1080f64df9
* Implement HLE macros for render target clears * Add constants for the offsets
248 lines
6.8 KiB
C#
248 lines
6.8 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Image;
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Framebuffer : IDisposable
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{
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public int Handle { get; private set; }
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private int _clearFbHandle;
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private bool _clearFbInitialized;
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private FramebufferAttachment _lastDsAttachment;
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private readonly TextureView[] _colors;
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private TextureView _depthStencil;
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private int _colorsCount;
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private bool _dualSourceBlend;
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public Framebuffer()
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{
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Handle = GL.GenFramebuffer();
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_clearFbHandle = GL.GenFramebuffer();
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_colors = new TextureView[8];
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}
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public int Bind()
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{
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, Handle);
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return Handle;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void AttachColor(int index, TextureView color)
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{
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if (_colors[index] == color)
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{
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return;
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}
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FramebufferAttachment attachment = FramebufferAttachment.ColorAttachment0 + index;
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, attachment, color?.Handle ?? 0, 0);
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_colors[index] = color;
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}
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public void AttachDepthStencil(TextureView depthStencil)
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{
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// Detach the last depth/stencil buffer if there is any.
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if (_lastDsAttachment != 0)
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{
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, _lastDsAttachment, 0, 0);
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}
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if (depthStencil != null)
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{
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FramebufferAttachment attachment = GetAttachment(depthStencil.Format);
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GL.FramebufferTexture(
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FramebufferTarget.Framebuffer,
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attachment,
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depthStencil.Handle,
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0);
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_lastDsAttachment = attachment;
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}
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else
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{
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_lastDsAttachment = 0;
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}
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_depthStencil = depthStencil;
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}
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public void SetDualSourceBlend(bool enable)
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{
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bool oldEnable = _dualSourceBlend;
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_dualSourceBlend = enable;
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// When dual source blend is used,
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// we can only have one draw buffer.
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if (enable)
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{
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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}
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else if (oldEnable)
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{
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SetDrawBuffersImpl(_colorsCount);
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}
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}
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public void SetDrawBuffers(int colorsCount)
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{
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if (_colorsCount != colorsCount && !_dualSourceBlend)
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{
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SetDrawBuffersImpl(colorsCount);
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}
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_colorsCount = colorsCount;
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}
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private void SetDrawBuffersImpl(int colorsCount)
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{
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DrawBuffersEnum[] drawBuffers = new DrawBuffersEnum[colorsCount];
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for (int index = 0; index < colorsCount; index++)
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{
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drawBuffers[index] = DrawBuffersEnum.ColorAttachment0 + index;
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}
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GL.DrawBuffers(colorsCount, drawBuffers);
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}
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private static FramebufferAttachment GetAttachment(Format format)
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{
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if (IsPackedDepthStencilFormat(format))
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{
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return FramebufferAttachment.DepthStencilAttachment;
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}
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else if (IsDepthOnlyFormat(format))
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{
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return FramebufferAttachment.DepthAttachment;
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}
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else
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{
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return FramebufferAttachment.StencilAttachment;
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}
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}
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private static bool IsPackedDepthStencilFormat(Format format)
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{
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return format == Format.D24UnormS8Uint ||
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format == Format.D32FloatS8Uint ||
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format == Format.S8UintD24Unorm;
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}
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private static bool IsDepthOnlyFormat(Format format)
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{
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return format == Format.D16Unorm || format == Format.D32Float;
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}
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public int GetColorLayerCount(int index)
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{
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return _colors[index].Info.GetDepthOrLayers();
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}
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public int GetDepthStencilLayerCount()
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{
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return _depthStencil?.Info.GetDepthOrLayers() ?? 0;
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}
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public void AttachColorLayerForClear(int index, int layer)
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{
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TextureView color = _colors[index];
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if (!IsLayered(color))
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{
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return;
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}
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BindClearFb();
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GL.FramebufferTextureLayer(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0 + index, color.Handle, 0, layer);
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}
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public void DetachColorLayerForClear(int index)
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{
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TextureView color = _colors[index];
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if (!IsLayered(color))
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{
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return;
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}
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0 + index, 0, 0);
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Bind();
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}
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public void AttachDepthStencilLayerForClear(int layer)
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{
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TextureView depthStencil = _depthStencil;
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if (!IsLayered(depthStencil))
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{
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return;
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}
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BindClearFb();
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GL.FramebufferTextureLayer(FramebufferTarget.Framebuffer, GetAttachment(depthStencil.Format), depthStencil.Handle, 0, layer);
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}
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public void DetachDepthStencilLayerForClear()
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{
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TextureView depthStencil = _depthStencil;
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if (!IsLayered(depthStencil))
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{
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return;
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}
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, GetAttachment(depthStencil.Format), 0, 0);
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Bind();
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}
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private void BindClearFb()
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{
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, _clearFbHandle);
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if (!_clearFbInitialized)
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{
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SetDrawBuffersImpl(Constants.MaxRenderTargets);
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_clearFbInitialized = true;
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}
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}
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private static bool IsLayered(TextureView view)
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{
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return view != null &&
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view.Target != Target.Texture1D &&
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view.Target != Target.Texture2D &&
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view.Target != Target.Texture2DMultisample &&
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view.Target != Target.TextureBuffer;
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteFramebuffer(Handle);
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Handle = 0;
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}
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if (_clearFbHandle != 0)
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{
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GL.DeleteFramebuffer(_clearFbHandle);
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_clearFbHandle = 0;
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}
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}
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}
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}
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