876 lines
28 KiB
C#
876 lines
28 KiB
C#
//regarding binding and vertex arrays:
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//http://stackoverflow.com/questions/8704801/glvertexattribpointer-clarification
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//http://stackoverflow.com/questions/9536973/oes-vertex-array-object-and-client-state
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//http://www.opengl.org/wiki/Vertex_Specification
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//etc
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//glBindAttribLocation (programID, 0, "vertexPosition_modelspace");
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//for future reference: c# tesselators
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//http://www.opentk.com/node/437 (AGG#, codes on Tao forums)
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using System;
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using System.Reflection;
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using System.Threading;
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using System.IO;
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using System.Collections.Generic;
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using sd = System.Drawing;
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using sdi = System.Drawing.Imaging;
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using swf=System.Windows.Forms;
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using BizHawk.Bizware.BizwareGL;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using otkg = OpenTK.Graphics;
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namespace BizHawk.Bizware.BizwareGL.Drivers.OpenTK
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{
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/// <summary>
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/// OpenTK implementation of the BizwareGL.IGL interface.
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/// TODO - can we have more than one of these? could be dangerous. such dangerous things to be possibly reconsidered are marked with HAMNUTS
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/// TODO - if we have any way of making contexts, we also need a way of freeing it, and then we can cleanup our dictionaries
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/// </summary>
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public class IGL_TK : IGL
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{
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//rendering state
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Pipeline _CurrPipeline;
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RenderTarget _CurrRenderTarget;
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static IGL_TK()
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{
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//make sure OpenTK initializes without getting wrecked on the SDL check and throwing an exception to annoy our MDA's
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var toolkitOptions = global::OpenTK.ToolkitOptions.Default;
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toolkitOptions.Backend = PlatformBackend.PreferNative;
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global::OpenTK.Toolkit.Init(toolkitOptions);
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//NOTE: this throws EGL exceptions anyway. I'm going to ignore it and whine about it later
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}
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public string API { get { return "OPENGL"; } }
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public int Version
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{
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get
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{
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//doesnt work on older than gl3 maybe
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//int major, minor;
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////other overloads may not exist...
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//GL.GetInteger(GetPName.MajorVersion, out major);
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//GL.GetInteger(GetPName.MinorVersion, out minor);
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//supposedly the standard dictates that whatever junk is in the version string, some kind of version is at the beginning
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string version_string = GL.GetString(StringName.Version);
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var version_parts = version_string.Split('.');
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int major = int.Parse(version_parts[0]);
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//getting a minor version out is too hard and not needed now
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return major * 100;
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}
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}
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public IGL_TK(int major_version, int minor_version, bool forward_compatible)
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{
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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();
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OffscreenNativeWindow.ClientSize = new sd.Size(8, 8);
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this.GraphicsContext = new GraphicsContext(GraphicsMode.Default, OffscreenNativeWindow.WindowInfo, major_version, minor_version, forward_compatible ? GraphicsContextFlags.ForwardCompatible : GraphicsContextFlags.Default);
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MakeDefaultCurrent();
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//this is important for reasons unknown
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this.GraphicsContext.LoadAll();
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//misc initialization
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CreateRenderStates();
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PurgeStateCache();
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}
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public void BeginScene()
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{
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//seems not to be needed...
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}
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public void EndScene()
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{
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//seems not to be needed...
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}
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void IDisposable.Dispose()
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{
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//TODO - a lot of analysis here
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OffscreenNativeWindow.Dispose(); OffscreenNativeWindow = null;
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GraphicsContext.Dispose(); GraphicsContext = null;
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}
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public void Clear(ClearBufferMask mask)
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{
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GL.Clear((global::OpenTK.Graphics.OpenGL.ClearBufferMask)mask);
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}
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public void SetClearColor(sd.Color color)
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{
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GL.ClearColor(color);
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}
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public IGraphicsControl Internal_CreateGraphicsControl()
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{
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var glc = new GLControlWrapper(this);
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glc.CreateControl();
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//now the control's context will be current. annoying! fix it.
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MakeDefaultCurrent();
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return glc;
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}
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public int GenTexture() { return GL.GenTexture(); }
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public void FreeTexture(Texture2d tex)
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{
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GL.DeleteTexture((int)tex.Opaque);
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}
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public Shader CreateFragmentShader(bool cg, string source, string entry, bool required)
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{
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return CreateShader(cg, ShaderType.FragmentShader, source, entry, required);
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}
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public Shader CreateVertexShader(bool cg, string source, string entry, bool required)
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{
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return CreateShader(cg, ShaderType.VertexShader, source, entry, required);
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}
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public IBlendState CreateBlendState(BlendingFactorSrc colorSource, BlendEquationMode colorEquation, BlendingFactorDest colorDest,
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BlendingFactorSrc alphaSource, BlendEquationMode alphaEquation, BlendingFactorDest alphaDest)
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{
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return new CacheBlendState(true, colorSource, colorEquation, colorDest, alphaSource, alphaEquation, alphaDest);
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}
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public void SetBlendState(IBlendState rsBlend)
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{
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var mybs = rsBlend as CacheBlendState;
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if (mybs.Enabled)
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{
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GL.Enable(EnableCap.Blend);
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GL.BlendEquationSeparate(mybs.colorEquation, mybs.alphaEquation);
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GL.BlendFuncSeparate(mybs.colorSource, mybs.colorDest, mybs.alphaSource, mybs.alphaDest);
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}
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else GL.Disable(EnableCap.Blend);
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if (rsBlend == _rsBlendNoneOpaque)
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{
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//make sure constant color is set correctly
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GL.BlendColor(new Color4(255, 255, 255, 255));
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}
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}
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public IBlendState BlendNoneCopy { get { return _rsBlendNoneVerbatim; } }
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public IBlendState BlendNoneOpaque { get { return _rsBlendNoneOpaque; } }
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public IBlendState BlendNormal { get { return _rsBlendNormal; } }
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class ShaderWrapper
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{
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public int sid;
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public Dictionary<string, string> MapCodeToNative;
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public Dictionary<string, string> MapNativeToCode;
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}
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class PipelineWrapper
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{
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public int pid;
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public Shader FragmentShader, VertexShader;
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public List<int> SamplerLocs;
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}
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public Pipeline CreatePipeline(VertexLayout vertexLayout, Shader vertexShader, Shader fragmentShader, bool required, string memo)
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{
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//if the shaders arent available, the pipeline isn't either
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if (!vertexShader.Available || !fragmentShader.Available)
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{
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string errors = string.Format("Vertex Shader:\r\n {0} \r\n-------\r\nFragment Shader:\r\n{1}", vertexShader.Errors, fragmentShader.Errors);
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if (required)
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throw new InvalidOperationException("Couldn't build required GL pipeline:\r\n" + errors);
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var pipeline = new Pipeline(this, null, false, null, null, null);
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pipeline.Errors = errors;
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return pipeline;
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}
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bool success = true;
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var vsw = vertexShader.Opaque as ShaderWrapper;
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var fsw = fragmentShader.Opaque as ShaderWrapper;
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var sws = new[] { vsw,fsw };
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bool mapVariables = vsw.MapCodeToNative != null || fsw.MapCodeToNative != null;
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ErrorCode errcode;
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int pid = GL.CreateProgram();
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GL.AttachShader(pid, vsw.sid);
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errcode = GL.GetError();
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GL.AttachShader(pid, fsw.sid);
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errcode = GL.GetError();
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//NOT BEING USED NOW: USING SEMANTICS INSTEAD
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////bind the attribute locations from the vertex layout
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////as we go, look for attribute mappings (CGC will happily reorder and rename our attribute mappings)
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////what's more it will _RESIZE_ them but this seems benign..somehow..
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////WELLLLLLL we wish we could do that by names
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////but the shaders dont seem to be adequate quality (oddly named attributes.. texCoord vs texCoord1). need to use semantics instead.
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//foreach (var kvp in vertexLayout.Items)
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//{
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// string name = kvp.Value.Name;
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// //if (mapVariables)
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// //{
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// // foreach (var sw in sws)
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// // {
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// // if (sw.MapNativeToCode.ContainsKey(name))
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// // {
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// // name = sw.MapNativeToCode[name];
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// // break;
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// // }
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// // }
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// //}
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// if(mapVariables) {
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// ////proxy for came-from-cgc
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// //switch (kvp.Value.Usage)
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// //{
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// // case AttributeUsage.Position:
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// //}
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// }
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// //GL.BindAttribLocation(pid, kvp.Key, name);
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//}
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GL.LinkProgram(pid);
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errcode = GL.GetError();
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string resultLog = GL.GetProgramInfoLog(pid);
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if (errcode != ErrorCode.NoError)
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if (required)
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throw new InvalidOperationException("Error creating pipeline (error returned from glLinkProgram): " + errcode + "\r\n\r\n" + resultLog);
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else success = false;
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int linkStatus;
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GL.GetProgram(pid, GetProgramParameterName.LinkStatus, out linkStatus);
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if (linkStatus == 0)
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if (required)
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throw new InvalidOperationException("Error creating pipeline (link status false returned from glLinkProgram): " + "\r\n\r\n" + resultLog);
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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
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//"A sampler points to a texture unit used by fixed function with an incompatible target"
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//
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//info:
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//http://www.opengl.org/sdk/docs/man/xhtml/glValidateProgram.xml
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//This function mimics the validation operation that OpenGL implementations must perform when rendering commands are issued while programmable shaders are part of current state.
