetColorLayerCount(int index)
{
return _colors[index].Info.GetDepthOrLayers();
}
public int GetDepthStencilLayerCount()
{
return _depthStencil?.Info.GetDepthOrLayers() ?? 0;
}
public void AttachColorLayerForClear(int index, int layer)
{
TextureView color = _colors[index];
if (!IsLayered(color))
{
return;
}
BindClearFb();
GL.FramebufferTextureLayer(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0 + index, color.Handle, 0, layer);
}
public void DetachColorLayerForClear(int index)
{
TextureView color = _colors[index];
if (!IsLayered(color))
{
return;
}
GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0 + index, 0, 0);
Bind();
}
public void AttachDepthStencilLayerForClear(int layer)
{
TextureView depthStencil = _depthStencil;
if (!IsLayered(depthStencil))
{
return;
}
BindClearFb();
GL.FramebufferTextureLayer(FramebufferTarget.Framebuffer, GetAttachment(depthStencil.Format), depthStencil.Handle, 0, layer);
}
public void DetachDepthStencilLayerForClear()
{
TextureView depthStencil = _depthStencil;
if (!IsLayered(depthStencil))
{
return;
}
GL.FramebufferTexture(FramebufferTarget.Framebuffer, GetAttachment(depthStencil.Format), 0, 0);
Bind();
}
private void BindClearFb()
{
GL.BindFramebuffer(FramebufferTarget.Framebuffer, _clearFbHandle);
if (!_clearFbInitialized)
{
SetDrawBuffersImpl(Constants.MaxRenderTargets);
_clearFbInitialized = true;
}
}
private static bool IsLayered(TextureView view)
{
return view != null &&
view.Target != Target.Texture1D &&
view.Target != Target.Texture2D &&
view.Target != Target.Texture2DMultisample &&
view.Target != Target.TextureBuffer;
}
public void Dispose()
{
if (Handle != 0)
{
GL.DeleteFramebuffer(Handle);
Handle = 0;
}
if (_clearFbHandle != 0)
{
GL.DeleteFramebuffer(_clearFbHandle);
_clearFbHandle = 0;
}
}
}
}