Small OpenGL Renderer refactoring (#177)
* Call OpenGL functions directly, remove the pfifo thread, some refactoring * Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later) * Organized the Gpu folder a bit more, renamed a few things, address PR feedback * Make PerformanceStatistics thread safe * Remove unused constant * Use unlimited update rate for better pref
This commit is contained in:
parent
69697957e6
commit
e7559f128f
58 changed files with 518 additions and 633 deletions
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@ -2,7 +2,7 @@ using OpenTK.Graphics.OpenGL;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLBlend
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public class OGLBlend : IGalBlend
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{
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public void Enable()
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{
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@ -5,7 +5,7 @@ using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLFrameBuffer
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public class OGLFrameBuffer : IGalFrameBuffer
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{
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private struct Rect
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{
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@ -16,9 +16,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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public Rect(int X, int Y, int Width, int Height)
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{
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this.X = X;
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this.Y = Y;
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this.Width = Width;
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this.X = X;
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this.Y = Y;
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this.Width = Width;
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this.Height = Height;
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}
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}
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@ -76,14 +76,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Shader = new ShaderProgram();
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}
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public void Create(long Tag, int Width, int Height)
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public void Create(long Key, int Width, int Height)
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{
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//TODO: We should either use the original frame buffer size,
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//or just remove the Width/Height arguments.
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Width = Window.Width;
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Height = Window.Height;
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if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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if (Fb.Width != Width ||
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Fb.Height != Height)
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@ -127,12 +127,12 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.Viewport(0, 0, Width, Height);
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Fbs.Add(Tag, Fb);
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Fbs.Add(Key, Fb);
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}
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public void Bind(long Tag)
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public void Bind(long Key)
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{
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if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
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@ -140,9 +140,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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public void BindTexture(long Tag, int Index)
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public void BindTexture(long Key, int Index)
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{
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if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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GL.ActiveTexture(TextureUnit.Texture0 + Index);
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@ -150,9 +150,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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public void Set(long Tag)
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public void Set(long Key)
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{
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if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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CurrTexHandle = Fb.TexHandle;
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}
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@ -185,10 +185,17 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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CurrTexHandle = RawFbTexHandle;
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}
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public void SetTransform(Matrix2 Transform, Vector2 Offs)
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public void SetTransform(float SX, float SY, float Rotate, float TX, float TY)
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{
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EnsureInitialized();
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Matrix2 Transform;
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Transform = Matrix2.CreateScale(SX, SY);
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Transform *= Matrix2.CreateRotation(Rotate);
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Vector2 Offs = new Vector2(TX, TY);
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int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
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GL.UseProgram(Shader.Handle);
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@ -270,9 +277,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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public void GetBufferData(long Tag, Action<byte[]> Callback)
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public void GetBufferData(long Key, Action<byte[]> Callback)
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{
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if (Fbs.TryGetValue(Tag, out FrameBuffer Fb))
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if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
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{
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, Fb.Handle);
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@ -4,7 +4,7 @@ using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLRasterizer
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public class OGLRasterizer : IGalRasterizer
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{
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private static Dictionary<GalVertexAttribSize, int> AttribElements =
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new Dictionary<GalVertexAttribSize, int>()
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@ -74,8 +74,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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ClearBufferMask Mask = 0;
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//OpenGL doesn't support clearing just a single color channel,
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//so we can't just clear all channels...
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//TODO: Use glColorMask to clear just the specified channels.
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if (Flags.HasFlag(GalClearBufferFlags.ColorRed) &&
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Flags.HasFlag(GalClearBufferFlags.ColorGreen) &&
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Flags.HasFlag(GalClearBufferFlags.ColorBlue) &&
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@ -97,45 +96,43 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.Clear(Mask);
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}
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public bool IsVboCached(long Tag, long DataSize)
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public bool IsVboCached(long Key, long DataSize)
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{
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return VboCache.TryGetSize(Tag, out long Size) && Size == DataSize;
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return VboCache.TryGetSize(Key, out long Size) && Size == DataSize;
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}
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public bool IsIboCached(long Tag, long DataSize)
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public bool IsIboCached(long Key, long DataSize)
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{
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return IboCache.TryGetSize(Tag, out long Size) && Size == DataSize;
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return IboCache.TryGetSize(Key, out long Size) && Size == DataSize;
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}
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public void CreateVbo(long Tag, byte[] Buffer)
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public void CreateVbo(long Key, byte[] Buffer)
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{
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int Handle = GL.GenBuffer();
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VboCache.AddOrUpdate(Tag, Handle, (uint)Buffer.Length);
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VboCache.AddOrUpdate(Key, Handle, (uint)Buffer.Length);
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IntPtr Length = new IntPtr(Buffer.Length);
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GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
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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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}
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public void CreateIbo(long Tag, byte[] Buffer)
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public void CreateIbo(long Key, byte[] Buffer)
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{
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int Handle = GL.GenBuffer();
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IboCache.AddOrUpdate(Tag, Handle, (uint)Buffer.Length);
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IboCache.AddOrUpdate(Key, Handle, (uint)Buffer.Length);
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IntPtr Length = new IntPtr(Buffer.Length);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, Handle);
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GL.BufferData(BufferTarget.ElementArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
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}
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public void SetVertexArray(int VbIndex, int Stride, long VboTag, GalVertexAttrib[] Attribs)
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public void SetVertexArray(int VbIndex, int Stride, long VboKey, GalVertexAttrib[] Attribs)
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{
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if (!VboCache.TryGetValue(VboTag, out int VboHandle))
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if (!VboCache.TryGetValue(VboKey, out int VboHandle))
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{
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return;
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}
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@ -178,11 +175,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Stride, Offset);
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}
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GL.BindVertexArray(0);
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}
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public void SetIndexArray(long Tag, int Size, GalIndexFormat Format)
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public void SetIndexArray(long Key, int Size, GalIndexFormat Format)
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{
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IndexBuffer.Type = OGLEnumConverter.GetDrawElementsType(Format);
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@ -201,9 +196,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
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}
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public void DrawElements(long IboTag, int First, GalPrimitiveType PrimType)
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public void DrawElements(long IboKey, int First, GalPrimitiveType PrimType)
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{
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if (!IboCache.TryGetValue(IboTag, out int IboHandle))
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if (!IboCache.TryGetValue(IboKey, out int IboHandle))
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{
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return;
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}
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50
Ryujinx.Graphics/Gal/OpenGL/OGLRenderer.cs
Normal file
50
Ryujinx.Graphics/Gal/OpenGL/OGLRenderer.cs
Normal file
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@ -0,0 +1,50 @@
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using System;
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using System.Collections.Concurrent;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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public class OGLRenderer : IGalRenderer
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{
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public IGalBlend Blend { get; private set; }
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public IGalFrameBuffer FrameBuffer { get; private set; }
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public IGalRasterizer Rasterizer { get; private set; }
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public IGalShader Shader { get; private set; }
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public IGalTexture Texture { get; private set; }
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private ConcurrentQueue<Action> ActionsQueue;
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public OGLRenderer()
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{
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Blend = new OGLBlend();
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FrameBuffer = new OGLFrameBuffer();
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Rasterizer = new OGLRasterizer();
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Shader = new OGLShader();
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Texture = new OGLTexture();
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ActionsQueue = new ConcurrentQueue<Action>();
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}
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public void QueueAction(Action ActionMthd)
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{
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ActionsQueue.Enqueue(ActionMthd);
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}
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public void RunActions()
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{
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int Count = ActionsQueue.Count;
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while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
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{
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RenderAction();
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}
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}
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}
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}
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@ -7,7 +7,7 @@ using System.Linq;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLShader
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public class OGLShader : IGalShader
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{
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private class ShaderStage : IDisposable
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{
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@ -84,9 +84,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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Programs = new Dictionary<ShaderProgram, int>();
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}
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public void Create(IGalMemory Memory, long Tag, GalShaderType Type)
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public void Create(IGalMemory Memory, long Key, GalShaderType Type)
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{
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Stages.GetOrAdd(Tag, (Key) => ShaderStageFactory(Memory, Tag, Type));
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Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, Type));
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}
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private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type)
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@ -107,9 +107,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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return Decompiler.Decompile(Memory, Position + 0x50, Type);
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}
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public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
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public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
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{
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if (Stages.TryGetValue(Tag, out ShaderStage Stage))
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if (Stages.TryGetValue(Key, out ShaderStage Stage))
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{
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return Stage.TextureUsage;
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}
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@ -117,11 +117,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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return Enumerable.Empty<ShaderDeclInfo>();
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}
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public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
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public void SetConstBuffer(long Key, int Cbuf, byte[] Data)
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{
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BindProgram();
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if (Stages.TryGetValue(Tag, out ShaderStage Stage))
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if (Stages.TryGetValue(Key, out ShaderStage Stage))
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{
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foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
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{
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@ -144,7 +144,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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public void SetUniform1(string UniformName, int Value)
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public void EnsureTextureBinding(string UniformName, int Value)
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{
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BindProgram();
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@ -153,18 +153,18 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.Uniform1(Location, Value);
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}
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public void SetUniform2F(string UniformName, float X, float Y)
