aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Graphics.OpenGL/VertexArray.cs
blob: 7d22033ec47c3edff655990fb08981130ab965af (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using System;
using System.Numerics;
using System.Runtime.CompilerServices;

namespace Ryujinx.Graphics.OpenGL
{
    class VertexArray : IDisposable
    {
        public int Handle { get; private set; }

        private readonly VertexAttribDescriptor[] _vertexAttribs;
        private readonly VertexBufferDescriptor[] _vertexBuffers;

        private int _minVertexCount;

        private uint _vertexAttribsInUse;
        private uint _vertexBuffersInUse;
        private uint _vertexBuffersLimited;

        private BufferRange _indexBuffer;
        private BufferHandle _tempIndexBuffer;
        private BufferHandle _tempVertexBuffer;
        private int _tempVertexBufferSize;

        public VertexArray()
        {
            Handle = GL.GenVertexArray();

            _vertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttribs];
            _vertexBuffers = new VertexBufferDescriptor[Constants.MaxVertexBuffers];

            _tempIndexBuffer = Buffer.Create();
        }

        public void Bind()
        {
            GL.BindVertexArray(Handle);
        }

        public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
        {
            int minVertexCount = int.MaxValue;

            int bindingIndex;
            for (bindingIndex = 0; bindingIndex < vertexBuffers.Length; bindingIndex++)
            {
                VertexBufferDescriptor vb = vertexBuffers[bindingIndex];

                if (vb.Buffer.Handle != BufferHandle.Null)
                {
                    int vertexCount = vb.Stride <= 0 ? 0 : vb.Buffer.Size / vb.Stride;
                    if (minVertexCount > vertexCount)
                    {
                        minVertexCount = vertexCount;
                    }

                    GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
                    GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
                    _vertexBuffersInUse |= 1u << bindingIndex;
                }
                else
                {
                    if ((_vertexBuffersInUse & (1u << bindingIndex)) != 0)
                    {
                        GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
                        _vertexBuffersInUse &= ~(1u << bindingIndex);
                    }
                }

                _vertexBuffers[bindingIndex] = vb;
            }

            _minVertexCount = minVertexCount;
        }

        public void SetVertexAttributes(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
        {
            int index = 0;

            for (; index < vertexAttribs.Length; index++)
            {
                VertexAttribDescriptor attrib = vertexAttribs[index];

                if (attrib.Equals(_vertexAttribs[index]))
                {
                    continue;
                }

                FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format);

                if (attrib.IsZero)
                {
                    // Disabling the attribute causes the shader to read a constant value.
                    // We currently set the constant to (0, 0, 0, 0).
                    DisableVertexAttrib(index);
                }
                else
                {
                    EnableVertexAttrib(index);
                }

                int offset = attrib.Offset;
                int size   = fmtInfo.Components;

                bool isFloat = fmtInfo.PixelType == PixelType.Float ||
                               fmtInfo.PixelType == PixelType.HalfFloat;

                if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled)
                {
                    VertexAttribType type = (VertexAttribType)fmtInfo.PixelType;

                    GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset);
                }
                else
                {
                    VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType;

                    GL.VertexAttribIFormat(index, size, type, offset);
                }

                GL.VertexAttribBinding(index, attrib.BufferIndex);

                _vertexAttribs[index] = attrib;
            }

            for (; index < Constants.MaxVertexAttribs; index++)
            {
                DisableVertexAttrib(index);
            }
        }

        public void SetIndexBuffer(BufferRange range)
        {
            _indexBuffer = range;
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, range.Handle.ToInt32());
        }

        public void SetRangeOfIndexBuffer()
        {
            Buffer.Resize(_tempIndexBuffer, _indexBuffer.Size);
            Buffer.Copy(_indexBuffer.Handle, _tempIndexBuffer, _indexBuffer.Offset, 0, _indexBuffer.Size);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tempIndexBuffer.ToInt32());
        }

        public void RestoreIndexBuffer()
        {
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, _indexBuffer.Handle.ToInt32());
        }

        public void PreDraw(int vertexCount)
        {
            LimitVertexBuffers(vertexCount);
        }

        public void PreDrawVbUnbounded()
        {
            UnlimitVertexBuffers();
        }

        public void LimitVertexBuffers(int vertexCount)
        {
            // Is it possible for the draw to fetch outside the bounds of any vertex buffer currently bound?

            if (vertexCount <= _minVertexCount)
            {
                return;
            }

            // If the draw can fetch out of bounds, let's ensure that it will only fetch zeros rather than memory garbage.

            int currentTempVbOffset = 0;
            uint buffersInUse = _vertexBuffersInUse;

            while (buffersInUse != 0)
            {
                int vbIndex = BitOperations.TrailingZeroCount(buffersInUse);

                ref var vb = ref _vertexBuffers[vbIndex];

                int requiredSize = vertexCount * vb.Stride;

                if (vb.Buffer.Size < requiredSize)
                {
                    BufferHandle tempVertexBuffer = EnsureTempVertexBufferSize(currentTempVbOffset + requiredSize);

                    Buffer.Copy(vb.Buffer.Handle, tempVertexBuffer, vb.Buffer.Offset, currentTempVbOffset, vb.Buffer.Size);
                    Buffer.Clear(tempVertexBuffer, currentTempVbOffset + vb.Buffer.Size, requiredSize - vb.Buffer.Size, 0);

                    GL.BindVertexBuffer(vbIndex, tempVertexBuffer.ToInt32(), (IntPtr)currentTempVbOffset, vb.Stride);

                    currentTempVbOffset += requiredSize;
                    _vertexBuffersLimited |= 1u << vbIndex;
                }

                buffersInUse &= ~(1u << vbIndex);
            }
        }

        private BufferHandle EnsureTempVertexBufferSize(int size)
        {
            BufferHandle tempVertexBuffer = _tempVertexBuffer;

            if (_tempVertexBufferSize < size)
            {
                _tempVertexBufferSize = size;

                if (tempVertexBuffer == BufferHandle.Null)
                {
                    tempVertexBuffer = Buffer.Create(size);
                    _tempVertexBuffer = tempVertexBuffer;
                    return tempVertexBuffer;
                }

                Buffer.Resize(_tempVertexBuffer, size);
            }

            return tempVertexBuffer;
        }

        public void UnlimitVertexBuffers()
        {
            uint buffersLimited = _vertexBuffersLimited;

            if (buffersLimited == 0)
            {
                return;
            }

            while (buffersLimited != 0)
            {
                int vbIndex = BitOperations.TrailingZeroCount(buffersLimited);

                ref var vb = ref _vertexBuffers[vbIndex];

                GL.BindVertexBuffer(vbIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);

                buffersLimited &= ~(1u << vbIndex);
            }

            _vertexBuffersLimited = 0;
        }

        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private void EnableVertexAttrib(int index)
        {
            uint mask = 1u << index;

            if ((_vertexAttribsInUse & mask) == 0)
            {
                _vertexAttribsInUse |= mask;
                GL.EnableVertexAttribArray(index);
            }
        }

        [MethodImpl(MethodImplOptions.AggressiveInlining)]
        private void DisableVertexAttrib(int index)
        {
            uint mask = 1u << index;

            if ((_vertexAttribsInUse & mask) != 0)
            {
                _vertexAttribsInUse &= ~mask;
                GL.DisableVertexAttribArray(index);
                GL.VertexAttrib4(index, 0f, 0f, 0f, 1f);
            }
        }

        public void Dispose()
        {
            if (Handle != 0)
            {
                GL.DeleteVertexArray(Handle);

                Handle = 0;
            }
        }
    }
}