Implement DrawTexture functionality (#2747)
* Implement DrawTexture functionality * Non-NVIDIA support * Disable some features that should not affect draw texture (slow path) * Remove space from shader source * Match 2D engine names * Fix resolution scale and add missing XML docs * Disable transform feedback for draw texture fallback
This commit is contained in:
parent
bc00a251dd
commit
611bec6e44
14 changed files with 421 additions and 14 deletions
|
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue