BizHawk/Bizware/BizHawk.Bizware.BizwareGL.O.../IGL_TK.cs

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//regarding binding and vertex arrays:
//http://stackoverflow.com/questions/8704801/glvertexattribpointer-clarification
//http://stackoverflow.com/questions/9536973/oes-vertex-array-object-and-client-state
//http://www.opengl.org/wiki/Vertex_Specification
//etc
//glBindAttribLocation (programID, 0, "vertexPosition_modelspace");
//for future reference: c# tesselators
//http://www.opentk.com/node/437 (AGG#, codes on Tao forums)
using System;
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using System.Reflection;
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using System.Threading;
using System.IO;
using System.Collections.Generic;
using sd = System.Drawing;
using sdi = System.Drawing.Imaging;
using swf=System.Windows.Forms;
using BizHawk.Bizware.BizwareGL;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
namespace BizHawk.Bizware.BizwareGL.Drivers.OpenTK
{
/// <summary>
/// OpenTK implementation of the BizwareGL.IGL interface.
/// TODO - can we have more than one of these? could be dangerous. such dangerous things to be possibly reconsidered are marked with HAMNUTS
/// TODO - if we have any way of making contexts, we also need a way of freeing it, and then we can cleanup our dictionaries
/// </summary>
public class IGL_TK : IGL
{
static IGL_TK()
{
//make sure OpenTK initializes without getting wrecked on the SDL check and throwing an exception to annoy our MDA's
var toolkitOptions = global::OpenTK.ToolkitOptions.Default;
toolkitOptions.Backend = PlatformBackend.PreferNative;
global::OpenTK.Toolkit.Init(toolkitOptions);
//NOTE: this throws EGL exceptions anyway. I'm going to ignore it and whine about it later
}
public IGL_TK()
{
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//make an 'offscreen context' so we can at least do things without having to create a window
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OffscreenNativeWindow = new NativeWindow();
OffscreenNativeWindow.ClientSize = new sd.Size(8, 8);
this.GraphicsContext = new GraphicsContext(GraphicsMode.Default, OffscreenNativeWindow.WindowInfo, 2, 0, GraphicsContextFlags.Default);
MakeDefaultCurrent();
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//this is important for reasons unknown
this.GraphicsContext.LoadAll();
//misc initialization
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CreateRenderStates();
PurgeStateCache();
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}
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void IDisposable.Dispose()
{
//TODO - a lot of analysis here
OffscreenNativeWindow.Dispose(); OffscreenNativeWindow = null;
GraphicsContext.Dispose(); GraphicsContext = null;
}
public void Clear(ClearBufferMask mask)
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{
GL.Clear((global::OpenTK.Graphics.OpenGL.ClearBufferMask)mask);
}
public void SetClearColor(sd.Color color)
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{
GL.ClearColor(color);
}
public IGraphicsControl Internal_CreateGraphicsControl()
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{
var glc = new GLControlWrapper(this);
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glc.CreateControl();
//now the control's context will be current. annoying! fix it.
MakeDefaultCurrent();
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return glc;
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}
public IntPtr GenTexture() { return new IntPtr(GL.GenTexture()); }
public void FreeTexture(IntPtr texHandle) { GL.DeleteTexture(texHandle.ToInt32()); }
public IntPtr GetEmptyHandle() { return new IntPtr(0); }
public IntPtr GetEmptyUniformHandle() { return new IntPtr(-1); }
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public Shader CreateFragmentShader(string source, bool required)
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{
return CreateShader(ShaderType.FragmentShader, source, required);
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}
public Shader CreateVertexShader(string source, bool required)
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{
return CreateShader(ShaderType.VertexShader, source, required);
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}
public void FreeShader(IntPtr shader) { GL.DeleteShader(shader.ToInt32()); }
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class MyBlendState : IBlendState
{
public bool enabled;
public global::OpenTK.Graphics.OpenGL.BlendingFactorSrc colorSource;
public global::OpenTK.Graphics.OpenGL.BlendEquationMode colorEquation;
public global::OpenTK.Graphics.OpenGL.BlendingFactorDest colorDest;
public global::OpenTK.Graphics.OpenGL.BlendingFactorSrc alphaSource;
public global::OpenTK.Graphics.OpenGL.BlendEquationMode alphaEquation;
public global::OpenTK.Graphics.OpenGL.BlendingFactorDest alphaDest;
public MyBlendState(bool enabled, BlendingFactorSrc colorSource, BlendEquationMode colorEquation, BlendingFactorDest colorDest,
BlendingFactorSrc alphaSource, BlendEquationMode alphaEquation, BlendingFactorDest alphaDest)
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{
this.enabled = enabled;
this.colorSource = (global::OpenTK.Graphics.OpenGL.BlendingFactorSrc)colorSource;
this.colorEquation = (global::OpenTK.Graphics.OpenGL.BlendEquationMode)colorEquation;
this.colorDest = (global::OpenTK.Graphics.OpenGL.BlendingFactorDest)colorDest;
this.alphaSource = (global::OpenTK.Graphics.OpenGL.BlendingFactorSrc)alphaSource;
this.alphaEquation = (global::OpenTK.Graphics.OpenGL.BlendEquationMode)alphaEquation;
this.alphaDest = (global::OpenTK.Graphics.OpenGL.BlendingFactorDest)alphaDest;
}
}
public IBlendState CreateBlendState(BlendingFactorSrc colorSource, BlendEquationMode colorEquation, BlendingFactorDest colorDest,
BlendingFactorSrc alphaSource, BlendEquationMode alphaEquation, BlendingFactorDest alphaDest)
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{
return new MyBlendState(true, colorSource, colorEquation, colorDest, alphaSource, alphaEquation, alphaDest);
}
public void SetBlendState(IBlendState rsBlend)
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{
var mybs = rsBlend as MyBlendState;
if (mybs.enabled)
{
GL.Enable(EnableCap.Blend);
GL.BlendEquationSeparate(mybs.colorEquation, mybs.alphaEquation);
GL.BlendFuncSeparate(mybs.colorSource, mybs.colorDest, mybs.alphaSource, mybs.alphaDest);
}
else GL.Disable(EnableCap.Blend);
}
public IBlendState BlendNone { get { return _rsBlendNone; } }
public IBlendState BlendNormal { get { return _rsBlendNormal; } }
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public Pipeline CreatePipeline(VertexLayout vertexLayout, Shader vertexShader, Shader fragmentShader, bool required)
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{
bool success = true;
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ErrorCode errcode;
int pid = GL.CreateProgram();
GL.AttachShader(pid, vertexShader.Id.ToInt32());
errcode = GL.GetError();
GL.AttachShader(pid, fragmentShader.Id.ToInt32());
errcode = GL.GetError();
//bind the attribute locations from the vertex layout
foreach (var kvp in vertexLayout.Items)
GL.BindAttribLocation(pid, kvp.Key, kvp.Value.Name);
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GL.LinkProgram(pid);
errcode = GL.GetError();
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string resultLog = GL.GetProgramInfoLog(pid);
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if (errcode != ErrorCode.NoError)
if (required)
throw new InvalidOperationException("Error creating pipeline (error returned from glLinkProgram): " + errcode + "\r\n\r\n" + resultLog);
else success = false;
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int linkStatus;
GL.GetProgram(pid, GetProgramParameterName.LinkStatus, out linkStatus);
if (linkStatus == 0)
if (required)
throw new InvalidOperationException("Error creating pipeline (link status false returned from glLinkProgram): " + "\r\n\r\n" + resultLog);
else success = false;
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//need to work on validation. apparently there are some weird caveats to glValidate which make it complicated and possibly excuses (barely) the intel drivers' dysfunctional operation
//"A sampler points to a texture unit used by fixed function with an incompatible target"
//
//info:
//http://www.opengl.org/sdk/docs/man/xhtml/glValidateProgram.xml
//This function mimics the validation operation that OpenGL implementations must perform when rendering commands are issued while programmable shaders are part of current state.
//glValidateProgram checks to see whether the executables contained in program can execute given the current OpenGL state
//This function is typically useful only during application development.
//
//So, this is no big deal. we shouldnt be calling validate right now anyway.
//conclusion: glValidate is very complicated and is of virtually no use unless your draw calls are returning errors and you want to know why
//GL.ValidateProgram(pid);
//errcode = GL.GetError();
//resultLog = GL.GetProgramInfoLog(pid);
//if (errcode != ErrorCode.NoError)
// throw new InvalidOperationException("Error creating pipeline (error returned from glValidateProgram): " + errcode + "\r\n\r\n" + resultLog);
//int validateStatus;
//GL.GetProgram(pid, GetProgramParameterName.ValidateStatus, out validateStatus);
//if (validateStatus == 0)
// throw new InvalidOperationException("Error creating pipeline (validateStatus status false returned from glValidateProgram): " + "\r\n\r\n" + resultLog);
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//set the program to active, in case we need to set sampler uniforms on it
GL.UseProgram(pid);
////get all the attributes (not needed)
//List<AttributeInfo> attributes = new List<AttributeInfo>();
//int nAttributes;
//GL.GetProgram(pid, GetProgramParameterName.ActiveAttributes, out nAttributes);
//for (int i = 0; i < nAttributes; i++)
//{
// int size, length;
// var sbName = new System.Text.StringBuilder();
// ActiveAttribType type;
// GL.GetActiveAttrib(pid, i, 1024, out length, out size, out type, sbName);
// attributes.Add(new AttributeInfo() { Handle = new IntPtr(i), Name = sbName.ToString() });
//}
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//get all the uniforms
List<UniformInfo> uniforms = new List<UniformInfo>();
int nUniforms;
int nSamplers = 0;
GL.GetProgram(pid,GetProgramParameterName.ActiveUniforms,out nUniforms);
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for (int i = 0; i < nUniforms; i++)
{
int size, length;
ActiveUniformType type;
var sbName = new System.Text.StringBuilder();
GL.GetActiveUniform(pid, i, 1024, out length, out size, out type, sbName);
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errcode = GL.GetError();
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string name = sbName.ToString();
int loc = GL.GetUniformLocation(pid, name);
var ui = new UniformInfo();
ui.Name = name;
ui.Handle = new IntPtr(loc);
//automatically assign sampler uniforms to texture units (and bind them)
bool isSampler = (type == ActiveUniformType.Sampler2D);
if (isSampler)
{
ui.SamplerIndex = nSamplers;
GL.Uniform1(loc, nSamplers);
nSamplers++;
}
uniforms.Add(ui);
}
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//deactivate the program, so we dont accidentally use it
GL.UseProgram(0);
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if (!vertexShader.Available) success = false;
if (!fragmentShader.Available) success = false;
return new Pipeline(this, new IntPtr(pid), success, vertexLayout, uniforms);
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}
public VertexLayout CreateVertexLayout() { return new VertexLayout(this, new IntPtr(0)); }
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public void BindTexture2d(Texture2d tex)
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{
GL.BindTexture(TextureTarget.Texture2D, tex.Id.ToInt32());
}
public void SetTextureWrapMode(Texture2d tex, bool clamp)
{
BindTexture2d(tex);
int mode;
if (clamp)
{
mode = (int)global::OpenTK.Graphics.OpenGL.TextureWrapMode.ClampToEdge;
}
else
mode = (int)global::OpenTK.Graphics.OpenGL.TextureWrapMode.Repeat;
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, mode);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, mode);
}
public unsafe void BindArrayData(void* pData)
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{
MyBindArrayData(sStatePendingVertexLayout, pData);
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}
public void DrawArrays(PrimitiveType mode, int first, int count)
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{
GL.DrawArrays((global::OpenTK.Graphics.OpenGL.PrimitiveType)mode, first, count);
}
public void BindPipeline(Pipeline pipeline)
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{
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if (pipeline == null)
{
sStatePendingVertexLayout = null;
GL.UseProgram(0);
return;
}
if (!pipeline.Available) throw new InvalidOperationException("Attempt to bind unavailable pipeline");
sStatePendingVertexLayout = pipeline.VertexLayout;
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GL.UseProgram(pipeline.Id.ToInt32());
}
public void SetPipelineUniform(PipelineUniform uniform, bool value)
{
GL.Uniform1(uniform.Id.ToInt32(), value ? 1 : 0);
}
public unsafe void SetPipelineUniformMatrix(PipelineUniform uniform, Matrix4 mat, bool transpose)
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{
GL.UniformMatrix4(uniform.Id.ToInt32(), 1, transpose, (float*)&mat);
}
public unsafe void SetPipelineUniformMatrix(PipelineUniform uniform, ref Matrix4 mat, bool transpose)
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{
fixed(Matrix4* pMat = &mat)
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GL.UniformMatrix4(uniform.Id.ToInt32(), 1, transpose, (float*)pMat);
}
public void SetPipelineUniform(PipelineUniform uniform, Vector4 value)
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{
GL.Uniform4(uniform.Id.ToInt32(), value.X, value.Y, value.Z, value.W);
}
public void SetPipelineUniform(PipelineUniform uniform, Vector2 value)
{
GL.Uniform2(uniform.Id.ToInt32(), value.X, value.Y);
}
public void SetPipelineUniform(PipelineUniform uniform, float value)
{
GL.Uniform1(uniform.Id.ToInt32(), value);
}
public unsafe void SetPipelineUniform(PipelineUniform uniform, Vector4[] values)
{
fixed (Vector4* pValues = &values[0])
GL.Uniform4(uniform.Id.ToInt32(), values.Length, (float*)pValues);
}
public void SetPipelineUniformSampler(PipelineUniform uniform, IntPtr texHandle)
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{
//set the sampler index into the uniform first
//now bind the texture
if(sActiveTexture != uniform.SamplerIndex)
{
sActiveTexture = uniform.SamplerIndex;
var selectedUnit = (TextureUnit)((int)TextureUnit.Texture0 + uniform.SamplerIndex);
GL.ActiveTexture(selectedUnit);
}
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GL.BindTexture(TextureTarget.Texture2D, texHandle.ToInt32());
}
public void TexParameter2d(TextureParameterName pname, int param)
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{
GL.TexParameter(TextureTarget.Texture2D, (global::OpenTK.Graphics.OpenGL.TextureParameterName)pname, param);
}
public Texture2d LoadTexture(sd.Bitmap bitmap)
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{
using (var bmp = new BitmapBuffer(bitmap, new BitmapLoadOptions()))
return (this as IGL).LoadTexture(bmp);
}
public Texture2d LoadTexture(Stream stream)
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{
using(var bmp = new BitmapBuffer(stream,new BitmapLoadOptions()))
return (this as IGL).LoadTexture(bmp);
}
public Texture2d CreateTexture(int width, int height)
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{
IntPtr id = (this as IGL).GenTexture();
return new Texture2d(this, id, width, height);
}
public Texture2d WrapGLTexture2d(IntPtr glTexId, int width, int height)
{
return new Texture2d(this as IGL,glTexId, width, height);
}
public void LoadTextureData(Texture2d tex, BitmapBuffer bmp)
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{
sdi.BitmapData bmp_data = bmp.LockBits();
try
{
GL.BindTexture(TextureTarget.Texture2D, tex.Id.ToInt32());
GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, bmp.Width, bmp.Height, PixelFormat.Bgra, PixelType.UnsignedByte, bmp_data.Scan0);
}
finally
{
bmp.UnlockBits(bmp_data);
}
}
public void FreeRenderTarget(RenderTarget rt)
{
rt.Texture2d.Dispose();
GL.Ext.DeleteFramebuffer(rt.Id.ToInt32());
}
public unsafe RenderTarget CreateRenderTarget(int w, int h)
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{
//create a texture for it
IntPtr texid = (this as IGL).GenTexture();
Texture2d tex = new Texture2d(this, texid, w, h);
GL.BindTexture(TextureTarget.Texture2D,texid.ToInt32());
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8, w, h, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero);
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tex.SetMagFilter(TextureMagFilter.Nearest);
tex.SetMinFilter(TextureMinFilter.Nearest);
//create the FBO
int fbid = GL.Ext.GenFramebuffer();
GL.Ext.BindFramebuffer(FramebufferTarget.Framebuffer, fbid);
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//bind the tex to the FBO
GL.Ext.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, texid.ToInt32(), 0);
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//do something, I guess say which colorbuffers are used by the framebuffer
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DrawBuffersEnum* buffers = stackalloc DrawBuffersEnum[1];
buffers[0] = DrawBuffersEnum.ColorAttachment0;
GL.DrawBuffers(1, buffers);
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if (GL.Ext.CheckFramebufferStatus(FramebufferTarget.Framebuffer) != FramebufferErrorCode.FramebufferComplete)
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throw new InvalidOperationException("Error creating framebuffer (at CheckFramebufferStatus)");
//since we're done configuring unbind this framebuffer, to return to the default
GL.Ext.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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return new RenderTarget(this, new IntPtr(fbid), tex);
}
public void BindRenderTarget(RenderTarget rt)
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{
if(rt == null)
GL.Ext.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
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else
GL.Ext.BindFramebuffer(FramebufferTarget.Framebuffer, rt.Id.ToInt32());
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}
public Texture2d LoadTexture(BitmapBuffer bmp)
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{
Texture2d ret = null;
IntPtr id = (this as IGL).GenTexture();
try
{
ret = new Texture2d(this, id, bmp.Width, bmp.Height);
GL.BindTexture(TextureTarget.Texture2D, id.ToInt32());
//picking a color order that matches doesnt seem to help, any. maybe my driver is accelerating it, or maybe it isnt a big deal. but its something to study on another day
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, bmp.Width, bmp.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero);
(this as IGL).LoadTextureData(ret, bmp);
}
catch
{
(this as IGL).FreeTexture(id);
throw;
}
//set default filtering.. its safest to do this always
ret.SetFilterNearest();
return ret;
}
public unsafe BitmapBuffer ResolveTexture2d(Texture2d tex)
{
//note - this is dangerous since it changes the bound texture. could we save it?
BindTexture2d(tex);
var bb = new BitmapBuffer(tex.IntWidth, tex.IntHeight);
var bmpdata = bb.LockBits();
GL.GetTexImage(TextureTarget.Texture2D, 0, PixelFormat.Bgra, PixelType.UnsignedByte, bmpdata.Scan0);
bb.UnlockBits(bmpdata);
return bb;
}
public Texture2d LoadTexture(string path)
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{
using (var fs = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read))
return (this as IGL).LoadTexture(fs);
}
public Matrix4 CreateGuiProjectionMatrix(int w, int h)
{
return CreateGuiProjectionMatrix(new sd.Size(w, h));
}
public Matrix4 CreateGuiViewMatrix(int w, int h)
{
return CreateGuiViewMatrix(new sd.Size(w, h));
}
public Matrix4 CreateGuiProjectionMatrix(sd.Size dims)
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{
Matrix4 ret = Matrix4.Identity;
ret.M11 = 2.0f / (float)dims.Width;
ret.M22 = 2.0f / (float)dims.Height;
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return ret;
}
public Matrix4 CreateGuiViewMatrix(sd.Size dims)
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{
Matrix4 ret = Matrix4.Identity;
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ret.M22 = -1.0f;
ret.M41 = -(float)dims.Width * 0.5f; // -0.5f;
ret.M42 = (float)dims.Height * 0.5f; // +0.5f;
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return ret;
}
public void SetViewport(int x, int y, int width, int height)
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{
GL.Viewport(x, y, width, height);
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GL.Scissor(x, y, width, height); //hack for mupen[rice]+intel: at least the rice plugin leaves the scissor rectangle scrambled, and we're trying to run it in the main graphics context for intel
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}
public void SetViewport(int width, int height)
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{
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SetViewport(0, 0, width, height);
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}
public void SetViewport(sd.Size size)
{
SetViewport(size.Width, size.Height);
}
public void SetViewport(swf.Control control)
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{
var r = control.ClientRectangle;
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SetViewport(r.Left, r.Top, r.Width, r.Height);
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}
//------------------
INativeWindow OffscreenNativeWindow;
IGraphicsContext GraphicsContext;
//---------------
//my utility methods
GLControl CastControl(swf.Control swfControl)
{
GLControl glc = swfControl as GLControl;
if (glc == null)
throw new ArgumentException("Argument isn't a control created by the IGL interface", "glControl");
return glc;
}
Shader CreateShader(ShaderType type, string source, bool required)
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{
int sid = GL.CreateShader(type);
bool ok = CompileShaderSimple(sid,source, required);
if(!ok)
{
GL.DeleteShader(sid);
sid = 0;
}
return new Shader(this, new IntPtr(sid), ok);
}
bool CompileShaderSimple(int sid, string source, bool required)
{
bool success = true;
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ErrorCode errcode;
errcode = GL.GetError();
if (errcode != ErrorCode.NoError)
throw new InvalidOperationException("Error compiling shader (from previous operation) " + errcode);
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GL.ShaderSource(sid, source);
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errcode = GL.GetError();
if (errcode != ErrorCode.NoError)
if (required)
throw new InvalidOperationException("Error compiling shader (ShaderSource) " + errcode);
else success = false;
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GL.CompileShader(sid);
errcode = GL.GetError();
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string resultLog = GL.GetShaderInfoLog(sid);
if (errcode != ErrorCode.NoError)
if (required)
throw new InvalidOperationException("Error compiling shader (CompileShader) " + errcode + "\r\n\r\n" + resultLog);
else success = false;
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int n;
GL.GetShader(sid, ShaderParameter.CompileStatus, out n);
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if (n == 0)
if (required)
throw new InvalidOperationException("Error compiling shader (CompileShader )" + "\r\n\r\n" + resultLog);
else success = false;
return success;
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}
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void UnbindVertexAttributes()
{
//HAMNUTS:
//its not clear how many bindings we'll have to disable before we can enable the ones we need..
//so lets just disable the ones we remember we have bound
var currBindings = sVertexAttribEnables;
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foreach (var index in currBindings)
GL.DisableVertexAttribArray(index);
currBindings.Clear();
}
unsafe void MyBindArrayData(VertexLayout layout, void* pData)
{
UnbindVertexAttributes();
//HAMNUTS (continued)
var currBindings = sVertexAttribEnables;
sStateCurrentVertexLayout = sStatePendingVertexLayout;
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if (layout == null) return;
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foreach (var kvp in layout.Items)
{
GL.VertexAttribPointer(kvp.Key, kvp.Value.Components, (VertexAttribPointerType)kvp.Value.AttribType, kvp.Value.Normalized, kvp.Value.Stride, new IntPtr(pData) + kvp.Value.Offset);
GL.EnableVertexAttribArray(kvp.Key);
currBindings.Add(kvp.Key);
}
}
public void MakeDefaultCurrent()
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{
MakeContextCurrent(this.GraphicsContext,OffscreenNativeWindow.WindowInfo);
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}
internal void MakeContextCurrent(IGraphicsContext context, global::OpenTK.Platform.IWindowInfo windowInfo)
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{
context.MakeCurrent(windowInfo);
PurgeStateCache();
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}
void CreateRenderStates()
{
_rsBlendNone = new MyBlendState(false, BlendingFactorSrc.One, BlendEquationMode.FuncAdd, BlendingFactorDest.Zero, BlendingFactorSrc.One, BlendEquationMode.FuncAdd, BlendingFactorDest.Zero);
_rsBlendNormal = new MyBlendState(true,
BlendingFactorSrc.SrcAlpha, BlendEquationMode.FuncAdd, BlendingFactorDest.OneMinusSrcAlpha,
BlendingFactorSrc.One, BlendEquationMode.FuncAdd, BlendingFactorDest.Zero);
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}
MyBlendState _rsBlendNone, _rsBlendNormal;
//state caches
int sActiveTexture;
VertexLayout sStateCurrentVertexLayout;
VertexLayout sStatePendingVertexLayout;
HashSet<int> sVertexAttribEnables = new HashSet<int>();
void PurgeStateCache()
{
sStateCurrentVertexLayout = null;
sStatePendingVertexLayout = null;
sVertexAttribEnables.Clear();
sActiveTexture = -1;
}
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} //class IGL_TK
}