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//glValidateProgram checks to see whether the executables contained in program can execute given the current OpenGL state
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//This function is typically useful only during application development.
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//
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//So, this is no big deal. we shouldnt be calling validate right now anyway.
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//conclusion: glValidate is very complicated and is of virtually no use unless your draw calls are returning errors and you want to know why
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//GL.ValidateProgram(pid);
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//errcode = GL.GetError();
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//resultLog = GL.GetProgramInfoLog(pid);
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//if (errcode != ErrorCode.NoError)
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// throw new InvalidOperationException("Error creating pipeline (error returned from glValidateProgram): " + errcode + "\r\n\r\n" + resultLog);
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//int validateStatus;
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//GL.GetProgram(pid, GetProgramParameterName.ValidateStatus, out validateStatus);
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//if (validateStatus == 0)
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// 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
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GL.UseProgram(pid);
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//get all the attributes (not needed)
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List<AttributeInfo> attributes = new List<AttributeInfo>();
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int nAttributes;
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GL.GetProgram(pid, GetProgramParameterName.ActiveAttributes, out nAttributes);
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for (int i = 0; i < nAttributes; i++)
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{
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int size, length;
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var sbName = new System.Text.StringBuilder(1024);
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ActiveAttribType type;
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GL.GetActiveAttrib(pid, i, 1024, out length, out size, out type, sbName);
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attributes.Add(new AttributeInfo() { Handle = new IntPtr(i), Name = sbName.ToString() });
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}
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//get all the uniforms
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List<UniformInfo> uniforms = new List<UniformInfo>();
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int nUniforms;
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GL.GetProgram(pid,GetProgramParameterName.ActiveUniforms,out nUniforms);
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List<int> samplers = new List<int>();
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for (int i = 0; i < nUniforms; i++)
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{
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int size, length;
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ActiveUniformType type;
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var sbName = new System.Text.StringBuilder(1024);
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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();
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int loc = GL.GetUniformLocation(pid, name);
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//translate name if appropriate
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//not sure how effective this approach will be, due to confusion of vertex and fragment uniforms
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if (mapVariables)
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{
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if (vsw.MapCodeToNative.ContainsKey(name)) name = vsw.MapCodeToNative[name];
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if (fsw.MapCodeToNative.ContainsKey(name)) name = fsw.MapCodeToNative[name];
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}
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var ui = new UniformInfo();
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ui.Name = name;
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ui.Opaque = loc;
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if (type == ActiveUniformType.Sampler2D)
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{
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ui.IsSampler = true;
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ui.SamplerIndex = samplers.Count;
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ui.Opaque = loc | (samplers.Count << 24);
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samplers.Add(loc);
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}
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uniforms.Add(ui);
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}
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//deactivate the program, so we dont accidentally use it
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GL.UseProgram(0);
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if (!vertexShader.Available) success = false;
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if (!fragmentShader.Available) success = false;
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var pw = new PipelineWrapper() { pid = pid, VertexShader = vertexShader, FragmentShader = fragmentShader, SamplerLocs = samplers };
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return new Pipeline(this, pw, success, vertexLayout, uniforms, memo);
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}
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public void FreePipeline(Pipeline pipeline)
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{
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var pw = pipeline.Opaque as PipelineWrapper;
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GL.DeleteProgram(pw.pid);
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pw.FragmentShader.Release();
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pw.VertexShader.Release();
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}
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public void Internal_FreeShader(Shader shader)
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{
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var sw = shader.Opaque as ShaderWrapper;
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GL.DeleteShader(sw.sid);
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}
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public void BindPipeline(Pipeline pipeline)
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{
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_CurrPipeline = pipeline;
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if (pipeline == null)
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{
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sStatePendingVertexLayout = null;
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GL.UseProgram(0);
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return;
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}
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if (!pipeline.Available) throw new InvalidOperationException("Attempt to bind unavailable pipeline");
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sStatePendingVertexLayout = pipeline.VertexLayout;
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var pw = pipeline.Opaque as PipelineWrapper;
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GL.UseProgram(pw.pid);
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//this is dumb and confusing, but we have to bind physical sampler numbers to sampler variables.
