WIP direct rendering backend.
This commit is contained in:
@@ -0,0 +1,210 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Drawing;
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namespace Dashboard.Drawing
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{
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public enum MeshPrimitive
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{
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Point,
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Line,
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Triangle,
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TriangleFan,
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TriangleStrip,
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}
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public enum WindingOrder
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{
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Clockwise,
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Counterclockwise,
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}
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public enum FaceCulling
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{
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None,
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Front,
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Back,
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Both,
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}
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public enum VertexAttributeType
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{
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UnsignedByte,
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UnsignedShort,
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UnsignedInt,
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UnsignedLong,
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Byte,
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Short,
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Int,
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Long,
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Half,
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Float,
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Double,
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}
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public enum IndexType
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{
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UnsignedShort,
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UnsignedInt,
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UnsignedLong,
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Short,
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Int,
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Long,
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}
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public enum BlendFunction
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{
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One,
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Zero,
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SourceAlpha,
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OneMinusSourceAlpha,
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DestinationAlpha,
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OneMinusDestinationAlpha,
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SourceColor,
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OneMinusSourceColor,
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DestinationColor,
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OneMinusDestinationColor,
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ConstantColor,
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OneMinusConstantColor,
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ConstantAlpha,
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OneMinusConstantAlpha,
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}
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public enum BlendEquation
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{
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Add,
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Subtract,
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ReverseSubtract,
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Min,
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Max,
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}
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public enum TestFunction
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{
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Never,
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LessThan,
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LessThanOrEqual,
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Equal,
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NotEqual,
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GreaterThanOrEqual,
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Greater,
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Always,
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}
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public enum StencilOperation
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{
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Keep,
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Zero,
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Replace,
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Increment,
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UncheckedIncrement,
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Decrement,
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UncheckedDecrement,
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Invert,
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}
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public enum UniformType
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{
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U1,
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U2,
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U3,
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U4,
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I1,
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I2,
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I3,
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I4,
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F1,
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F2,
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F3,
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F4,
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Mat2,
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Mat3,
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Mat4,
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Buffer,
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}
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public readonly record struct DepthMode(bool Test, bool Mask, TestFunction Function)
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{
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public static readonly DepthMode Off = new DepthMode(false, false, TestFunction.Always);
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public static readonly DepthMode WriteOnly = new DepthMode(false, true, TestFunction.LessThan);
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public static readonly DepthMode Equal = new DepthMode(true, false, TestFunction.Equal);
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public static readonly DepthMode Enabled = new DepthMode(true, true, TestFunction.LessThan);
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}
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public readonly record struct BlendFactor(BlendFunction Source, BlendFunction Destination)
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{
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public static readonly BlendFactor Default =
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new BlendFactor(BlendFunction.SourceAlpha, BlendFunction.OneMinusSourceAlpha);
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}
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public readonly record struct BlendMode(bool Enabled, BlendFactor Color, BlendFactor Alpha)
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{
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[MemberNotNullWhen(true, nameof(Unified))]
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public bool IsSeparate => Color != Alpha;
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public BlendFactor? Unified => IsSeparate ? null : Color;
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public BlendEquation Equation { get; init; } = BlendEquation.Add;
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public Color Constant { get; init; } = System.Drawing.Color.Black;
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public BlendMode(BlendFunction source, BlendFunction destination)
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: this(true, new BlendFactor(source, destination), new BlendFactor(source, destination))
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{
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}
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public static readonly BlendMode Off = new BlendMode(false, BlendFactor.Default, BlendFactor.Default);
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public static readonly BlendMode Normal =
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new BlendMode(true, BlendFactor.Default, BlendFactor.Default);
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}
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public readonly record struct StencilMode(bool Enabled, TestFunction Function)
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{
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public int Reference { get; init; } = 0;
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public int Mask { get; init; } = ~0;
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public StencilOperation Pass { get; init; } = StencilOperation.Keep;
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public StencilOperation DepthFail { get; init; } = StencilOperation.Keep;
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public StencilOperation Fail { get; init; } = StencilOperation.Keep;
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public static readonly StencilMode Off = new StencilMode(false, TestFunction.Always);
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}
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public record struct VertexAttribute(
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int Location,
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int Components,
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VertexAttributeType Type,
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long Offset,
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long Stride)
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{
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public int Divisor { get; init; } = 1;
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}
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public record struct UniformDescriptor(UniformType Type, long Offset, long Size);
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public struct DrawCall(MeshPrimitive primitive, IBuffer vertexBuffer)
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{
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public IShader? ShaderPipeline { get; init; }
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public Box2d ViewportRegion { get; init; }
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public Box2d ScissorRegion { get; init; }
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public WindingOrder FrontFace { get; init; } = WindingOrder.Counterclockwise;
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public FaceCulling CullMode { get; init; } = FaceCulling.Back;
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public BlendMode BlendMode { get; init; } = BlendMode.Normal;
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public DepthMode DepthMode { get; init; } = DepthMode.Enabled;
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public StencilMode StencilMode { get; init; } = StencilMode.Off;
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public bool EnableRestart { get; init; } = false;
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public long RestartIndex { get; init; } = -1;
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public bool RedMask { get; init; } = true;
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public bool GreenMask { get; init; } = true;
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public bool BlueMask { get; init; } = true;
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public bool AlphaMask { get; init; } = true;
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public float PointSize { get; init; }= 1.0f;
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public float LineWidth { get; init; }= 1.0f;
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public MeshPrimitive Primitive { get; init; } = primitive;
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public List<ITexture> Textures { get; init; } = [];
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public List<VertexAttribute> Attributes { get; init; } = [];
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public List<UniformDescriptor> Uniforms { get; init; } = [];
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public IndexType IndexType { get; init; } = IndexType.UnsignedShort;
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public IBuffer VertexBuffer { get; init; } = vertexBuffer;
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public IBuffer? ElementBuffer { get; init; }
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public IBuffer? UniformBuffer { get; init; }
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}
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}
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@@ -0,0 +1,67 @@
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using Dashboard.Pal;
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namespace Dashboard.Drawing
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{
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public interface IShader : IDisposable
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{
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}
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/// <summary>
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/// Base interface for creating shader pipelines.
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/// </summary>
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public interface IShaderCreateInfo
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{
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}
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public enum BufferAccessPattern
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{
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/// <summary>
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/// No hint given. Not recommended.
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/// </summary>
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DontCare,
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/// <summary>
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/// For buffers which have a long lifetime, but the contents are initialized once.
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/// </summary>
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Static,
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/// <summary>
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/// For buffers which have a long lifetime, but the contents can be updated every frame.
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/// </summary>
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Stream,
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/// <summary>
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/// For buffers which have a short lifetime, used for streaming resources to the graphics hardware.
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/// </summary>
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Upload,
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/// <summary>
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/// For buffers which have a short lifetime, used for streaming resources from the graphics hardware.
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/// </summary>
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Download,
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}
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public interface IBuffer : IDisposable
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{
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public BufferAccessPattern AccessPattern { get; }
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public long Size { get; }
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void Reallocate(long newSize);
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Span<T> Map<T>(long offset, int count = -1) where T : unmanaged;
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void Unmap();
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void Read<T>(long offset, Span<T> span) where T : unmanaged;
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void Write<T>(long offset, ReadOnlySpan<T> span) where T : unmanaged;
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}
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/// <summary>
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/// This extension provides direct access to the backend rendering pipeline without writing with a higher level
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/// abstraction than the rendering backend.
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/// </summary>
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public interface IDirectRendering : IDeviceContextExtension
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{
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public IShader CreatePipeline<T>(T createInfo) where T : IShaderCreateInfo;
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public IBuffer CreateBuffer(BufferAccessPattern pattern, long size);
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void Draw(DrawCall drawCall);
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}
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}
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@@ -0,0 +1,39 @@
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namespace Dashboard.Drawing
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{
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public record GlslShaderCreateInfo() : IShaderCreateInfo
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{
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public required string VertexShader { get; init; }
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public string? GeometryShader { get; init; } = null;
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public string? TesselationControl { get; init; } = null;
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public string? TesselationEvaluation { get; init; } = null;
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public string? FragmentShader { get; init; } = null;
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}
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public record GlslComputeShaderCreateInfo(string Source) : IShaderCreateInfo
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{
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}
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public record SpirvShaderCreateInfo(byte[] Binary) : IShaderCreateInfo
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{
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public int Format { get; init; } = Spirv;
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public SpirvShaderCreateInfo(Stream stream) : this(GetBinary(stream)) { }
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private static byte[] GetBinary(Stream stream)
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{
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//FIXME: this might actually be copying twice.
