public void SetVertexAttributes(ReadOnlySpan <VertexAttribDescriptor> vertexAttribs) { int index = 0; for (; index < vertexAttribs.Length; index++) { VertexAttribDescriptor attrib = vertexAttribs[index]; if (attrib.Equals(_vertexAttribs[index])) { continue; } FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format); if (attrib.IsZero) { // Disabling the attribute causes the shader to read a constant value. // The value is configurable, but by default is a vector of (0, 0, 0, 1). DisableVertexAttrib(index); } else { EnableVertexAttrib(index); } int offset = attrib.Offset; int size = fmtInfo.Components; bool isFloat = fmtInfo.PixelType == PixelType.Float || fmtInfo.PixelType == PixelType.HalfFloat; if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled) { VertexAttribType type = (VertexAttribType)fmtInfo.PixelType; GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset); } else { VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType; GL.VertexAttribIFormat(index, size, type, offset); } GL.VertexAttribBinding(index, attrib.BufferIndex); _vertexAttribs[index] = attrib; } _vertexAttribsCount = index; for (; index < Constants.MaxVertexAttribs; index++) { DisableVertexAttrib(index); } }
private void CreateView() { TextureTarget target = Target.Convert(); FormatInfo format = FormatTable.GetFormatInfo(_info.Format); PixelInternalFormat pixelInternalFormat; if (format.IsCompressed) { pixelInternalFormat = (PixelInternalFormat)format.PixelFormat; } else { pixelInternalFormat = format.PixelInternalFormat; } GL.TextureView( Handle, target, _parent.Handle, pixelInternalFormat, _firstLevel, _info.Levels, _firstLayer, _info.GetLayers()); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(target, Handle); int[] swizzleRgba = new int[] { (int)_info.SwizzleR.Convert(), (int)_info.SwizzleG.Convert(), (int)_info.SwizzleB.Convert(), (int)_info.SwizzleA.Convert() }; GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba); int maxLevel = _info.Levels - 1; if (maxLevel < 0) { maxLevel = 0; } GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel); // TODO: This requires ARB_stencil_texturing, we should uncomment and test this. // GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)_info.DepthStencilMode.Convert()); }
public void SetImage(int unit, ITexture texture) { if (texture != null) { TextureView view = (TextureView)texture; FormatInfo formatInfo = FormatTable.GetFormatInfo(view.Format); SizedInternalFormat format = (SizedInternalFormat)formatInfo.PixelInternalFormat; GL.BindImageTexture(unit, view.Handle, 0, true, 0, TextureAccess.ReadWrite, format); } }
private void CreateView() { TextureTarget target = Target.Convert(); FormatInfo format = FormatTable.GetFormatInfo(Info.Format); PixelInternalFormat pixelInternalFormat; if (format.IsCompressed) { pixelInternalFormat = (PixelInternalFormat)format.PixelFormat; } else { pixelInternalFormat = format.PixelInternalFormat; } GL.TextureView( Handle, target, _parent.Handle, pixelInternalFormat, FirstLevel, Info.Levels, FirstLayer, Info.GetLayers()); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(target, Handle); int[] swizzleRgba = new int[] { (int)Info.SwizzleR.Convert(), (int)Info.SwizzleG.Convert(), (int)Info.SwizzleB.Convert(), (int)Info.SwizzleA.Convert() }; GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba); int maxLevel = Info.Levels - 1; if (maxLevel < 0) { maxLevel = 0; } GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel); GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)Info.DepthStencilMode.Convert()); }
public void SetVertexAttributes(VertexAttribDescriptor[] vertexAttribs) { int attribIndex = 0; foreach (VertexAttribDescriptor attrib in vertexAttribs) { FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format); if (attrib.IsZero) { // Disabling the attribute causes the shader to read a constant value. // The value is configurable, but by default is a vector of (0, 0, 0, 1). GL.DisableVertexAttribArray(attribIndex); } else { GL.EnableVertexAttribArray(attribIndex); } int offset = attrib.Offset; int size = fmtInfo.Components; bool isFloat = fmtInfo.PixelType == PixelType.Float || fmtInfo.PixelType == PixelType.HalfFloat; if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled) { VertexAttribType type = (VertexAttribType)fmtInfo.PixelType; GL.VertexAttribFormat(attribIndex, size, type, fmtInfo.Normalized, offset); } else { VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType; GL.VertexAttribIFormat(attribIndex, size, type, offset); } GL.VertexAttribBinding(attribIndex, attrib.BufferIndex); attribIndex++; } for (; attribIndex < 16; attribIndex++) { GL.DisableVertexAttribArray(attribIndex); } _vertexAttribs = vertexAttribs; }
public void SetImage(int index, ShaderStage stage, ITexture texture) { int unit = _program.GetImageUnit(stage, index); if (unit != -1 && texture != null) { TextureView view = (TextureView)texture; FormatInfo formatInfo = FormatTable.GetFormatInfo(view.Format); SizedInternalFormat format = (SizedInternalFormat)formatInfo.PixelInternalFormat; GL.BindImageTexture(unit, view.Handle, 0, true, 0, TextureAccess.ReadWrite, format); } }
public void SetStorage(BufferRange buffer) { if (buffer.Buffer == _buffer && buffer.Offset == _bufferOffset && buffer.Size == _bufferSize) { return; } _buffer = (Buffer)buffer.Buffer; _bufferOffset = buffer.Offset; _bufferSize = buffer.Size; Bind(0); SizedInternalFormat format = (SizedInternalFormat)FormatTable.GetFormatInfo(Info.Format).PixelInternalFormat; GL.TexBufferRange(TextureBufferTarget.TextureBuffer, format, _buffer.Handle, (IntPtr)buffer.Offset, buffer.Size); }
private void WriteTo(IntPtr ptr) { TextureTarget target = Target.Convert(); Bind(target, 0); FormatInfo format = FormatTable.GetFormatInfo(_info.Format); int faces = 1; if (target == TextureTarget.TextureCubeMap) { target = TextureTarget.TextureCubeMapPositiveX; faces = 6; } for (int level = 0; level < _info.Levels; level++) { for (int face = 0; face < faces; face++) { int faceOffset = face * _info.GetMipSize2D(level); if (format.IsCompressed) { GL.GetCompressedTexImage(target + face, level, ptr + faceOffset); } else { GL.GetTexImage( target + face, level, format.PixelFormat, format.PixelType, ptr + faceOffset); } } ptr += _info.GetMipSize(level); } }
public void SetVertexAttributes(VertexAttribDescriptor[] vertexAttribs) { int attribIndex = 0; foreach (VertexAttribDescriptor attrib in vertexAttribs) { FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format); GL.EnableVertexAttribArray(attribIndex); int offset = attrib.Offset; int size = fmtInfo.Components; bool isFloat = fmtInfo.PixelType == PixelType.Float || fmtInfo.PixelType == PixelType.HalfFloat; if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled) { VertexAttribType type = (VertexAttribType)fmtInfo.PixelType; GL.VertexAttribFormat(attribIndex, size, type, fmtInfo.Normalized, offset); } else { VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType; GL.VertexAttribIFormat(attribIndex, size, type, offset); } GL.VertexAttribBinding(attribIndex, attrib.BufferIndex); attribIndex++; } for (; attribIndex < 16; attribIndex++) { GL.DisableVertexAttribArray(attribIndex); } _vertexAttribs = vertexAttribs; }
private void SetData(IntPtr data, int size) { TextureTarget target = Target.Convert(); Bind(target, 0); FormatInfo format = FormatTable.GetFormatInfo(_info.Format); int width = _info.Width; int height = _info.Height; int depth = _info.Depth; int offset = 0; for (int level = 0; level < _info.Levels; level++) { int mipSize = _info.GetMipSize(level); int endOffset = offset + mipSize; if ((uint)endOffset > (uint)size) { return; } switch (_info.Target) { case Target.Texture1D: if (format.IsCompressed) { GL.CompressedTexSubImage1D( target, level, 0, width, format.PixelFormat, mipSize, data); } else { GL.TexSubImage1D( target, level, 0, width, format.PixelFormat, format.PixelType, data); } break; case Target.Texture1DArray: case Target.Texture2D: if (format.IsCompressed) { GL.CompressedTexSubImage2D( target, level, 0, 0, width, height, format.PixelFormat, mipSize, data); } else { GL.TexSubImage2D( target, level, 0, 0, width, height, format.PixelFormat, format.PixelType, data); } break; case Target.Texture2DArray: case Target.Texture3D: case Target.CubemapArray: if (format.IsCompressed) { GL.CompressedTexSubImage3D( target, level, 0, 0, 0, width, height, depth, format.PixelFormat, mipSize, data); } else { GL.TexSubImage3D( target, level, 0, 0, 0, width, height, depth, format.PixelFormat, format.PixelType, data); } break; case Target.Cubemap: int faceOffset = 0; for (int face = 0; face < 6; face++, faceOffset += mipSize / 6) { if (format.IsCompressed) { GL.CompressedTexSubImage2D( TextureTarget.TextureCubeMapPositiveX + face, level, 0, 0, width, height, format.PixelFormat, mipSize / 6, data + faceOffset); } else { GL.TexSubImage2D( TextureTarget.TextureCubeMapPositiveX + face, level, 0, 0, width, height, format.PixelFormat, format.PixelType, data + faceOffset); } } break; } data += mipSize; offset += mipSize; width = Math.Max(1, width >> 1); height = Math.Max(1, height >> 1); if (Target == Target.Texture3D) { depth = Math.Max(1, depth >> 1); } } }
private void CreateImmutableStorage() { TextureTarget target = Info.Target.Convert(); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(target, Handle); FormatInfo format = FormatTable.GetFormatInfo(Info.Format); SizedInternalFormat internalFormat; if (format.IsCompressed) { internalFormat = (SizedInternalFormat)format.PixelFormat; } else { internalFormat = (SizedInternalFormat)format.PixelInternalFormat; } switch (Info.Target) { case Target.Texture1D: GL.TexStorage1D( TextureTarget1d.Texture1D, Info.Levels, internalFormat, Info.Width); break; case Target.Texture1DArray: GL.TexStorage2D( TextureTarget2d.Texture1DArray, Info.Levels, internalFormat, Info.Width, Info.Height); break; case Target.Texture2D: GL.TexStorage2D( TextureTarget2d.Texture2D, Info.Levels, internalFormat, Info.Width, Info.Height); break; case Target.Texture2DArray: GL.TexStorage3D( TextureTarget3d.Texture2DArray, Info.Levels, internalFormat, Info.Width, Info.Height, Info.Depth); break; case Target.Texture2DMultisample: GL.TexStorage2DMultisample( TextureTargetMultisample2d.Texture2DMultisample, Info.Samples, internalFormat, Info.Width, Info.Height, true); break; case Target.Texture2DMultisampleArray: GL.TexStorage3DMultisample( TextureTargetMultisample3d.Texture2DMultisampleArray, Info.Samples, internalFormat, Info.Width, Info.Height, Info.Depth, true); break; case Target.Texture3D: GL.TexStorage3D( TextureTarget3d.Texture3D, Info.Levels, internalFormat, Info.Width, Info.Height, Info.Depth); break; case Target.Cubemap: GL.TexStorage2D( TextureTarget2d.TextureCubeMap, Info.Levels, internalFormat, Info.Width, Info.Height); break; case Target.CubemapArray: GL.TexStorage3D( (TextureTarget3d)All.TextureCubeMapArray, Info.Levels, internalFormat, Info.Width, Info.Height, Info.Depth); break; default: Logger.PrintDebug(LogClass.Gpu, $"Invalid or unsupported texture target: {target}."); break; } }