Convert Quads to Triangles in Vulkan (#3715)
* Add Index Buffer conversion for quads to Vulkan Also adds a reusable repeating pattern index buffer to use for non-indexed draws, and generalizes the conversion cache for buffers. * Fix some issues * End render pass before conversion * Resume transform feedback after we ensure we're in a pass. * Always generate UInt32 type indices for topology conversion * No it's not. * Remove unused code * Rely on TopologyRemap to convert quads to tris. * Remove double newline * Ensure render pass ends before stride or I8 conversion
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11 changed files with 503 additions and 65 deletions
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@ -1,5 +1,4 @@
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using Silk.NET.Vulkan;
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using System;
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using System;
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namespace Ryujinx.Graphics.Vulkan
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{
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@ -9,38 +8,17 @@ namespace Ryujinx.Graphics.Vulkan
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private readonly int _offset;
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private readonly int _size;
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private readonly IndexType _type;
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private readonly Auto<DisposableBuffer> _buffer;
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public BufferState(Auto<DisposableBuffer> buffer, int offset, int size, IndexType type)
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{
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_buffer = buffer;
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_offset = offset;
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_size = size;
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_type = type;
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buffer?.IncrementReferenceCount();
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}
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public BufferState(Auto<DisposableBuffer> buffer, int offset, int size)
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{
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_buffer = buffer;
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_offset = offset;
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_size = size;
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_type = IndexType.Uint16;
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buffer?.IncrementReferenceCount();
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}
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public void BindIndexBuffer(Vk api, CommandBufferScoped cbs)
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{
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if (_buffer != null)
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{
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api.CmdBindIndexBuffer(cbs.CommandBuffer, _buffer.Get(cbs, _offset, _size).Value, (ulong)_offset, _type);
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}
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}
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public void BindTransformFeedbackBuffer(VulkanRenderer gd, CommandBufferScoped cbs, uint binding)
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{
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if (_buffer != null)
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