diff options
Diffstat (limited to 'Ryujinx.Graphics/Gal/OpenGL/OpenGLRenderer.cs')
| -rw-r--r-- | Ryujinx.Graphics/Gal/OpenGL/OpenGLRenderer.cs | 282 |
1 files changed, 282 insertions, 0 deletions
diff --git a/Ryujinx.Graphics/Gal/OpenGL/OpenGLRenderer.cs b/Ryujinx.Graphics/Gal/OpenGL/OpenGLRenderer.cs new file mode 100644 index 00000000..7429569b --- /dev/null +++ b/Ryujinx.Graphics/Gal/OpenGL/OpenGLRenderer.cs @@ -0,0 +1,282 @@ +using OpenTK.Graphics.OpenGL; +using System; +using System.Collections.Generic; + +namespace Ryujinx.Graphics.Gal.OpenGL +{ + public class OpenGLRenderer : IGalRenderer + { + private struct VertexBuffer + { + public int VaoHandle; + public int VboHandle; + + public int PrimCount; + } + + private struct Texture + { + public int Handle; + } + + private List<VertexBuffer> VertexBuffers; + + private Texture[] Textures; + + private Queue<Action> ActionsQueue; + + public long FrameBufferPtr { get; set; } + + public OpenGLRenderer() + { + VertexBuffers = new List<VertexBuffer>(); + + Textures = new Texture[8]; + + ActionsQueue = new Queue<Action>(); + } + + public void QueueAction(Action ActionMthd) + { + ActionsQueue.Enqueue(ActionMthd); + } + + public void RunActions() + { + while (ActionsQueue.Count > 0) + { + ActionsQueue.Dequeue()(); + } + } + + public void Render() + { + for (int Index = 0; Index < VertexBuffers.Count; Index++) + { + VertexBuffer Vb = VertexBuffers[Index]; + + if (Vb.VaoHandle != 0 && + Vb.PrimCount != 0) + { + GL.BindVertexArray(Vb.VaoHandle); + GL.DrawArrays(PrimitiveType.TriangleStrip, 0, Vb.PrimCount); + } + } + + } + + public void SendVertexBuffer(int Index, byte[] Buffer, int Stride, GalVertexAttrib[] Attribs) + { + if (Index < 0) + { + throw new ArgumentOutOfRangeException(nameof(Index)); + } + + if (Buffer.Length == 0 || Stride == 0) + { + return; + } + + EnsureVbInitialized(Index); + + VertexBuffer Vb = VertexBuffers[Index]; + + Vb.PrimCount = Buffer.Length / Stride; + + VertexBuffers[Index] = Vb; + + IntPtr Length = new IntPtr(Buffer.Length); + + GL.BindBuffer(BufferTarget.ArrayBuffer, Vb.VboHandle); + GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw); + GL.BindBuffer(BufferTarget.ArrayBuffer, 0); + + GL.BindVertexArray(Vb.VaoHandle); + + for (int Attr = 0; Attr < 16; Attr++) + { + GL.DisableVertexAttribArray(Attr); + } + + foreach (GalVertexAttrib Attrib in Attribs) + { + if (Attrib.Index >= 3) break; + + GL.EnableVertexAttribArray(Attrib.Index); + + GL.BindBuffer(BufferTarget.ArrayBuffer, Vb.VboHandle); + + int Size = 0; + + switch (Attrib.Size) + { + case GalVertexAttribSize._8: + case GalVertexAttribSize._16: + case GalVertexAttribSize._32: + Size = 1; + break; + case GalVertexAttribSize._8_8: + case GalVertexAttribSize._16_16: + case GalVertexAttribSize._32_32: + Size = 2; + break; + case GalVertexAttribSize._8_8_8: + case GalVertexAttribSize._11_11_10: + case GalVertexAttribSize._16_16_16: + case GalVertexAttribSize._32_32_32: + Size = 3; + break; + case GalVertexAttribSize._8_8_8_8: + case GalVertexAttribSize._10_10_10_2: + case GalVertexAttribSize._16_16_16_16: + case GalVertexAttribSize._32_32_32_32: + Size = 4; + break; + } + + bool Signed = + Attrib.Type == GalVertexAttribType.Snorm || + Attrib.Type == GalVertexAttribType.Sint || + Attrib.Type == GalVertexAttribType.Sscaled; + + bool Normalize = + Attrib.Type == GalVertexAttribType.Snorm || + Attrib.Type == GalVertexAttribType.Unorm; + + VertexAttribPointerType Type = 0; + + switch (Attrib.Type) + { + case GalVertexAttribType.Snorm: + case GalVertexAttribType.Unorm: + case GalVertexAttribType.Sint: + case GalVertexAttribType.Uint: + case GalVertexAttribType.Uscaled: + case GalVertexAttribType.Sscaled: + { + switch (Attrib.Size) + { + case GalVertexAttribSize._8: + case GalVertexAttribSize._8_8: + case GalVertexAttribSize._8_8_8: + case GalVertexAttribSize._8_8_8_8: + { + Type = Signed + ? VertexAttribPointerType.Byte + : VertexAttribPointerType.UnsignedByte; + + break; + } + + case GalVertexAttribSize._16: + case GalVertexAttribSize._16_16: + case GalVertexAttribSize._16_16_16: + case GalVertexAttribSize._16_16_16_16: + { + Type = Signed + ? VertexAttribPointerType.Short + : VertexAttribPointerType.UnsignedShort; + + break; + } + + case GalVertexAttribSize._10_10_10_2: + case GalVertexAttribSize._11_11_10: + case GalVertexAttribSize._32: + case GalVertexAttribSize._32_32: + case GalVertexAttribSize._32_32_32: + case GalVertexAttribSize._32_32_32_32: + { + Type = Signed + ? VertexAttribPointerType.Int + : VertexAttribPointerType.UnsignedInt; + + break; + } + } + + break; + } + + case GalVertexAttribType.Float: + { + Type = VertexAttribPointerType.Float; + + break; + } + } + + GL.VertexAttribPointer( + Attrib.Index, + Size, + Type, + Normalize, + Stride, + Attrib.Offset); + } + + GL.BindVertexArray(0); + } + + public void SendR8G8B8A8Texture(int Index, byte[] Buffer, int Width, int Height) + { + EnsureTexInitialized(Index); + + GL.BindTexture(TextureTarget.Texture2D, Textures[Index].Handle); + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat); + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat); + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); + GL.TexImage2D(TextureTarget.Texture2D, + 0, + PixelInternalFormat.Rgba, + Width, + Height, + 0, + PixelFormat.Rgba, + PixelType.UnsignedByte, + Buffer); + } + + public void BindTexture(int Index) + { + GL.ActiveTexture(TextureUnit.Texture0 + Index); + + GL.BindTexture(TextureTarget.Texture2D, Textures[Index].Handle); + } + + private void EnsureVbInitialized(int VbIndex) + { + while (VbIndex >= VertexBuffers.Count) + { + VertexBuffers.Add(new VertexBuffer()); + } + + VertexBuffer Vb = VertexBuffers[VbIndex]; + + if (Vb.VaoHandle == 0) + { + Vb.VaoHandle = GL.GenVertexArray(); + } + + if (Vb.VboHandle == 0) + { + Vb.VboHandle = GL.GenBuffer(); + } + + VertexBuffers[VbIndex] = Vb; + } + + private void EnsureTexInitialized(int TexIndex) + { + Texture Tex = Textures[TexIndex]; + + if (Tex.Handle == 0) + { + Tex.Handle = GL.GenTexture(); + } + + Textures[TexIndex] = Tex; + } + } +}
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