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public void SetFlip(float X, float Y)
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{
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BindProgram();
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int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
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int Location = GL.GetUniformLocation(CurrentProgramHandle, GlslDecl.FlipUniformName);
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GL.Uniform2(Location, X, Y);
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}
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public void Bind(long Tag)
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public void Bind(long Key)
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{
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if (Stages.TryGetValue(Tag, out ShaderStage Stage))
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if (Stages.TryGetValue(Key, out ShaderStage Stage))
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{
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Bind(Stage);
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}
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|
|
|
@ -4,7 +4,7 @@ using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLTexture
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public class OGLTexture : IGalTexture
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{
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private class TCE
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{
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@ -31,11 +31,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.DeleteTexture(CachedTexture.Handle);
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}
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public void Create(long Tag, byte[] Data, GalTexture Texture)
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public void Create(long Key, byte[] Data, GalTexture Texture)
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{
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int Handle = GL.GenTexture();
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TextureCache.AddOrUpdate(Tag, new TCE(Handle, Texture), (uint)Data.Length);
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TextureCache.AddOrUpdate(Key, new TCE(Handle, Texture), (uint)Data.Length);
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GL.BindTexture(TextureTarget.Texture2D, Handle);
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|
@ -146,11 +146,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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throw new ArgumentException(nameof(Format));
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}
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public bool TryGetCachedTexture(long Tag, long DataSize, out GalTexture Texture)
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public bool TryGetCachedTexture(long Key, long DataSize, out GalTexture Texture)
|
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{
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if (TextureCache.TryGetSize(Tag, out long Size) && Size == DataSize)
|
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if (TextureCache.TryGetSize(Key, out long Size) && Size == DataSize)
|
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{
|
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if (TextureCache.TryGetValue(Tag, out TCE CachedTexture))
|
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if (TextureCache.TryGetValue(Key, out TCE CachedTexture))
|
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{
|
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Texture = CachedTexture.Texture;
|
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|
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|
@ -163,9 +163,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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return false;
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}
|
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|
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public void Bind(long Tag, int Index)
|
||||
public void Bind(long Key, int Index)
|
||||
{
|
||||
if (TextureCache.TryGetValue(Tag, out TCE CachedTexture))
|
||||
if (TextureCache.TryGetValue(Key, out TCE CachedTexture))
|
||||
{
|
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GL.ActiveTexture(TextureUnit.Texture0 + Index);
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|
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|
@ -173,7 +173,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
}
|
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}
|
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|
||||
public static void Set(GalTextureSampler Sampler)
|
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public void SetSampler(GalTextureSampler Sampler)
|
||||
{
|
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int WrapS = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressU);
|
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int WrapT = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressV);
|
||||
|
|
|
@ -1,284 +0,0 @@
|
|||
using OpenTK;
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Graphics.Gal.OpenGL
|
||||
{
|
||||
public class OpenGLRenderer : IGalRenderer
|
||||
{
|
||||
private OGLBlend Blend;
|
||||
|
||||
private OGLFrameBuffer FrameBuffer;
|
||||
|
||||
private OGLRasterizer Rasterizer;
|
||||
|
||||
private OGLShader Shader;
|
||||
|
||||
private OGLTexture Texture;
|
||||
|
||||
private ConcurrentQueue<Action> ActionsQueue;
|
||||
|
||||
public OpenGLRenderer()
|
||||
{
|
||||
Blend = new OGLBlend();
|
||||
|
||||
FrameBuffer = new OGLFrameBuffer();
|
||||
|
||||
Rasterizer = new OGLRasterizer();
|
||||
|
||||
Shader = new OGLShader();
|
||||
|
||||
Texture = new OGLTexture();
|
||||
|
||||
ActionsQueue = new ConcurrentQueue<Action>();
|
||||
}
|
||||
|
||||
public void QueueAction(Action ActionMthd)
|
||||
{
|
||||
ActionsQueue.Enqueue(ActionMthd);
|
||||
}
|
||||
|
||||
public void RunActions()
|
||||
{
|
||||
int Count = ActionsQueue.Count;
|
||||
|
||||
while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
|
||||
{
|
||||
RenderAction();
|
||||
}
|
||||
}
|
||||
|
||||
public void Render()
|
||||
{
|
||||
FrameBuffer.Render();
|
||||
}
|
||||
|
||||
public void SetWindowSize(int Width, int Height)
|
||||
{
|
||||
FrameBuffer.SetWindowSize(Width, Height);
|
||||
}
|
||||
|
||||
public void SetBlendEnable(bool Enable)
|
||||
{
|
||||
if (Enable)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Blend.Enable());
|
||||
}
|
||||
else
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Blend.Disable());
|
||||
}
|
||||
}
|
||||
|
||||
public void SetBlend(
|
||||
GalBlendEquation Equation,
|
||||
GalBlendFactor FuncSrc,
|
||||
GalBlendFactor FuncDst)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Blend.Set(Equation, FuncSrc, FuncDst));
|
||||
}
|
||||
|
||||
public void SetBlendSeparate(
|
||||
GalBlendEquation EquationRgb,
|
||||
GalBlendEquation EquationAlpha,
|
||||
GalBlendFactor FuncSrcRgb,
|
||||
GalBlendFactor FuncDstRgb,
|
||||
GalBlendFactor FuncSrcAlpha,
|
||||
GalBlendFactor FuncDstAlpha)
|
||||
{
|
||||
ActionsQueue.Enqueue(() =>
|
||||
{
|
||||
Blend.SetSeparate(
|
||||
EquationRgb,
|
||||
EquationAlpha,
|
||||
FuncSrcRgb,
|
||||
FuncDstRgb,
|
||||
FuncSrcAlpha,
|
||||
FuncDstAlpha);
|
||||
});
|
||||
}
|
||||
|
||||
public void CreateFrameBuffer(long Tag, int Width, int Height)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.Create(Tag, Width, Height));
|
||||
}
|
||||
|
||||
public void BindFrameBuffer(long Tag)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.Bind(Tag));
|
||||
}
|
||||
|
||||
public void BindFrameBufferTexture(long Tag, int Index, GalTextureSampler Sampler)
|
||||
{
|
||||
ActionsQueue.Enqueue(() =>
|
||||
{
|
||||
FrameBuffer.BindTexture(Tag, Index);
|
||||
|
||||
OGLTexture.Set(Sampler);
|
||||
});
|
||||
}
|
||||
|
||||
public void SetFrameBuffer(long Tag)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.Set(Tag));
|
||||
}
|
||||
|
||||
public void SetFrameBuffer(byte[] Data, int Width, int Height)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.Set(Data, Width, Height));
|
||||
}
|
||||
|
||||
public void SetFrameBufferTransform(float SX, float SY, float Rotate, float TX, float TY)
|
||||
{
|
||||
Matrix2 Transform;
|
||||
|
||||
Transform = Matrix2.CreateScale(SX, SY);
|
||||
Transform *= Matrix2.CreateRotation(Rotate);
|
||||
|
||||
Vector2 Offs = new Vector2(TX, TY);
|
||||
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.SetTransform(Transform, Offs));
|
||||
}
|
||||
|
||||
public void SetViewport(int X, int Y, int Width, int Height)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.SetViewport(X, Y, Width, Height));
|
||||
}
|
||||
|
||||
public void GetFrameBufferData(long Tag, Action<byte[]> Callback)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => FrameBuffer.GetBufferData(Tag, Callback));
|
||||
}
|
||||
|
||||
public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Rasterizer.ClearBuffers(RtIndex, Flags));
|
||||
}
|
||||
|
||||
public bool IsVboCached(long Tag, long DataSize)
|
||||
{
|
||||
return Rasterizer.IsVboCached(Tag, DataSize);
|
||||
}
|
||||
|
||||
public bool IsIboCached(long Tag, long DataSize)
|
||||
{
|
||||
return Rasterizer.IsIboCached(Tag, DataSize);
|
||||
}
|
||||
|
||||
public void CreateVbo(long Tag, byte[] Buffer)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Rasterizer.CreateVbo(Tag, Buffer));
|
||||
}
|
||||
|
||||
public void CreateIbo(long Tag, byte[] Buffer)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Rasterizer.CreateIbo(Tag, Buffer));
|
||||
}
|
||||
|
||||
public void SetVertexArray(int VbIndex, int Stride, long VboTag, GalVertexAttrib[] Attribs)
|
||||
{
|
||||
if ((uint)VbIndex > 31)
|
||||
{
|
||||
throw new ArgumentOutOfRangeException(nameof(VbIndex));
|
||||
}
|
||||
|
||||
if (Attribs == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(Attribs));
|
||||
}
|
||||
|
||||
ActionsQueue.Enqueue(() => Rasterizer.SetVertexArray(VbIndex, Stride, VboTag, Attribs));
|
||||
}
|
||||
|
||||
public void SetIndexArray(long Tag, int Size, GalIndexFormat Format)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Rasterizer.SetIndexArray(Tag, Size, Format));
|
||||
}
|
||||
|
||||
public void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Rasterizer.DrawArrays(First, PrimCount, PrimType));
|
||||
}
|
||||
|
||||
public void DrawElements(long IboTag, int First, GalPrimitiveType PrimType)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Rasterizer.DrawElements(IboTag, First, PrimType));
|
||||
}
|
||||
|
||||
public void CreateShader(IGalMemory Memory, long Tag, GalShaderType Type)
|
||||
{
|
||||
if (Memory == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(Memory));
|
||||
}
|
||||
|
||||
Shader.Create(Memory, Tag, Type);
|
||||
}
|
||||
|
||||
public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
|
||||
{
|
||||
if (Data == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(Data));
|
||||
}
|
||||
|
||||
ActionsQueue.Enqueue(() => Shader.SetConstBuffer(Tag, Cbuf, Data));
|
||||
}
|
||||
|
||||
public void SetUniform1(string UniformName, int Value)
|
||||
{
|
||||
if (UniformName == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(UniformName));
|
||||
}
|
||||
|
||||
ActionsQueue.Enqueue(() => Shader.SetUniform1(UniformName, Value));
|
||||
}
|
||||
|
||||
public void SetUniform2F(string UniformName, float X, float Y)
|
||||
{
|
||||
if (UniformName == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(UniformName));
|
||||
}
|
||||
|
||||
ActionsQueue.Enqueue(() => Shader.SetUniform2F(UniformName, X, Y));
|
||||
}
|
||||
|
||||
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
|
||||
{
|
||||
return Shader.GetTextureUsage(Tag);
|
||||
}
|
||||
|
||||
public void BindShader(long Tag)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Shader.Bind(Tag));
|
||||
}
|
||||
|
||||
public void BindProgram()
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Shader.BindProgram());
|
||||
}
|
||||
|
||||
public void SetTextureAndSampler(long Tag, byte[] Data, GalTexture Texture, GalTextureSampler Sampler)
|
||||
{
|
||||
ActionsQueue.Enqueue(() =>
|
||||
{
|
||||
this.Texture.Create(Tag, Data, Texture);
|
||||
|
||||
OGLTexture.Set(Sampler);
|
||||
});
|
||||
}
|
||||
|
||||
public bool TryGetCachedTexture(long Tag, long DataSize, out GalTexture Texture)
|
||||
{
|
||||
return this.Texture.TryGetCachedTexture(Tag, DataSize, out Texture);
|
||||
}
|
||||
|
||||
public void BindTexture(long Tag, int Index)
|
||||
{
|
||||
ActionsQueue.Enqueue(() => Texture.Bind(Tag, Index));
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue