Ensure that vertex attribute buffer index is valid on GPU (#3942)

* Ensure that vertex attribute buffer index is valid on GPU

* Remove vertex buffer validation code from OpenGL

* Remove some fields that are no longer necessary
This commit is contained in:
gdkchan 2022-11-30 18:06:40 -03:00 committed by GitHub
parent af01100050
commit 8750b90a7f
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 26 additions and 41 deletions

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@ -37,6 +37,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
private bool _vsUsesDrawParameters;
private bool _vtgWritesRtLayer;
private byte _vsClipDistancesWritten;
private uint _vbEnableMask;
private bool _prevDrawIndexed;
private bool _prevDrawIndirect;
@ -76,6 +77,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
nameof(ThreedClassState.VertexBufferState),
nameof(ThreedClassState.VertexBufferEndAddress)),
// Must be done after vertex buffer updates.
new StateUpdateCallbackEntry(UpdateVertexAttribState, nameof(ThreedClassState.VertexAttribState)),
new StateUpdateCallbackEntry(UpdateBlendState,
@ -852,12 +854,23 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateVertexAttribState()
{
uint vbEnableMask = _vbEnableMask;
Span<VertexAttribDescriptor> vertexAttribs = stackalloc VertexAttribDescriptor[Constants.TotalVertexAttribs];
for (int index = 0; index < Constants.TotalVertexAttribs; index++)
{
var vertexAttrib = _state.State.VertexAttribState[index];
int bufferIndex = vertexAttrib.UnpackBufferIndex();
if ((vbEnableMask & (1u << bufferIndex)) == 0)
{
// Using a vertex buffer that doesn't exist is invalid, so let's use a dummy attribute for those cases.
vertexAttribs[index] = new VertexAttribDescriptor(0, 0, true, Format.R32G32B32A32Float);
continue;
}
if (!FormatTable.TryGetAttribFormat(vertexAttrib.UnpackFormat(), out Format format))
{
Logger.Debug?.Print(LogClass.Gpu, $"Invalid attribute format 0x{vertexAttrib.UnpackFormat():X}.");
@ -866,7 +879,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
}
vertexAttribs[index] = new VertexAttribDescriptor(
vertexAttrib.UnpackBufferIndex(),
bufferIndex,
vertexAttrib.UnpackOffset(),
vertexAttrib.UnpackIsConstant(),
format);
@ -954,6 +967,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
bool drawIndexed = _drawState.DrawIndexed;
bool drawIndirect = _drawState.DrawIndirect;
uint vbEnableMask = 0;
for (int index = 0; index < Constants.TotalVertexBuffers; index++)
{
@ -971,6 +985,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
ulong address = vertexBuffer.Address.Pack();
if (_channel.MemoryManager.IsMapped(address))
{
vbEnableMask |= 1u << index;
}
int stride = vertexBuffer.UnpackStride();
bool instanced = _state.State.VertexBufferInstanced[index];
@ -1017,6 +1036,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_pipeline.VertexBuffers[index] = new BufferPipelineDescriptor(_channel.MemoryManager.IsMapped(address), stride, divisor);
_channel.BufferManager.SetVertexBuffer(index, address, size, stride, divisor);
}
if (_vbEnableMask != vbEnableMask)
{
_vbEnableMask = vbEnableMask;
UpdateVertexAttribState();
}
}
/// <summary>