Low level graphics API prerequisites (#319)
* Add GalPipelineState and IGalPipeline * Separate UploadVertex call * Add ConstBuffer cache * Move Vertex Assembly into GalPipelineState * Move Uniform binds to GalPipelineState * Move framebuffer flip into a buffer * Rebase * Fix regression * Move clear values from VertexEndGl to ClearBuffers * Rename obscure names O->Old S->New
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20 changed files with 854 additions and 702 deletions
86
Ryujinx.Graphics/Gal/OpenGL/OGLShaderProgram.cs
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86
Ryujinx.Graphics/Gal/OpenGL/OGLShaderProgram.cs
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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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struct OGLShaderProgram
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{
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public OGLShaderStage Vertex;
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public OGLShaderStage TessControl;
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public OGLShaderStage TessEvaluation;
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public OGLShaderStage Geometry;
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public OGLShaderStage Fragment;
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}
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class OGLShaderStage : IDisposable
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{
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public int Handle { get; private set; }
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public bool IsCompiled { get; private set; }
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public GalShaderType Type { get; private set; }
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public string Code { get; private set; }
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public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
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public IEnumerable<ShaderDeclInfo> UniformUsage { get; private set; }
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public OGLShaderStage(
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GalShaderType Type,
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string Code,
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IEnumerable<ShaderDeclInfo> TextureUsage,
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IEnumerable<ShaderDeclInfo> UniformUsage)
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{
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this.Type = Type;
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this.Code = Code;
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this.TextureUsage = TextureUsage;
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this.UniformUsage = UniformUsage;
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}
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public void Compile()
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{
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if (Handle == 0)
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{
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Handle = GL.CreateShader(OGLEnumConverter.GetShaderType(Type));
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CompileAndCheck(Handle, Code);
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool Disposing)
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{
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if (Disposing && Handle != 0)
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{
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GL.DeleteShader(Handle);
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Handle = 0;
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}
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}
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public static void CompileAndCheck(int Handle, string Code)
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{
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GL.ShaderSource(Handle, Code);
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GL.CompileShader(Handle);
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CheckCompilation(Handle);
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}
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private static void CheckCompilation(int Handle)
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{
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int Status = 0;
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GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
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if (Status == 0)
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{
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throw new ShaderException(GL.GetShaderInfoLog(Handle));
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}
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}
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}
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}
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