521751795a
* Some style fixes and nits on ITimeZoneService * Remove some unneeded usings * Remove the Ryujinx.HLE.OsHle.Handles namespace * Remove hbmenu automatic load on process exit * Rename Ns to Device, rename Os to System, rename SystemState to State * Move Exceptions and Utilities out of OsHle * Rename OsHle to HOS * Rename OsHle folder to HOS * IManagerDisplayService and ISystemDisplayService style fixes * BsdError shouldn't be public * Add a empty new line before using static * Remove unused file * Some style fixes on NPDM * Exit gracefully when the application is closed * Code style fixes on IGeneralService * Add 0x prefix on values printed as hex * Small improvements on finalization code * Move ProcessId and ThreadId out of AThreadState * Rename VFs to FileSystem * FsAccessHeader shouldn't be public. Also fix file names casing * More case changes on NPDM * Remove unused files * Move using to the correct place on NPDM * Use properties on KernelAccessControlMmio * Address PR feedback
401 lines
12 KiB
C#
401 lines
12 KiB
C#
using OpenTK.Graphics.OpenGL;
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using System;
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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 OGLFrameBuffer : IGalFrameBuffer
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{
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private struct Rect
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{
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public int X { get; private set; }
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public int Y { get; private set; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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public Rect(int X, int Y, int Width, int Height)
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{
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this.X = X;
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this.Y = Y;
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this.Width = Width;
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this.Height = Height;
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}
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}
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private class FrameBuffer
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{
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public int Width { get; set; }
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public int Height { get; set; }
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public int Handle { get; private set; }
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public int RbHandle { get; private set; }
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public int TexHandle { get; private set; }
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public FrameBuffer(int Width, int Height, bool HasRenderBuffer)
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{
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this.Width = Width;
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this.Height = Height;
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Handle = GL.GenFramebuffer();
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TexHandle = GL.GenTexture();
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if (HasRenderBuffer)
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{
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RbHandle = GL.GenRenderbuffer();
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}
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}
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}
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private const int NativeWidth = 1280;
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private const int NativeHeight = 720;
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private Dictionary<long, FrameBuffer> Fbs;
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private Rect Viewport;
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private Rect Window;
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private FrameBuffer CurrFb;
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private FrameBuffer CurrReadFb;
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private FrameBuffer RawFb;
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private bool FlipX;
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private bool FlipY;
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private int CropTop;
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private int CropLeft;
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private int CropRight;
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private int CropBottom;
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public OGLFrameBuffer()
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{
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Fbs = new Dictionary<long, FrameBuffer>();
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}
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public void Create(long Key, int Width, int Height)
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{
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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if (Fb.Width != Width ||
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Fb.Height != Height)
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{
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SetupTexture(Fb.TexHandle, Width, Height);
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Fb.Width = Width;
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Fb.Height = Height;
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}
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return;
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}
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Fb = new FrameBuffer(Width, Height, true);
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SetupTexture(Fb.TexHandle, Width, Height);
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
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GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Fb.RbHandle);
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GL.RenderbufferStorage(
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RenderbufferTarget.Renderbuffer,
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RenderbufferStorage.Depth24Stencil8,
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Width,
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Height);
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GL.FramebufferRenderbuffer(
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FramebufferTarget.Framebuffer,
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FramebufferAttachment.DepthStencilAttachment,
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RenderbufferTarget.Renderbuffer,
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Fb.RbHandle);
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GL.FramebufferTexture(
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FramebufferTarget.Framebuffer,
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FramebufferAttachment.ColorAttachment0,
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Fb.TexHandle,
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0);
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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Fbs.Add(Key, Fb);
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}
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public void Bind(long Key)
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{
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
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CurrFb = Fb;
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}
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}
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public void BindTexture(long Key, int Index)
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{
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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GL.ActiveTexture(TextureUnit.Texture0 + Index);
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GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);
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}
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}
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public void Set(long Key)
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{
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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CurrReadFb = Fb;
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}
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}
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public void Set(byte[] Data, int Width, int Height)
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{
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if (RawFb == null)
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{
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CreateRawFb(Width, Height);
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}
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if (RawFb.Width != Width ||
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RawFb.Height != Height)
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{
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SetupTexture(RawFb.TexHandle, Width, Height);
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RawFb.Width = Width;
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RawFb.Height = Height;
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}
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, RawFb.TexHandle);
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(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
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GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, Format, Type, Data);
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CurrReadFb = RawFb;
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}
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public void SetTransform(bool FlipX, bool FlipY, int Top, int Left, int Right, int Bottom)
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{
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this.FlipX = FlipX;
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this.FlipY = FlipY;
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CropTop = Top;
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CropLeft = Left;
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CropRight = Right;
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CropBottom = Bottom;
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}
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public void SetWindowSize(int Width, int Height)
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{
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Window = new Rect(0, 0, Width, Height);
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}
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public void SetViewport(int X, int Y, int Width, int Height)
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{
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Viewport = new Rect(X, Y, Width, Height);
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SetViewport(Viewport);