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if (stream is MemoryStream ms)
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{
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return ms.ToArray();
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}
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else
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{
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using MemoryStream memory = new MemoryStream();
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stream.CopyTo(memory);
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return memory.ToArray();
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}
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}
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private const int Spirv = 38225;
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}
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}
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@@ -0,0 +1,17 @@
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namespace Dashboard.Drawing
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{
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public enum ShaderStage
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{
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Vertex,
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Geometry,
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TesselationEvaluation,
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TesselationControl,
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Fragment,
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Compute,
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}
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public abstract class ShaderBuilder(string language)
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{
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public string Language { get; } = language;
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}
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}
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@@ -0,0 +1,57 @@
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using Dashboard.Drawing;
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using Dashboard.Pal;
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using OpenTK.Graphics.OpenGL;
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namespace Dashboard.OpenGL.Drawing
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{
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public class DirectRendering : IDirectRendering
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{
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public DeviceContext Context { get; private set; } = null!;
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public string DriverName { get; } = "Dashboard OpenGL";
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public string DriverVendor { get; } = "Dashboard";
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public Version DriverVersion { get; } = new Version(0, 1);
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IContextBase IContextExtensionBase.Context => Context;
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public void Dispose()
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{
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GC.SuppressFinalize(this);
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throw new NotImplementedException();
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}
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public void Require(DeviceContext context) => Context = context;
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public void Require(IContextBase context) => Require((DeviceContext)context);
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public void Begin()
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{
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}
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public void End()
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{
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}
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public IShader CreatePipeline<T>(T createInfo) where T : IShaderCreateInfo
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{
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int program = createInfo switch
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{
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GlslShaderCreateInfo glsl => glsl.CreateProgram(),
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GlslComputeShaderCreateInfo compute => compute.CreateProgram(),
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SpirvShaderCreateInfo spirv => spirv.CreateProgram(),
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_ => throw new Exception($"Unsupported shader pipeline type {createInfo.GetType()}."),
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};
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return new GLShader((GLDeviceContext)Context, program);
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}
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public IBuffer CreateBuffer(BufferAccessPattern pattern, long size)
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{
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return GLBuffer.Create((GLDeviceContext)Context, pattern, size);
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}
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public void Draw(DrawCall drawCall)
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{
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throw new NotImplementedException();
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}
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}
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}
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@@ -0,0 +1,15 @@
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using Dashboard.Drawing;
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namespace Dashboard.OpenGL.Drawing
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{
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public class GLShader(GLDeviceContext context, int handle) : IShader
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{
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public GLDeviceContext Context { get; } = context;
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public int Handle { get; } = handle;
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public void Dispose()
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{
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Context.Collector.DeleteProgram(Handle);
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}
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}
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}
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@@ -0,0 +1,156 @@
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using System.Text;
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using Dashboard.Drawing;
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using OpenTK.Graphics.OpenGL;
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namespace Dashboard.OpenGL.Drawing
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{
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public static class KhronosShaderHelper
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{
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public static int CompileStage(ShaderType type, string source, out string? log)
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{
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log = null;
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int shader = GL.CreateShader(type);
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GL.ShaderSource(shader, source);
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GL.CompileShader(shader);
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GL.GetShaderi(shader, ShaderParameterName.CompileStatus, out int flag);
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if (flag != 0)
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return shader;
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GL.GetShaderInfoLog(shader, out log);
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GL.DeleteShader(shader);
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return 0;
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}
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public static int LinkStages(ReadOnlySpan<int> stages, out string? log)
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{
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log = null;
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int program = GL.CreateProgram();
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foreach (int stage in stages)
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{
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GL.AttachShader(program, stage);
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}
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GL.LinkProgram(program);
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GL.GetProgrami(program, ProgramProperty.LinkStatus, out int flag);
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if (flag == 0)
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return program;
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GL.GetProgramInfoLog(program, out log);
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GL.DeleteProgram(program);
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return 0;
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}
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public static int CreateProgram(this GlslShaderCreateInfo glsl)
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{
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Span<int> stages = stackalloc int[5];
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int failed = 0;
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StringBuilder builder = new StringBuilder();
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int count = 0;
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Compile(ShaderType.VertexShader, glsl.VertexShader, "Vertex", stages);
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Compile(ShaderType.FragmentShader, glsl.FragmentShader, "Fragment", stages);
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Compile(ShaderType.GeometryShader, glsl.GeometryShader, "Geometry", stages);
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Compile(ShaderType.TessControlShader, glsl.TesselationControl, "Tesselation Control", stages);
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Compile(ShaderType.TessEvaluationShader, glsl.TesselationEvaluation, "Tesselation Evaluation", stages);
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if (failed > 0)
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{
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throw new Exception($"{failed} shader stage(s) failed to compile. See the exception data for details.")
|
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{
|
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Data =
|
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{
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["Log"] = builder.ToString(),
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},
|
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};
|
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}
|
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|
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int program = KhronosShaderHelper.LinkStages(stages[..count], out string? log);
|
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if (program == 0)
|
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{
|
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throw new Exception($"Shader program failed to link. See the exception data for details.")
|
||||
{
|
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Data =
|
||||
{
|
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["Log"] = log,
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},
|
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};
|
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}
|
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|
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return program;
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|
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void Compile(ShaderType type, string? source, string name, Span<int> stages)
|
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{
|
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if (source == null)
|
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return;
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|
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int stage = CompileStage(type, source, out string? log);
|
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if (stage == 0)
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{
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failed++;
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builder.Append($"=== {name} Shader Compile Log Begin ===\n{log}\n=== {name} Shader Compile Log End ===\n\n");
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}
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else
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{
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stages[count++] = stage;
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}
|
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}
|
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}
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|
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public static int CreateProgram(this GlslComputeShaderCreateInfo glsl)
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{
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int compute = CompileStage(ShaderType.ComputeShader, glsl.Source, out string? log);
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if (compute == 0)
|
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{
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throw new Exception("Failed to compile compute shader. See the exception data for details.")
|
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{
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Data =
|
||||
{
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["Log"] = log,
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},
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};
|
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}
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|
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int program = KhronosShaderHelper.LinkStages([compute], out log);
|
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|
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if (program != 0)
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return program;
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|
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throw new Exception("Failed to link compute shader. See the exception data for details.")
|
||||
{
|
||||
Data =
|
||||
{
|
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["Log"] = log,
|
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},
|
||||
};
|
||||
}
|
||||
|
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public static int CreateProgram(this SpirvShaderCreateInfo spirv)
|
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{
|
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int program = GL.CreateProgram();
|
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GL.ProgramBinary(program, (All)spirv.Format, spirv.Binary, spirv.Binary.Length);
|
||||
|
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GL.GetProgrami(program, ProgramProperty.LinkStatus, out int flag);
|
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if (flag == 0)
|
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return program;
|
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|
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GL.GetProgramInfoLog(program, out string? log);
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GL.DeleteProgram(program);
|
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|
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throw new Exception("Failed to load program binary. See the exception data for details.")
|
||||
{
|
||||
Data =
|
||||
{
|
||||
["Log"] = log,
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,98 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using Dashboard.Drawing;
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
|
||||
namespace Dashboard.OpenGL
|
||||
{
|
||||
public class GLBuffer(GLDeviceContext dc, BufferAccessPattern pattern, int handle, long size, long offset) : IBuffer
|
||||
{
|
||||
// TODO: At the moment, this class does no pooling. Convert it to a pool for better API usage.