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for (int i = 0; i < pw.SamplerLocs.Count; i++)
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{
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GL.Uniform1(pw.SamplerLocs[i], i);
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}
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}
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public VertexLayout CreateVertexLayout() { return new VertexLayout(this, null); }
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private void BindTexture2d(Texture2d tex)
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{
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GL.BindTexture(TextureTarget.Texture2D, (int)tex.Opaque);
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}
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public void SetTextureWrapMode(Texture2d tex, bool clamp)
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{
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BindTexture2d(tex);
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int mode;
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if (clamp)
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{
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mode = (int)global::OpenTK.Graphics.OpenGL.TextureWrapMode.ClampToEdge;
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}
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else
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mode = (int)global::OpenTK.Graphics.OpenGL.TextureWrapMode.Repeat;
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, mode);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, mode);
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}
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public unsafe void BindArrayData(void* pData)
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{
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MyBindArrayData(sStatePendingVertexLayout, pData);
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}
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public void DrawArrays(PrimitiveType mode, int first, int count)
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{
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GL.DrawArrays((global::OpenTK.Graphics.OpenGL.PrimitiveType)mode, first, count);
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}
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public void SetPipelineUniform(PipelineUniform uniform, bool value)
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{
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GL.Uniform1((int)uniform.Sole.Opaque, value ? 1 : 0);
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}
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public unsafe void SetPipelineUniformMatrix(PipelineUniform uniform, Matrix4 mat, bool transpose)
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{
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//GL.UniformMatrix4((int)uniform.Opaque, 1, transpose, (float*)&mat);
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GL.Uniform4((int)uniform.Sole.Opaque + 0, 1, (float*)&mat.Row0);
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GL.Uniform4((int)uniform.Sole.Opaque + 1, 1, (float*)&mat.Row1);
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GL.Uniform4((int)uniform.Sole.Opaque + 2, 1, (float*)&mat.Row2);
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GL.Uniform4((int)uniform.Sole.Opaque + 3, 1, (float*)&mat.Row3);
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}
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public unsafe void SetPipelineUniformMatrix(PipelineUniform uniform, ref Matrix4 mat, bool transpose)
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{
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fixed(Matrix4* pMat = &mat)
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GL.UniformMatrix4((int)uniform.Sole.Opaque, 1, transpose, (float*)pMat);
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}
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public void SetPipelineUniform(PipelineUniform uniform, Vector4 value)
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{
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GL.Uniform4((int)uniform.Sole.Opaque, value.X, value.Y, value.Z, value.W);
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}
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public void SetPipelineUniform(PipelineUniform uniform, Vector2 value)
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{
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GL.Uniform2((int)uniform.Sole.Opaque, value.X, value.Y);
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}
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public void SetPipelineUniform(PipelineUniform uniform, float value)
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{
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if (uniform.Owner == null) return; //uniform was optimized out
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GL.Uniform1((int)uniform.Sole.Opaque, value);
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}
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public unsafe void SetPipelineUniform(PipelineUniform uniform, Vector4[] values)
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{
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fixed (Vector4* pValues = &values[0])
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GL.Uniform4((int)uniform.Sole.Opaque, values.Length, (float*)pValues);
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}
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public void SetPipelineUniformSampler(PipelineUniform uniform, Texture2d tex)
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{
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int n = ((int)uniform.Sole.Opaque)>>24;
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//set the sampler index into the uniform first
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if (sActiveTexture != n)
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{
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sActiveTexture = n;
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var selectedUnit = (TextureUnit)((int)TextureUnit.Texture0 + n);
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GL.ActiveTexture(selectedUnit);
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}
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//now bind the texture
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GL.BindTexture(TextureTarget.Texture2D, (int)tex.Opaque);
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}
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public void TexParameter2d(Texture2d tex, TextureParameterName pname, int param)
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{
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BindTexture2d(tex);
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GL.TexParameter(TextureTarget.Texture2D, (global::OpenTK.Graphics.OpenGL.TextureParameterName)pname, param);
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}
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public Texture2d LoadTexture(sd.Bitmap bitmap)
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{
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using (var bmp = new BitmapBuffer(bitmap, new BitmapLoadOptions()))
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return (this as IGL).LoadTexture(bmp);
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}
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public Texture2d LoadTexture(Stream stream)
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{
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using(var bmp = new BitmapBuffer(stream,new BitmapLoadOptions()))
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return (this as IGL).LoadTexture(bmp);
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}
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public Texture2d CreateTexture(int width, int height)
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{
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int id = GenTexture();
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return new Texture2d(this, id, width, height);
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}
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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
|
|
|
|
}
|