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-rw-r--r--Ryujinx.Graphics.OpenGL/DrawTextureEmulation.cs138
-rw-r--r--Ryujinx.Graphics.OpenGL/HwCapabilities.cs2
-rw-r--r--Ryujinx.Graphics.OpenGL/Pipeline.cs128
3 files changed, 255 insertions, 13 deletions
diff --git a/Ryujinx.Graphics.OpenGL/DrawTextureEmulation.cs b/Ryujinx.Graphics.OpenGL/DrawTextureEmulation.cs
new file mode 100644
index 00000000..509e20fe
--- /dev/null
+++ b/Ryujinx.Graphics.OpenGL/DrawTextureEmulation.cs
@@ -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;
+ }
+ }
+}
diff --git a/Ryujinx.Graphics.OpenGL/HwCapabilities.cs b/Ryujinx.Graphics.OpenGL/HwCapabilities.cs
index ec9bd4a2..773c9f63 100644
--- a/Ryujinx.Graphics.OpenGL/HwCapabilities.cs
+++ b/Ryujinx.Graphics.OpenGL/HwCapabilities.cs
@@ -6,6 +6,7 @@ namespace Ryujinx.Graphics.OpenGL
static class HwCapabilities
{
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> _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"));
@@ -43,6 +44,7 @@ namespace Ryujinx.Graphics.OpenGL
public static bool UsePersistentBufferForFlush => _gpuVendor.Value == GpuVendor.AmdWindows || _gpuVendor.Value == GpuVendor.Nvidia;
public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
+ public static bool SupportsDrawTexture => _supportsDrawTexture.Value;
public static bool SupportsFragmentShaderInterlock => _supportsFragmentShaderInterlock.Value;
public static bool SupportsFragmentShaderOrdering => _supportsFragmentShaderOrdering.Value;
public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
diff --git a/Ryujinx.Graphics.OpenGL/Pipeline.cs b/Ryujinx.Graphics.OpenGL/Pipeline.cs
index d0a509b4..aafc4db8 100644
--- a/Ryujinx.Graphics.OpenGL/Pipeline.cs
+++ b/Ryujinx.Graphics.OpenGL/Pipeline.cs
@@ -12,6 +12,8 @@ namespace Ryujinx.Graphics.OpenGL
{
class Pipeline : IPipeline, IDisposable
{
+ private readonly DrawTextureEmulation _drawTexture;
+
internal ulong DrawCount { get; private set; }
private Program _program;
@@ -29,6 +31,12 @@ namespace Ryujinx.Graphics.OpenGL
private int _stencilFrontMask;
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 _boundReadFramebuffer;
@@ -47,6 +55,7 @@ namespace Ryujinx.Graphics.OpenGL
private Vector4<float>[] _renderScale = new Vector4<float>[65];
private TextureBase _unit0Texture;
+ private Sampler _unit0Sampler;
private FrontFaceDirection _frontFace;
private ClipOrigin _clipOrigin;
@@ -67,6 +76,7 @@ namespace Ryujinx.Graphics.OpenGL
internal Pipeline()
{
+ _drawTexture = new DrawTextureEmulation();
_rasterizerDiscard = false;
_clipOrigin = ClipOrigin.LowerLeft;
_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()
{
GL.EndTransformFeedback();
@@ -754,10 +849,13 @@ namespace Ryujinx.Graphics.OpenGL
GL.DepthMask(depthTest.WriteEnable);
_depthMask = depthTest.WriteEnable;
+ _depthTestEnable = depthTest.TestEnable;
}
public void SetFaceCulling(bool enable, Face face)
{
+ _cullEnable = enable;
+
if (!enable)
{
GL.Disable(EnableCap.CullFace);
@@ -994,7 +1092,14 @@ namespace Ryujinx.Graphics.OpenGL
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)
@@ -1023,6 +1128,8 @@ namespace Ryujinx.Graphics.OpenGL
public void SetStencilTest(StencilTestDescriptor stencilTest)
{
+ _stencilTestEnable = stencilTest.TestEnable;
+
if (!stencilTest.TestEnable)
{
GL.Disable(EnableCap.StencilTest);
@@ -1152,9 +1259,11 @@ namespace Ryujinx.Graphics.OpenGL
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++)
{
@@ -1186,7 +1295,6 @@ namespace Ryujinx.Graphics.OpenGL
SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft);
GL.ViewportArray(first, viewports.Length, viewportArray);
-
GL.DepthRangeArray(first, viewports.Length, depthRangeArray);
}
@@ -1307,10 +1415,7 @@ namespace Ryujinx.Graphics.OpenGL
private void PrepareForDispatch()
{
- if (_unit0Texture != null)
- {
- _unit0Texture.Bind(0);
- }
+ _unit0Texture?.Bind(0);
}
private void PreDraw()
@@ -1318,11 +1423,7 @@ namespace Ryujinx.Graphics.OpenGL
DrawCount++;
_vertexArray.Validate();
-
- if (_unit0Texture != null)
- {
- _unit0Texture.Bind(0);
- }
+ _unit0Texture?.Bind(0);
}
private void PostDraw()
@@ -1438,6 +1539,7 @@ namespace Ryujinx.Graphics.OpenGL
_activeConditionalRender?.ReleaseHostAccess();
_framebuffer?.Dispose();
_vertexArray?.Dispose();
+ _drawTexture.Dispose();
}
}
}