|
||||
|
||||
public BufferAccessPattern AccessPattern { get; } = pattern;
|
||||
public long Size { get; private set; } = size;
|
||||
public long Offset { get; private set; } = offset;
|
||||
public int Handle { get; private set; }
|
||||
|
||||
public void Reallocate(long newSize)
|
||||
{
|
||||
GL.CreateBuffer(out int handle);
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, handle);
|
||||
GL.BufferData(BufferTarget.ArrayBuffer, (nint)newSize, (nint)0, AccessPattern switch
|
||||
{
|
||||
BufferAccessPattern.Stream => BufferUsage.StreamDraw,
|
||||
BufferAccessPattern.Static => BufferUsage.StaticDraw,
|
||||
BufferAccessPattern.Download => BufferUsage.DynamicCopy,
|
||||
BufferAccessPattern.Upload => BufferUsage.DynamicCopy,
|
||||
_ => BufferUsage.DynamicDraw,
|
||||
});
|
||||
|
||||
if (Handle != -1)
|
||||
GL.DeleteBuffer(Handle);
|
||||
|
||||
Handle = handle;
|
||||
Size = newSize;
|
||||
Offset = 0;
|
||||
}
|
||||
|
||||
public unsafe Span<T> Map<T>(long offset, int count = -1)
|
||||
where T : unmanaged
|
||||
{
|
||||
ArgumentOutOfRangeException.ThrowIfNegative(offset);
|
||||
|
||||
if (count < 0)
|
||||
count = (int)(Size / Unsafe.SizeOf<T>());
|
||||
|
||||
long absOffset = Offset + offset;
|
||||
long absCount = count * Unsafe.SizeOf<T>();
|
||||
ArgumentOutOfRangeException.ThrowIfGreaterThan(offset + absCount, Size);
|
||||
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
|
||||
nint ptr = (nint)GL.MapBuffer(BufferTarget.ArrayBuffer, BufferAccess.ReadWrite);
|
||||
|
||||
return new Span<T>((T*)(ptr + absOffset), count);
|
||||
}
|
||||
|
||||
public void Unmap()
|
||||
{
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
|
||||
GL.UnmapBuffer(BufferTarget.ArrayBuffer);
|
||||
}
|
||||
|
||||
public void Read<T>(long offset, Span<T> span) where T : unmanaged
|
||||
{
|
||||
long absCount = span.Length * Unsafe.SizeOf<T>();
|
||||
ArgumentOutOfRangeException.ThrowIfGreaterThan(offset + absCount, Size);
|
||||
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
|
||||
GL.GetBufferSubData(BufferTarget.ArrayBuffer, (nint)(Offset + offset), (nint)absCount, span);
|
||||
}
|
||||
|
||||
public void Write<T>(long offset, ReadOnlySpan<T> span) where T : unmanaged
|
||||
{
|
||||
long absCount = span.Length * Unsafe.SizeOf<T>();
|
||||
ArgumentOutOfRangeException.ThrowIfGreaterThan(offset + absCount, Size);
|
||||
|
||||
GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
|
||||
GL.BufferSubData(BufferTarget.ArrayBuffer, (nint)(Offset + offset), (nint)absCount, span);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (Handle == -1)
|
||||
return;
|
||||
|
||||
dc.Collector.DeleteBufffer(Handle);
|
||||
Handle = -1;
|
||||
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
public static GLBuffer Create(GLDeviceContext dc, BufferAccessPattern pattern, long size)
|
||||
{
|
||||
GLBuffer buffer = new GLBuffer(dc, pattern, -1, 0, 0);
|
||||
buffer.Reallocate(size);
|
||||
|
||||
return buffer;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -74,6 +74,7 @@ namespace Dashboard.OpenGL
|
||||
ExtensionPreload<DeviceContextBase>();
|
||||
ExtensionPreload<GLTextureExtension>();
|
||||
ExtensionPreload<ImmediateMode>();
|
||||
ExtensionPreload<DirectRendering>();
|
||||
}
|
||||
|
||||
public bool IsGLExtensionAvailable(string name)
|
||||
@@ -154,12 +155,12 @@ namespace Dashboard.OpenGL
|
||||
|
||||
public override void End()
|
||||
{
|
||||
base.End();
|
||||
|
||||
while (_afterDrawActions.TryDequeue(out Task? action))
|
||||
{
|
||||
action.RunSynchronously();
|
||||
}
|
||||
|
||||
base.End();
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using Dashboard.BlurgText.OpenGL;
|
||||
using Dashboard.Controls;
|
||||
using Dashboard.Drawing;
|
||||
using Dashboard.Events;
|
||||
using Dashboard.OpenGL;
|
||||
using Dashboard.OpenTK.PAL2;
|
||||
using Dashboard.Pal;
|
||||
@@ -71,6 +72,34 @@ TK.Window.SetMode(window.WindowHandle, WindowMode.Normal);
|
||||
|
||||
window.DeviceContext.ExtensionRequire<IDeviceContextBase>().ScaleOverride = 1.5f;
|
||||
|
||||
IDirectRendering direct = window.DeviceContext.ExtensionRequire<IDirectRendering>();
|
||||
IBuffer vertex = direct.CreateBuffer(BufferAccessPattern.Static, 1024);
|
||||
float[] vertices = new float[]
|
||||
{ // x, y, z, _, r, g, b, a
|
||||
-0.5f, -0.5f, 0.0f, 0.0f, 1, 0, 0, 1,
|
||||
+0.5f, -0.5f, 0.0f, 0.0f, 0, 1, 0, 1,
|
||||
+0.0f, +0.5f, 0.0f, 0.0f, 0, 0, 1, 1,
|
||||
};
|
||||
vertex.Write(0, vertices);
|
||||
|
||||
DrawCall call = new DrawCall(MeshPrimitive.Triangle, vertex)
|
||||
{
|
||||
ShaderPipeline = null,
|
||||
Attributes =
|
||||
[
|
||||
new VertexAttribute(0, 3, VertexAttributeType.Float, 0, 8 * sizeof(float)),
|
||||
new VertexAttribute(1, 4, VertexAttributeType.Float, 4 * sizeof(float), 8 * sizeof(float))
|
||||
],
|
||||
};
|
||||
|
||||
window.EventRaised += (sender, eventArgs) =>
|
||||
{
|
||||
if (eventArgs is not PaintEventArgs paint)
|
||||
return;
|
||||
|
||||
paint.DeviceContext.ExtensionRequire<IDirectRendering>().Draw(call);
|
||||
};
|
||||
|
||||
app.Run(true, source.Token);
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user