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

876 lines
28 KiB
C#

//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;
using System.Reflection;
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;
using otkg = OpenTK.Graphics;
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
{
//rendering state
Pipeline _CurrPipeline;
RenderTarget _CurrRenderTarget;
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 string API { get { return "OPENGL"; } }
public int Version
{
get
{
//doesnt work on older than gl3 maybe
//int major, minor;
////other overloads may not exist...
//GL.GetInteger(GetPName.MajorVersion, out major);
//GL.GetInteger(GetPName.MinorVersion, out minor);
//supposedly the standard dictates that whatever junk is in the version string, some kind of version is at the beginning
string version_string = GL.GetString(StringName.Version);
var version_parts = version_string.Split('.');
int major = int.Parse(version_parts[0]);
//getting a minor version out is too hard and not needed now
return major * 100;
}
}
public IGL_TK(int major_version, int minor_version, bool forward_compatible)
{
//make an 'offscreen context' so we can at least do things without having to create a window
OffscreenNativeWindow = new NativeWindow();
OffscreenNativeWindow.ClientSize = new sd.Size(8, 8);
this.GraphicsContext = new GraphicsContext(GraphicsMode.Default, OffscreenNativeWindow.WindowInfo, major_version, minor_version, forward_compatible ? GraphicsContextFlags.ForwardCompatible : GraphicsContextFlags.Default);
MakeDefaultCurrent();
//this is important for reasons unknown
this.GraphicsContext.LoadAll();
//misc initialization
CreateRenderStates();
PurgeStateCache();
}
public void BeginScene()
{
//seems not to be needed...
}
public void EndScene()
{
//seems not to be needed...
}
void IDisposable.Dispose()
{
//TODO - a lot of analysis here
OffscreenNativeWindow.Dispose(); OffscreenNativeWindow = null;
GraphicsContext.Dispose(); GraphicsContext = null;
}
public void Clear(ClearBufferMask mask)
{
GL.Clear((global::OpenTK.Graphics.OpenGL.ClearBufferMask)mask);
}
public void SetClearColor(sd.Color color)
{
GL.ClearColor(color);
}
public IGraphicsControl Internal_CreateGraphicsControl()
{
var glc = new GLControlWrapper(this);
glc.CreateControl();
//now the control's context will be current. annoying! fix it.
MakeDefaultCurrent();
return glc;
}
public int GenTexture() { return GL.GenTexture(); }
public void FreeTexture(Texture2d tex)
{
GL.DeleteTexture((int)tex.Opaque);
}
public Shader CreateFragmentShader(bool cg, string source, string entry, bool required)
{
return CreateShader(cg, ShaderType.FragmentShader, source, entry, required);
}
public Shader CreateVertexShader(bool cg, string source, string entry, bool required)
{
return CreateShader(cg, ShaderType.VertexShader, source, entry, required);
}
public IBlendState CreateBlendState(BlendingFactorSrc colorSource, BlendEquationMode colorEquation, BlendingFactorDest colorDest,
BlendingFactorSrc alphaSource, BlendEquationMode alphaEquation, BlendingFactorDest alphaDest)
{
return new CacheBlendState(true, colorSource, colorEquation, colorDest, alphaSource, alphaEquation, alphaDest);
}
public void SetBlendState(IBlendState rsBlend)
{
var mybs = rsBlend as CacheBlendState;
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);
if (rsBlend == _rsBlendNoneOpaque)
{
//make sure constant color is set correctly
GL.BlendColor(new Color4(255, 255, 255, 255));
}
}
public IBlendState BlendNoneCopy { get { return _rsBlendNoneVerbatim; } }
public IBlendState BlendNoneOpaque { get { return _rsBlendNoneOpaque; } }
public IBlendState BlendNormal { get { return _rsBlendNormal; } }
class ShaderWrapper
{
public int sid;
public Dictionary<string, string> MapCodeToNative;
public Dictionary<string, string> MapNativeToCode;
}
class PipelineWrapper
{
public int pid;
public Shader FragmentShader, VertexShader;
public List<int> SamplerLocs;
}
public Pipeline CreatePipeline(VertexLayout vertexLayout, Shader vertexShader, Shader fragmentShader, bool required, string memo)
{
//if the shaders arent available, the pipeline isn't either
if (!vertexShader.Available || !fragmentShader.Available)
{
string errors = string.Format("Vertex Shader:\r\n {0} \r\n-------\r\nFragment Shader:\r\n{1}", vertexShader.Errors, fragmentShader.Errors);
if (required)
throw new InvalidOperationException("Couldn't build required GL pipeline:\r\n" + errors);
var pipeline = new Pipeline(this, null, false, null, null, null);
pipeline.Errors = errors;
return pipeline;
}
bool success = true;
var vsw = vertexShader.Opaque as ShaderWrapper;
var fsw = fragmentShader.Opaque as ShaderWrapper;
var sws = new[] { vsw,fsw };
bool mapVariables = vsw.MapCodeToNative != null || fsw.MapCodeToNative != null;
ErrorCode errcode;
int pid = GL.CreateProgram();
GL.AttachShader(pid, vsw.sid);
errcode = GL.GetError();
GL.AttachShader(pid, fsw.sid);
errcode = GL.GetError();
//NOT BEING USED NOW: USING SEMANTICS INSTEAD
////bind the attribute locations from the vertex layout
////as we go, look for attribute mappings (CGC will happily reorder and rename our attribute mappings)
////what's more it will _RESIZE_ them but this seems benign..somehow..
////WELLLLLLL we wish we could do that by names
////but the shaders dont seem to be adequate quality (oddly named attributes.. texCoord vs texCoord1). need to use semantics instead.
//foreach (var kvp in vertexLayout.Items)
//{
// string name = kvp.Value.Name;
// //if (mapVariables)
// //{
// // foreach (var sw in sws)
// // {
// // if (sw.MapNativeToCode.ContainsKey(name))
// // {
// // name = sw.MapNativeToCode[name];
// // break;
// // }
// // }
// //}
// if(mapVariables) {
// ////proxy for came-from-cgc
// //switch (kvp.Value.Usage)
// //{
// // case AttributeUsage.Position:
// //}
// }
// //GL.BindAttribLocation(pid, kvp.Key, name);
//}
GL.LinkProgram(pid);
errcode = GL.GetError();
string resultLog = GL.GetProgramInfoLog(pid);
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;
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;
//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);
//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(1024);
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() });
}
//get all the uniforms
List<UniformInfo> uniforms = new List<UniformInfo>();
int nUniforms;
GL.GetProgram(pid,GetProgramParameterName.ActiveUniforms,out nUniforms);
List<int> samplers = new List<int>();
for (int i = 0; i < nUniforms; i++)
{
int size, length;
ActiveUniformType type;
var sbName = new System.Text.StringBuilder(1024);
GL.GetActiveUniform(pid, i, 1024, out length, out size, out type, sbName);
errcode = GL.GetError();
string name = sbName.ToString();
int loc = GL.GetUniformLocation(pid, name);
//translate name if appropriate
//not sure how effective this approach will be, due to confusion of vertex and fragment uniforms
if (mapVariables)
{
if (vsw.MapCodeToNative.ContainsKey(name)) name = vsw.MapCodeToNative[name];
if (fsw.MapCodeToNative.ContainsKey(name)) name = fsw.MapCodeToNative[name];
}
var ui = new UniformInfo();
ui.Name = name;
ui.Opaque = loc;
if (type == ActiveUniformType.Sampler2D)
{
ui.IsSampler = true;
ui.SamplerIndex = samplers.Count;
ui.Opaque = loc | (samplers.Count << 24);
samplers.Add(loc);
}
uniforms.Add(ui);
}
//deactivate the program, so we dont accidentally use it
GL.UseProgram(0);
if (!vertexShader.Available) success = false;
if (!fragmentShader.Available) success = false;
var pw = new PipelineWrapper() { pid = pid, VertexShader = vertexShader, FragmentShader = fragmentShader, SamplerLocs = samplers };
return new Pipeline(this, pw, success, vertexLayout, uniforms, memo);
}
public void FreePipeline(Pipeline pipeline)
{
var pw = pipeline.Opaque as PipelineWrapper;
GL.DeleteProgram(pw.pid);
pw.FragmentShader.Release();
pw.VertexShader.Release();
}
public void Internal_FreeShader(Shader shader)
{
var sw = shader.Opaque as ShaderWrapper;
GL.DeleteShader(sw.sid);
}
public void BindPipeline(Pipeline pipeline)
{
_CurrPipeline = pipeline;
if (pipeline == null)
{
sStatePendingVertexLayout = null;
GL.UseProgram(0);
return;
}
if (!pipeline.Available) throw new InvalidOperationException("Attempt to bind unavailable pipeline");
sStatePendingVertexLayout = pipeline.VertexLayout;
var pw = pipeline.Opaque as PipelineWrapper;
GL.UseProgram(pw.pid);
//this is dumb and confusing, but we have to bind physical sampler numbers to sampler variables.
for (int i = 0; i < pw.SamplerLocs.Count; i++)
{
GL.Uniform1(pw.SamplerLocs[i], i);
}
}
public VertexLayout CreateVertexLayout() { return new VertexLayout(this, null); }
private void BindTexture2d(Texture2d tex)
{
GL.BindTexture(TextureTarget.Texture2D, (int)tex.Opaque);
}
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)
{
MyBindArrayData(sStatePendingVertexLayout, pData);
}
public void DrawArrays(PrimitiveType mode, int first, int count)
{
GL.DrawArrays((global::OpenTK.Graphics.OpenGL.PrimitiveType)mode, first, count);
}
public void SetPipelineUniform(PipelineUniform uniform, bool value)
{
GL.Uniform1((int)uniform.Sole.Opaque, value ? 1 : 0);
}
public unsafe void SetPipelineUniformMatrix(PipelineUniform uniform, Matrix4 mat, bool transpose)
{
//GL.UniformMatrix4((int)uniform.Opaque, 1, transpose, (float*)&mat);
GL.Uniform4((int)uniform.Sole.Opaque + 0, 1, (float*)&mat.Row0);
GL.Uniform4((int)uniform.Sole.Opaque + 1, 1, (float*)&mat.Row1);
GL.Uniform4((int)uniform.Sole.Opaque + 2, 1, (float*)&mat.Row2);
GL.Uniform4((int)uniform.Sole.Opaque + 3, 1, (float*)&mat.Row3);
}
public unsafe void SetPipelineUniformMatrix(PipelineUniform uniform, ref Matrix4 mat, bool transpose)
{
fixed(Matrix4* pMat = &mat)
GL.UniformMatrix4((int)uniform.Sole.Opaque, 1, transpose, (float*)pMat);
}
public void SetPipelineUniform(PipelineUniform uniform, Vector4 value)
{
GL.Uniform4((int)uniform.Sole.Opaque, value.X, value.Y, value.Z, value.W);
}
public void SetPipelineUniform(PipelineUniform uniform, Vector2 value)
{
GL.Uniform2((int)uniform.Sole.Opaque, value.X, value.Y);
}
public void SetPipelineUniform(PipelineUniform uniform, float value)
{
if (uniform.Owner == null) return; //uniform was optimized out
GL.Uniform1((int)uniform.Sole.Opaque, value);
}
public unsafe void SetPipelineUniform(PipelineUniform uniform, Vector4[] values)
{
fixed (Vector4* pValues = &values[0])
GL.Uniform4((int)uniform.Sole.Opaque, values.Length, (float*)pValues);
}
public void SetPipelineUniformSampler(PipelineUniform uniform, Texture2d tex)
{
int n = ((int)uniform.Sole.Opaque)>>24;
//set the sampler index into the uniform first
if (sActiveTexture != n)
{
sActiveTexture = n;
var selectedUnit = (TextureUnit)((int)TextureUnit.Texture0 + n);
GL.ActiveTexture(selectedUnit);
}
//now bind the texture
GL.BindTexture(TextureTarget.Texture2D, (int)tex.Opaque);
}
public void TexParameter2d(Texture2d tex, TextureParameterName pname, int param)
{
BindTexture2d(tex);
GL.TexParameter(TextureTarget.Texture2D, (global::OpenTK.Graphics.OpenGL.TextureParameterName)pname, param);
}
public Texture2d LoadTexture(sd.Bitmap bitmap)
{
using (var bmp = new BitmapBuffer(bitmap, new BitmapLoadOptions()))
return (this as IGL).LoadTexture(bmp);
}
public Texture2d LoadTexture(Stream stream)
{
using(var bmp = new BitmapBuffer(stream,new BitmapLoadOptions()))
return (this as IGL).LoadTexture(bmp);
}
public Texture2d CreateTexture(int width, int height)
{
int id = GenTexture();
return new Texture2d(this, id, width, height);
}
public Texture2d WrapGLTexture2d(IntPtr glTexId, int width, int height)
{
return new Texture2d(this as IGL, glTexId.ToInt32(), width, height);
}
public void LoadTextureData(Texture2d tex, BitmapBuffer bmp)
{
sdi.BitmapData bmp_data = bmp.LockBits();
try
{
GL.BindTexture(TextureTarget.Texture2D, (int)tex.Opaque);
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((int)rt.Opaque);
}
public unsafe RenderTarget CreateRenderTarget(int w, int h)
{
//create a texture for it
int texid = GenTexture();
Texture2d tex = new Texture2d(this, texid, w, h);
GL.BindTexture(TextureTarget.Texture2D,texid);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8, w, h, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero);
tex.SetMagFilter(TextureMagFilter.Nearest);
tex.SetMinFilter(TextureMinFilter.Nearest);
//create the FBO
int fbid = GL.Ext.GenFramebuffer();
GL.Ext.BindFramebuffer(FramebufferTarget.Framebuffer, fbid);
//bind the tex to the FBO
GL.Ext.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, texid, 0);
//do something, I guess say which colorbuffers are used by the framebuffer
DrawBuffersEnum* buffers = stackalloc DrawBuffersEnum[1];
buffers[0] = DrawBuffersEnum.ColorAttachment0;
GL.DrawBuffers(1, buffers);
if (GL.Ext.CheckFramebufferStatus(FramebufferTarget.Framebuffer) != FramebufferErrorCode.FramebufferComplete)
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);
return new RenderTarget(this, fbid, tex);
}
public void BindRenderTarget(RenderTarget rt)
{
_CurrRenderTarget = rt;
if(rt == null)
GL.Ext.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
else
GL.Ext.BindFramebuffer(FramebufferTarget.Framebuffer, (int)rt.Opaque);
}
public Texture2d LoadTexture(BitmapBuffer bmp)
{
Texture2d ret = null;
int id = GenTexture();
try
{
ret = new Texture2d(this, id, bmp.Width, bmp.Height);
GL.BindTexture(TextureTarget.Texture2D, id);
//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
{
GL.DeleteTexture(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);
var err = GL.GetError();
bb.UnlockBits(bmpdata);
return bb;
}
public Texture2d LoadTexture(string path)
{
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, bool autoflip)
{
return CreateGuiViewMatrix(new sd.Size(w, h), autoflip);
}
public Matrix4 CreateGuiProjectionMatrix(sd.Size dims)
{
Matrix4 ret = Matrix4.Identity;
ret.M11 = 2.0f / (float)dims.Width;
ret.M22 = 2.0f / (float)dims.Height;
return ret;
}
public Matrix4 CreateGuiViewMatrix(sd.Size dims, bool autoflip)
{
Matrix4 ret = Matrix4.Identity;
ret.M22 = -1.0f;
ret.M41 = -(float)dims.Width * 0.5f;
ret.M42 = (float)dims.Height * 0.5f;
if (autoflip)
{
if (_CurrRenderTarget == null) { }
else
{
//flip as long as we're not a final render target
ret.M22 = 1.0f;
ret.M42 *= -1;
}
}
return ret;
}
public void SetViewport(int x, int y, int width, int height)
{
GL.Viewport(x, y, width, height);
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
//BUT ALSO: new specifications.. viewport+scissor make sense together
}
public void SetViewport(int width, int height)
{
SetViewport(0, 0, width, height);
}
public void SetViewport(sd.Size size)
{
SetViewport(size.Width, size.Height);
}
public void SetViewport(swf.Control control)
{
var r = control.ClientRectangle;
SetViewport(r.Left, r.Top, r.Width, r.Height);
}
//------------------
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(bool cg, ShaderType type, string source, string entry, bool required)
{
var sw = new ShaderWrapper();
if (cg)
{
var cgc = new CGC();
var results = cgc.Run(source, entry, type == ShaderType.FragmentShader ? "glslf" : "glslv", false);
if (!results.Succeeded)
return new Shader(this, null, false);
source = results.Code;
sw.MapCodeToNative = results.MapCodeToNative;
sw.MapNativeToCode = results.MapNativeToCode;
}
int sid = GL.CreateShader(type);
bool ok = CompileShaderSimple(sid, source, required);
if(!ok)
{
GL.DeleteShader(sid);
sid = 0;
}
sw.sid = sid;
return new Shader(this, sw, ok);
}
bool CompileShaderSimple(int sid, string source, bool required)
{
bool success = true;
ErrorCode errcode;
errcode = GL.GetError();
if (errcode != ErrorCode.NoError)
if (required)
throw new InvalidOperationException("Error compiling shader (from previous operation) " + errcode);
else success = false;
GL.ShaderSource(sid, source);
errcode = GL.GetError();
if (errcode != ErrorCode.NoError)
if (required)
throw new InvalidOperationException("Error compiling shader (ShaderSource) " + errcode);
else success = false;
GL.CompileShader(sid);
errcode = GL.GetError();
string resultLog = GL.GetShaderInfoLog(sid);
if (errcode != ErrorCode.NoError)
{
string message = "Error compiling shader (CompileShader) " + errcode + "\r\n\r\n" + resultLog;
if (required)
throw new InvalidOperationException(message);
else
{
Console.WriteLine(message);
success = false;
}
}
int n;
GL.GetShader(sid, ShaderParameter.CompileStatus, out n);
if (n == 0)
if (required)
throw new InvalidOperationException("Error compiling shader (CompileShader )" + "\r\n\r\n" + resultLog);
else success = false;
return success;
}
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;
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;
if (layout == null) return;
//disable all the client states.. a lot of overhead right now, to be sure
GL.DisableClientState(ArrayCap.VertexArray);
GL.DisableClientState(ArrayCap.ColorArray);
for(int i=0;i<8;i++)
GL.DisableVertexAttribArray(i);
for (int i = 0; i < 8; i++)
{
GL.ClientActiveTexture(TextureUnit.Texture0 + i);
GL.DisableClientState(ArrayCap.TextureCoordArray);
}
GL.ClientActiveTexture(TextureUnit.Texture0);
foreach (var kvp in layout.Items)
{
if(_CurrPipeline.Memo == "gui")
{
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);
}
else
{
var pw = _CurrPipeline.Opaque as PipelineWrapper;
//comment SNACKPANTS
switch (kvp.Value.Usage)
{
case AttributeUsage.Position:
GL.EnableClientState(ArrayCap.VertexArray);
GL.VertexPointer(kvp.Value.Components,VertexPointerType.Float,kvp.Value.Stride,new IntPtr(pData) + kvp.Value.Offset);
break;
case AttributeUsage.Texcoord0:
GL.ClientActiveTexture(TextureUnit.Texture0);
GL.EnableClientState(ArrayCap.TextureCoordArray);
GL.TexCoordPointer(kvp.Value.Components, TexCoordPointerType.Float, kvp.Value.Stride, new IntPtr(pData) + kvp.Value.Offset);
break;
case AttributeUsage.Texcoord1:
GL.ClientActiveTexture(TextureUnit.Texture1);
GL.EnableClientState(ArrayCap.TextureCoordArray);
GL.TexCoordPointer(kvp.Value.Components, TexCoordPointerType.Float, kvp.Value.Stride, new IntPtr(pData) + kvp.Value.Offset);
GL.ClientActiveTexture(TextureUnit.Texture0);
break;
case AttributeUsage.Color0:
break;
}
}
}
}
public void MakeDefaultCurrent()
{
MakeContextCurrent(this.GraphicsContext,OffscreenNativeWindow.WindowInfo);
}
internal void MakeContextCurrent(IGraphicsContext context, global::OpenTK.Platform.IWindowInfo windowInfo)
{
context.MakeCurrent(windowInfo);
PurgeStateCache();
}
void CreateRenderStates()
{
_rsBlendNoneVerbatim = new CacheBlendState(
false,
BlendingFactorSrc.One, BlendEquationMode.FuncAdd, BlendingFactorDest.Zero,
BlendingFactorSrc.One, BlendEquationMode.FuncAdd, BlendingFactorDest.Zero);
_rsBlendNoneOpaque = new CacheBlendState(
false,
BlendingFactorSrc.One, BlendEquationMode.FuncAdd, BlendingFactorDest.Zero,
BlendingFactorSrc.ConstantAlpha, BlendEquationMode.FuncAdd, BlendingFactorDest.Zero);
_rsBlendNormal = new CacheBlendState(
true,
BlendingFactorSrc.SrcAlpha, BlendEquationMode.FuncAdd, BlendingFactorDest.OneMinusSrcAlpha,
BlendingFactorSrc.One, BlendEquationMode.FuncAdd, BlendingFactorDest.Zero);
}
CacheBlendState _rsBlendNoneVerbatim, _rsBlendNoneOpaque, _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;
}
} //class IGL_TK
}