mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-10-01 12:30:00 +02:00
b18ef8e3a0
* Workaround for Intel view format bug * Dispose of the intermmediate texture aswell * Apply workaround on AMD aswell
133 lines
3.8 KiB
C#
133 lines
3.8 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Framebuffer : IDisposable
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{
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public int Handle { get; private set; }
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private FramebufferAttachment _lastDsAttachment;
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private readonly TextureView[] _colors;
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public Framebuffer()
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{
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Handle = GL.GenFramebuffer();
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_colors = new TextureView[8];
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}
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public void Bind()
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{
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, Handle);
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}
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public void AttachColor(int index, TextureView color)
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{
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FramebufferAttachment attachment = FramebufferAttachment.ColorAttachment0 + index;
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if (HwCapabilities.Vendor == HwCapabilities.GpuVendor.Amd ||
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HwCapabilities.Vendor == HwCapabilities.GpuVendor.Intel)
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{
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, attachment, color?.GetIncompatibleFormatViewHandle() ?? 0, 0);
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_colors[index] = color;
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}
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else
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{
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, attachment, color?.Handle ?? 0, 0);
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}
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}
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public void AttachDepthStencil(TextureView depthStencil)
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{
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// Detach the last depth/stencil buffer if there is any.
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if (_lastDsAttachment != 0)
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{
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, _lastDsAttachment, 0, 0);
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}
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if (depthStencil != null)
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{
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FramebufferAttachment attachment;
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if (IsPackedDepthStencilFormat(depthStencil.Format))
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{
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attachment = FramebufferAttachment.DepthStencilAttachment;
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}
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else if (IsDepthOnlyFormat(depthStencil.Format))
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{
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attachment = FramebufferAttachment.DepthAttachment;
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}
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else
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{
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attachment = FramebufferAttachment.StencilAttachment;
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}
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GL.FramebufferTexture(
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FramebufferTarget.Framebuffer,
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attachment,
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depthStencil.Handle,
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0);
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_lastDsAttachment = attachment;
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}
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else
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{
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_lastDsAttachment = 0;
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}
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}
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public void SignalModified()
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{
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if (HwCapabilities.Vendor == HwCapabilities.GpuVendor.Amd ||
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HwCapabilities.Vendor == HwCapabilities.GpuVendor.Intel)
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{
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for (int i = 0; i < 8; i++)
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{
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if (_colors[i] != null)
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{
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_colors[i].SignalModified();
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}
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}
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}
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}
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public void SetDrawBuffers(int colorsCount)
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{
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DrawBuffersEnum[] drawBuffers = new DrawBuffersEnum[colorsCount];
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for (int index = 0; index < colorsCount; index++)
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{
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drawBuffers[index] = DrawBuffersEnum.ColorAttachment0 + index;
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}
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GL.DrawBuffers(colorsCount, drawBuffers);
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}
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private static bool IsPackedDepthStencilFormat(Format format)
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{
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return format == Format.D24UnormS8Uint ||
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format == Format.D32FloatS8Uint;
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}
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private static bool IsDepthOnlyFormat(Format format)
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{
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return format == Format.D16Unorm ||
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format == Format.D24X8Unorm ||
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format == Format.D32Float;
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteFramebuffer(Handle);
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Handle = 0;
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}
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}
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}
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}
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