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}
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private void SetViewport(Rect Viewport)
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{
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GL.Viewport(
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Viewport.X,
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Viewport.Y,
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Viewport.Width,
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Viewport.Height);
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}
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public void Render()
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{
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if (CurrReadFb != null)
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{
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int SrcX0, SrcX1, SrcY0, SrcY1;
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if (CropLeft == 0 && CropRight == 0)
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{
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SrcX0 = 0;
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SrcX1 = CurrReadFb.Width;
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}
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else
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{
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SrcX0 = CropLeft;
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SrcX1 = CropRight;
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}
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if (CropTop == 0 && CropBottom == 0)
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{
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SrcY0 = 0;
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SrcY1 = CurrReadFb.Height;
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}
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else
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{
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SrcY0 = CropTop;
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SrcY1 = CropBottom;
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}
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float RatioX = MathF.Min(1f, (Window.Height * (float)NativeWidth) / ((float)NativeHeight * Window.Width));
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float RatioY = MathF.Min(1f, (Window.Width * (float)NativeHeight) / ((float)NativeWidth * Window.Height));
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int DstWidth = (int)(Window.Width * RatioX);
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int DstHeight = (int)(Window.Height * RatioY);
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int DstPaddingX = (Window.Width - DstWidth) / 2;
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int DstPaddingY = (Window.Height - DstHeight) / 2;
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int DstX0 = FlipX ? Window.Width - DstPaddingX : DstPaddingX;
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int DstX1 = FlipX ? DstPaddingX : Window.Width - DstPaddingX;
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int DstY0 = FlipY ? DstPaddingY : Window.Height - DstPaddingY;
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int DstY1 = FlipY ? Window.Height - DstPaddingY : DstPaddingY;
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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GL.Viewport(0, 0, Window.Width, Window.Height);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, CurrReadFb.Handle);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.BlitFramebuffer(
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SrcX0, SrcY0, SrcX1, SrcY1,
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DstX0, DstY0, DstX1, DstY1,
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ClearBufferMask.ColorBufferBit, BlitFramebufferFilter.Linear);
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}
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}
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public void Copy(
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long SrcKey,
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long DstKey,
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int SrcX0,
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int SrcY0,
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int SrcX1,
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int SrcY1,
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int DstX0,
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int DstY0,
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int DstX1,
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int DstY1)
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{
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if (Fbs.TryGetValue(SrcKey, out FrameBuffer SrcFb) &&
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Fbs.TryGetValue(DstKey, out FrameBuffer DstFb))
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{
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, SrcFb.Handle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, DstFb.Handle);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.BlitFramebuffer(
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SrcX0, SrcY0, SrcX1, SrcY1,
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DstX0, DstY0, DstX1, DstY1,
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ClearBufferMask.ColorBufferBit,
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BlitFramebufferFilter.Linear);
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}
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}
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public void GetBufferData(long Key, Action<byte[]> Callback)
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{
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, Fb.Handle);
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byte[] Data = new byte[Fb.Width * Fb.Height * 4];
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(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
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GL.ReadPixels(
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0,
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0,
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Fb.Width,
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Fb.Height,
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Format,
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Type,
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Data);
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Callback(Data);
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}
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}
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public void SetBufferData(
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long Key,
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int Width,
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int Height,
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GalTextureFormat Format,
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byte[] Buffer)
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{
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);
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const int Level = 0;
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const int Border = 0;
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const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
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(PixelFormat GlFormat, PixelType Type) = OGLEnumConverter.GetTextureFormat(Format);
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GL.TexImage2D(
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TextureTarget.Texture2D,
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Level,
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InternalFmt,
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Width,
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Height,
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Border,
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GlFormat,
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Type,
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Buffer);
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}
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}
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private void CreateRawFb(int Width, int Height)
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{
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if (RawFb == null)
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{
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RawFb = new FrameBuffer(Width, Height, false);
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SetupTexture(RawFb.TexHandle, Width, Height);
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RawFb.Width = Width;
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RawFb.Height = Height;
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, RawFb.Handle);
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GL.FramebufferTexture(
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FramebufferTarget.Framebuffer,
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FramebufferAttachment.ColorAttachment0,
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RawFb.TexHandle,
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0);
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GL.Viewport(0, 0, Width, Height);
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}
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}
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private void SetupTexture(int Handle, int Width, int Height)
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{
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GL.BindTexture(TextureTarget.Texture2D, Handle);
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const int MinFilter = (int)TextureMinFilter.Linear;
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const int MagFilter = (int)TextureMagFilter.Linear;
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
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(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
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const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
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const int Level = 0;
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const int Border = 0;
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GL.TexImage2D(
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TextureTarget.Texture2D,
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Level,
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InternalFmt,
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Width,
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Height,
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Border,
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Format,
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Type,
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IntPtr.Zero);
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}
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}
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} |