Merge shader branch, adding support for GLSL decompilation, a macro
interpreter, and a rewrite of the GPU code.
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77 changed files with 5301 additions and 766 deletions
182
Ryujinx.Graphics/Gal/OpenGL/OGLFrameBuffer.cs
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182
Ryujinx.Graphics/Gal/OpenGL/OGLFrameBuffer.cs
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLFrameBuffer
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{
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private struct FrameBuffer
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{
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public int FbHandle;
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public int RbHandle;
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public int TexHandle;
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}
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private struct ShaderProgram
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{
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public int Handle;
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public int VpHandle;
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public int FpHandle;
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}
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private FrameBuffer[] Fbs;
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private ShaderProgram Shader;
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private bool IsInitialized;
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private int VaoHandle;
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private int VboHandle;
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public OGLFrameBuffer()
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{
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Fbs = new FrameBuffer[16];
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Shader = new ShaderProgram();
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}
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public void Set(int Index, int Width, int Height)
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{
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if (Fbs[Index].FbHandle != 0)
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{
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return;
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}
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Fbs[Index].FbHandle = GL.GenFramebuffer();
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Fbs[Index].RbHandle = GL.GenRenderbuffer();
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Fbs[Index].TexHandle = GL.GenTexture();
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fbs[Index].FbHandle);
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GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Fbs[Index].RbHandle);
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GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.Depth24Stencil8, 1280, 720);
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GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthStencilAttachment, RenderbufferTarget.Renderbuffer, Fbs[Index].RbHandle);
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GL.BindTexture(TextureTarget.Texture2D, Fbs[Index].TexHandle);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, 1280, 720, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, Fbs[Index].TexHandle, 0);
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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}
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public void Bind(int Index)
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{
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if (Fbs[Index].FbHandle == 0)
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{
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return;
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}
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fbs[Index].FbHandle);
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}
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public void Draw(int Index)
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{
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if (Fbs[Index].FbHandle == 0)
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{
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return;
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}
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EnsureInitialized();
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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GL.BindTexture(TextureTarget.Texture2D, Fbs[Index].TexHandle);
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindVertexArray(VaoHandle);
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GL.UseProgram(Shader.Handle);
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GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
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}
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private void EnsureInitialized()
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{
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if (!IsInitialized)
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{
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IsInitialized = true;
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SetupShader();
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SetupVertex();
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}
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}
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private void SetupShader()
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{
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Shader.VpHandle = GL.CreateShader(ShaderType.VertexShader);
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Shader.FpHandle = GL.CreateShader(ShaderType.FragmentShader);
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string VpSource = EmbeddedResource.GetString("GlFbVtxShader");
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string FpSource = EmbeddedResource.GetString("GlFbFragShader");
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GL.ShaderSource(Shader.VpHandle, VpSource);
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GL.ShaderSource(Shader.FpHandle, FpSource);
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GL.CompileShader(Shader.VpHandle);
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GL.CompileShader(Shader.FpHandle);
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Shader.Handle = GL.CreateProgram();
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GL.AttachShader(Shader.Handle, Shader.VpHandle);
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GL.AttachShader(Shader.Handle, Shader.FpHandle);
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GL.LinkProgram(Shader.Handle);
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GL.UseProgram(Shader.Handle);
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Matrix2 Transform = Matrix2.CreateScale(1, -1);
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int TexUniformLocation = GL.GetUniformLocation(Shader.Handle, "tex");
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GL.Uniform1(TexUniformLocation, 0);
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int WindowSizeUniformLocation = GL.GetUniformLocation(Shader.Handle, "window_size");
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GL.Uniform2(WindowSizeUniformLocation, new Vector2(1280.0f, 720.0f));
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int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
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GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
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}
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private void SetupVertex()
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{
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VaoHandle = GL.GenVertexArray();
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VboHandle = GL.GenBuffer();
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float[] Buffer = new float[]
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{
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-1, 1, 0, 0,
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1, 1, 1, 0,
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-1, -1, 0, 1,
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1, -1, 1, 1
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};
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IntPtr Length = new IntPtr(Buffer.Length * 4);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.BindVertexArray(VaoHandle);
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GL.EnableVertexAttribArray(0);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 16, 0);
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GL.EnableVertexAttribArray(1);
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GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
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GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 16, 8);
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}
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}
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}
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