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Ryujinx/Ryujinx.Graphics.OpenGL/Framebuffer.cs

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C#
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2019-10-13 08:02:07 +02:00
using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.OpenGL
{
class Framebuffer : IDisposable
{
public int Handle { get; private set; }
private FramebufferAttachment _lastDsAttachment;
public Framebuffer()
{
Handle = GL.GenFramebuffer();
}
public void Bind()
{
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Handle);
}
public void AttachColor(int index, TextureView color)
{
GL.FramebufferTexture(
FramebufferTarget.Framebuffer,
FramebufferAttachment.ColorAttachment0 + index,
color?.Handle ?? 0,
0);
}
public void AttachColor(int index, TextureView color, int layer)
{
GL.FramebufferTextureLayer(
FramebufferTarget.Framebuffer,
FramebufferAttachment.ColorAttachment0 + index,
color?.Handle ?? 0,
0,
layer);
}
public void AttachDepthStencil(TextureView depthStencil)
{
// Detach the last depth/stencil buffer if there is any.
if (_lastDsAttachment != 0)
{
GL.FramebufferTexture(FramebufferTarget.Framebuffer, _lastDsAttachment, 0, 0);
}
if (depthStencil != null)
{
FramebufferAttachment attachment;
if (IsPackedDepthStencilFormat(depthStencil.Format))
{
attachment = FramebufferAttachment.DepthStencilAttachment;
}
else if (IsDepthOnlyFormat(depthStencil.Format))
{
attachment = FramebufferAttachment.DepthAttachment;
}
else
{
attachment = FramebufferAttachment.StencilAttachment;
}
GL.FramebufferTexture(
FramebufferTarget.Framebuffer,
attachment,
depthStencil.Handle,
0);
_lastDsAttachment = attachment;
}
else
{
_lastDsAttachment = 0;
}
}
public void SetDrawBuffers(int colorsCount)
{
DrawBuffersEnum[] drawBuffers = new DrawBuffersEnum[colorsCount];
for (int index = 0; index < colorsCount; index++)
{
drawBuffers[index] = DrawBuffersEnum.ColorAttachment0 + index;
}
GL.DrawBuffers(colorsCount, drawBuffers);
}
private static bool IsPackedDepthStencilFormat(Format format)
{
return format == Format.D24UnormS8Uint ||
format == Format.D32FloatS8Uint;
}
private static bool IsDepthOnlyFormat(Format format)
{
return format == Format.D16Unorm ||
format == Format.D24X8Unorm ||
format == Format.D32Float;
}
public void Dispose()
{
if (Handle != 0)
{
GL.DeleteFramebuffer(Handle);
Handle = 0;
}
}
}
}