Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* Move GPU LLE emulation from HLE to Graphics * Graphics: Move Gal/Texture to Texture * Remove Engines/ directory and namespace * Use tables for image formats * Abstract OpCode decoding * Simplify image table * Do not leak Read* symbols in TextureReader * Fixups * Rename IGalFrameBuffer -> IGalRenderTarget * Remove MaxBpp hardcoded value * Change yet again texture data and add G8R8 flipping * Rename GalFrameBufferFormat to GalSurfaceFormat * Unident EnsureSetup in ImageHandler * Add IsCompressed * Address some feedback
This commit is contained in:
parent
a0c78f7920
commit
ce1d5be212
58 changed files with 3378 additions and 3448 deletions
497
Ryujinx.Graphics/Gal/OpenGL/OGLRenderTarget.cs
Normal file
497
Ryujinx.Graphics/Gal/OpenGL/OGLRenderTarget.cs
Normal file
|
@ -0,0 +1,497 @@
|
|||
using OpenTK.Graphics.OpenGL;
|
||||
using Ryujinx.Graphics.Texture;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.OpenGL
|
||||
{
|
||||
class OGLRenderTarget : IGalRenderTarget
|
||||
{
|
||||
private struct Rect
|
||||
{
|
||||
public int X { get; private set; }
|
||||
public int Y { get; private set; }
|
||||
public int Width { get; private set; }
|
||||
public int Height { get; private set; }
|
||||
|
||||
public Rect(int X, int Y, int Width, int Height)
|
||||
{
|
||||
this.X = X;
|
||||
this.Y = Y;
|
||||
this.Width = Width;
|
||||
this.Height = Height;
|
||||
}
|
||||
}
|
||||
|
||||
private const int NativeWidth = 1280;
|
||||
private const int NativeHeight = 720;
|
||||
|
||||
private const GalImageFormat RawFormat = GalImageFormat.A8B8G8R8 | GalImageFormat.Unorm;
|
||||
|
||||
private OGLTexture Texture;
|
||||
|
||||
private ImageHandler RawTex;
|
||||
private ImageHandler ReadTex;
|
||||
|
||||
private Rect Viewport;
|
||||
private Rect Window;
|
||||
|
||||
private bool FlipX;
|
||||
private bool FlipY;
|
||||
|
||||
private int CropTop;
|
||||
private int CropLeft;
|
||||
private int CropRight;
|
||||
private int CropBottom;
|
||||
|
||||
//This framebuffer is used to attach guest rendertargets,
|
||||
//think of it as a dummy OpenGL VAO
|
||||
private int DummyFrameBuffer;
|
||||
|
||||
//These framebuffers are used to blit images
|
||||
private int SrcFb;
|
||||
private int DstFb;
|
||||
|
||||
//Holds current attachments, used to avoid unnecesary calls to OpenGL
|
||||
private int[] ColorAttachments;
|
||||
|
||||
private int DepthAttachment;
|
||||
private int StencilAttachment;
|
||||
|
||||
public OGLRenderTarget(OGLTexture Texture)
|
||||
{
|
||||
ColorAttachments = new int[8];
|
||||
|
||||
this.Texture = Texture;
|
||||
}
|
||||
|
||||
public void BindColor(long Key, int Attachment)
|
||||
{
|
||||
if (Texture.TryGetImage(Key, out ImageHandler Tex))
|
||||
{
|
||||
EnsureFrameBuffer();
|
||||
|
||||
Attach(ref ColorAttachments[Attachment], Tex.Handle, FramebufferAttachment.ColorAttachment0 + Attachment);
|
||||
}
|
||||
else
|
||||
{
|
||||
UnbindColor(Attachment);
|
||||
}
|
||||
}
|
||||
|
||||
public void UnbindColor(int Attachment)
|
||||
{
|
||||
EnsureFrameBuffer();
|
||||
|
||||
Attach(ref ColorAttachments[Attachment], 0, FramebufferAttachment.ColorAttachment0 + Attachment);
|
||||
}
|
||||
|
||||
public void BindZeta(long Key)
|
||||
{
|
||||
if (Texture.TryGetImage(Key, out ImageHandler Tex))
|
||||
{
|
||||
EnsureFrameBuffer();
|
||||
|
||||
if (Tex.HasDepth && Tex.HasStencil)
|
||||
{
|
||||
if (DepthAttachment != Tex.Handle ||
|
||||
StencilAttachment != Tex.Handle)
|
||||
{
|
||||
GL.FramebufferTexture(
|
||||
FramebufferTarget.DrawFramebuffer,
|
||||
FramebufferAttachment.DepthStencilAttachment,
|
||||
Tex.Handle,
|
||||
0);
|
||||
|
||||
DepthAttachment = Tex.Handle;
|
||||
|
||||
StencilAttachment = Tex.Handle;
|
||||
}
|
||||
}
|
||||
else if (Tex.HasDepth)
|
||||
{
|
||||
Attach(ref DepthAttachment, Tex.Handle, FramebufferAttachment.DepthAttachment);
|
||||
|
||||
Attach(ref StencilAttachment, 0, FramebufferAttachment.StencilAttachment);
|
||||
}
|
||||
else if (Tex.HasStencil)
|
||||
{
|
||||
Attach(ref DepthAttachment, 0, FramebufferAttachment.DepthAttachment);
|
||||
|
||||
Attach(ref StencilAttachment, Tex.Handle, FramebufferAttachment.StencilAttachment);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UnbindZeta();
|
||||
}
|
||||
}
|
||||
|
||||
public void UnbindZeta()
|
||||
{
|
||||
EnsureFrameBuffer();
|
||||
|
||||
if (DepthAttachment != 0 ||
|
||||
StencilAttachment != 0)
|
||||
{
|
||||
GL.FramebufferTexture(
|
||||
FramebufferTarget.DrawFramebuffer,
|
||||
FramebufferAttachment.DepthStencilAttachment,
|
||||
0,
|
||||
0);
|
||||
|
||||
DepthAttachment = 0;
|
||||
|
||||
StencilAttachment = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void BindTexture(long Key, int Index)
|
||||
{
|
||||
if (Texture.TryGetImage(Key, out ImageHandler Tex))
|
||||
{
|
||||
GL.ActiveTexture(TextureUnit.Texture0 + Index);
|
||||
|
||||
GL.BindTexture(TextureTarget.Texture2D, Tex.Handle);
|
||||
}
|
||||
}
|
||||
|
||||
public void Set(long Key)
|
||||
{
|
||||
if (Texture.TryGetImage(Key, out ImageHandler Tex))
|
||||
{
|
||||
ReadTex = Tex;
|
||||
}
|
||||
}
|
||||
|
||||
public void Set(byte[] Data, int Width, int Height)
|
||||
{
|
||||
if (RawTex == null)
|
||||
{
|
||||
RawTex = new ImageHandler();
|
||||
}
|
||||
|
||||
RawTex.EnsureSetup(new GalImage(Width, Height, RawFormat));
|
||||
|
||||
GL.BindTexture(TextureTarget.Texture2D, RawTex.Handle);
|
||||
|
||||
GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, RawTex.PixelFormat, RawTex.PixelType, Data);
|
||||
|
||||
ReadTex = RawTex;
|
||||
}
|
||||
|
||||
public void SetMap(int[] Map)
|
||||
{
|
||||
if (Map != null && Map.Length > 0)
|
||||
{
|
||||
DrawBuffersEnum[] Mode = new DrawBuffersEnum[Map.Length];
|
||||
|
||||
for (int i = 0; i < Map.Length; i++)
|
||||
{
|
||||
Mode[i] = DrawBuffersEnum.ColorAttachment0 + Map[i];
|
||||
}
|
||||
|
||||
GL.DrawBuffers(Mode.Length, Mode);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTransform(bool FlipX, bool FlipY, int Top, int Left, int Right, int Bottom)
|
||||
{
|
||||
this.FlipX = FlipX;
|
||||
this.FlipY = FlipY;
|
||||
|
||||
CropTop = Top;
|
||||
CropLeft = Left;
|
||||
CropRight = Right;
|
||||
CropBottom = Bottom;
|
||||
}
|
||||
|
||||
public void SetWindowSize(int Width, int Height)
|
||||
{
|
||||
Window = new Rect(0, 0, Width, Height);
|
||||
}
|
||||
|
||||
public void SetViewport(int X, int Y, int Width, int Height)
|
||||
{
|
||||
Viewport = new Rect(X, Y, Width, Height);
|
||||
|
||||
SetViewport(Viewport);
|
||||
}
|
||||
|
||||
private void SetViewport(Rect Viewport)
|
||||
{
|
||||
GL.Viewport(
|
||||
Viewport.X,
|
||||
Viewport.Y,
|
||||
Viewport.Width,
|
||||
Viewport.Height);
|
||||
}
|
||||
|
||||
public void Render()
|
||||
{
|
||||
if (ReadTex == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int SrcX0, SrcX1, SrcY0, SrcY1;
|
||||
|
||||
if (CropLeft == 0 && CropRight == 0)
|
||||
{
|
||||
SrcX0 = 0;
|
||||
SrcX1 = ReadTex.Width;
|
||||
}
|
||||
else
|
||||
{
|
||||
SrcX0 = CropLeft;
|
||||
SrcX1 = CropRight;
|
||||
}
|
||||
|
||||
if (CropTop == 0 && CropBottom == 0)
|
||||
{
|
||||
SrcY0 = 0;
|
||||
SrcY1 = ReadTex.Height;
|
||||
}
|
||||
else
|
||||
{
|
||||
SrcY0 = CropTop;
|
||||
SrcY1 = CropBottom;
|
||||
}
|
||||
|
||||
float RatioX = MathF.Min(1f, (Window.Height * (float)NativeWidth) / ((float)NativeHeight * Window.Width));
|
||||
float RatioY = MathF.Min(1f, (Window.Width * (float)NativeHeight) / ((float)NativeWidth * Window.Height));
|
||||
|
||||
int DstWidth = (int)(Window.Width * RatioX);
|
||||
int DstHeight = (int)(Window.Height * RatioY);
|
||||
|
||||
int DstPaddingX = (Window.Width - DstWidth) / 2;
|
||||
int DstPaddingY = (Window.Height - DstHeight) / 2;
|
||||
|
||||
int DstX0 = FlipX ? Window.Width - DstPaddingX : DstPaddingX;
|
||||
int DstX1 = FlipX ? DstPaddingX : Window.Width - DstPaddingX;
|
||||
|
||||
int DstY0 = FlipY ? DstPaddingY : Window.Height - DstPaddingY;
|
||||
int DstY1 = FlipY ? Window.Height - DstPaddingY : DstPaddingY;
|
||||
|
||||
if (SrcFb == 0) SrcFb = GL.GenFramebuffer();
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, 0);
|
||||
|
||||
GL.Viewport(0, 0, Window.Width, Window.Height);
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, SrcFb);
|
||||
|
||||
GL.FramebufferTexture(FramebufferTarget.ReadFramebuffer, FramebufferAttachment.ColorAttachment0, ReadTex.Handle, 0);
|
||||
|
||||
GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
|
||||
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
|
||||
|
||||
GL.Clear(ClearBufferMask.ColorBufferBit);
|
||||
|
||||
GL.BlitFramebuffer(
|
||||
SrcX0, SrcY0, SrcX1, SrcY1,
|
||||
DstX0, DstY0, DstX1, DstY1,
|
||||
ClearBufferMask.ColorBufferBit, BlitFramebufferFilter.Linear);
|
||||
|
||||
EnsureFrameBuffer();
|
||||
}
|
||||
|
||||
public void Copy(
|
||||
long SrcKey,
|
||||
long DstKey,
|
||||
int SrcX0,
|
||||
int SrcY0,
|
||||
int SrcX1,
|
||||
int SrcY1,
|
||||
int DstX0,
|
||||
int DstY0,
|
||||
int DstX1,
|
||||
int DstY1)
|
||||
{
|
||||
if (Texture.TryGetImage(SrcKey, out ImageHandler SrcTex) &&
|
||||
Texture.TryGetImage(DstKey, out ImageHandler DstTex))
|
||||
{
|
||||
if (SrcTex.HasColor != DstTex.HasColor ||
|
||||
SrcTex.HasDepth != DstTex.HasDepth ||
|
||||
SrcTex.HasStencil != DstTex.HasStencil)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
if (SrcTex.HasColor)
|
||||
{
|
||||
CopyTextures(
|
||||
SrcX0, SrcY0, SrcX1, SrcY1,
|
||||
DstX0, DstY0, DstX1, DstY1,
|
||||
SrcTex.Handle,
|
||||
DstTex.Handle,
|
||||
FramebufferAttachment.ColorAttachment0,
|
||||
ClearBufferMask.ColorBufferBit,
|
||||
true);
|
||||
}
|
||||
else if (SrcTex.HasDepth && SrcTex.HasStencil)
|
||||
{
|
||||
CopyTextures(
|
||||
SrcX0, SrcY0, SrcX1, SrcY1,
|
||||
DstX0, DstY0, DstX1, DstY1,
|
||||
SrcTex.Handle,
|
||||
DstTex.Handle,
|
||||
FramebufferAttachment.DepthStencilAttachment,
|
||||
ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit,
|
||||
false);
|
||||
}
|
||||
else if (SrcTex.HasDepth)
|
||||
{
|
||||
CopyTextures(
|
||||
SrcX0, SrcY0, SrcX1, SrcY1,
|
||||
DstX0, DstY0, DstX1, DstY1,
|
||||
SrcTex.Handle,
|
||||
DstTex.Handle,
|
||||
FramebufferAttachment.DepthAttachment,
|
||||
ClearBufferMask.DepthBufferBit,
|
||||
false);
|
||||
}
|
||||
else if (SrcTex.HasStencil)
|
||||
{
|
||||
CopyTextures(
|
||||
SrcX0, SrcY0, SrcX1, SrcY1,
|
||||
DstX0, DstY0, DstX1, DstY1,
|
||||
SrcTex.Handle,
|
||||
DstTex.Handle,
|
||||
FramebufferAttachment.StencilAttachment,
|
||||
ClearBufferMask.StencilBufferBit,
|
||||
false);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void GetBufferData(long Key, Action<byte[]> Callback)
|
||||
{
|
||||
if (Texture.TryGetImage(Key, out ImageHandler Tex))
|
||||
{
|
||||
byte[] Data = new byte[ImageUtils.GetSize(Tex.Image)];
|
||||
|
||||
GL.BindTexture(TextureTarget.Texture2D, Tex.Handle);
|
||||
|
||||
GL.GetTexImage(
|
||||
TextureTarget.Texture2D,
|
||||
0,
|
||||
Tex.PixelFormat,
|
||||
Tex.PixelType,
|
||||
Data);
|
||||
|
||||
Callback(Data);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetBufferData(
|
||||
long Key,
|
||||
int Width,
|
||||
int Height,
|
||||
byte[] Buffer)
|
||||
{
|
||||
if (Texture.TryGetImage(Key, out ImageHandler Tex))
|
||||
{
|
||||
GL.BindTexture(TextureTarget.Texture2D, Tex.Handle);
|
||||
|
||||
const int Level = 0;
|
||||
const int Border = 0;
|
||||
|
||||
GL.TexImage2D(
|
||||
TextureTarget.Texture2D,
|
||||
Level,
|
||||
Tex.InternalFormat,
|
||||
Width,
|
||||
Height,
|
||||
Border,
|
||||
Tex.PixelFormat,
|
||||
Tex.PixelType,
|
||||
Buffer);
|
||||
}
|
||||
}
|
||||
|
||||
private void EnsureFrameBuffer()
|
||||
{
|
||||
if (DummyFrameBuffer == 0)
|
||||
{
|
||||
DummyFrameBuffer = GL.GenFramebuffer();
|
||||
}
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, DummyFrameBuffer);
|
||||
}
|
||||
|
||||
private void Attach(ref int OldHandle, int NewHandle, FramebufferAttachment FbAttachment)
|
||||
{
|
||||
if (OldHandle != NewHandle)
|
||||
{
|
||||
GL.FramebufferTexture(
|
||||
FramebufferTarget.DrawFramebuffer,
|
||||
FbAttachment,
|
||||
NewHandle,
|
||||
0);
|
||||
|
||||
OldHandle = NewHandle;
|
||||
}
|
||||
}
|
||||
|
||||
private void CopyTextures(
|
||||
int SrcX0,
|
||||
int SrcY0,
|
||||
int SrcX1,
|
||||
int SrcY1,
|
||||
int DstX0,
|
||||
int DstY0,
|
||||
int DstX1,
|
||||
int DstY1,
|
||||
int SrcTexture,
|
||||
int DstTexture,
|
||||
FramebufferAttachment Attachment,
|
||||
ClearBufferMask Mask,
|
||||
bool Color)
|
||||
{
|
||||
if (SrcFb == 0) SrcFb = GL.GenFramebuffer();
|
||||
if (DstFb == 0) DstFb = GL.GenFramebuffer();
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, SrcFb);
|
||||
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, DstFb);
|
||||
|
||||
GL.FramebufferTexture(
|
||||
FramebufferTarget.ReadFramebuffer,
|
||||
Attachment,
|
||||
SrcTexture,
|
||||
0);
|
||||
|
||||
GL.FramebufferTexture(
|
||||
FramebufferTarget.DrawFramebuffer,
|
||||
Attachment,
|
||||
DstTexture,
|
||||
0);
|
||||
|
||||
if (Color)
|
||||
{
|
||||
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
|
||||
}
|
||||
|
||||
GL.Clear(Mask);
|
||||
|
||||
GL.BlitFramebuffer(
|
||||
SrcX0, SrcY0, SrcX1, SrcY1,
|
||||
DstX0, DstY0, DstX1, DstY1,
|
||||
Mask,
|
||||
Color ? BlitFramebufferFilter.Linear : BlitFramebufferFilter.Nearest);
|
||||
|
||||
EnsureFrameBuffer();
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue