Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557)

* Add support for HLE macros and accelerate MultiDrawElementsIndirectCount

* Add missing barrier

* Fix index buffer count

* Add support check for each macro hle before use

* Add missing xml doc

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
This commit is contained in:
mpnico 2021-08-26 23:50:28 +02:00 committed by GitHub
parent 5cab8ea4ad
commit 8e1adb95cf
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22 changed files with 552 additions and 40 deletions

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@ -26,6 +26,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
private int _instanceIndex;
private const int IndexBufferCountMethodOffset = 0x5f8;
/// <summary>
/// Creates a new instance of the draw manager.
/// </summary>
@ -304,6 +306,63 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_drawState.DrawIndexed = oldDrawIndexed;
}
/// <summary>
/// Performs a indirect multi-draw, with parameters from a GPU buffer.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="topology">Primitive topology</param>
/// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
/// <param name="parameterBuffer">GPU buffer with the draw count</param>
/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
/// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
public void MultiDrawIndirectCount(
ThreedClass engine,
int indexCount,
PrimitiveTopology topology,
BufferRange indirectBuffer,
BufferRange parameterBuffer,
int maxDrawCount,
int stride)
{
engine.Write(IndexBufferCountMethodOffset * 4, indexCount);
_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
_drawState.Topology = topology;
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
_context,
_channel.MemoryManager,
_state.State.RenderEnableAddress,
_state.State.RenderEnableCondition);
if (renderEnable == ConditionalRenderEnabled.False)
{
_drawState.DrawIndexed = false;
return;
}
_drawState.FirstIndex = _state.State.IndexBufferState.First;
_drawState.IndexCount = indexCount;
engine.UpdateState();
if (_drawState.DrawIndexed)
{
_context.Renderer.Pipeline.MultiDrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
}
else
{
_context.Renderer.Pipeline.MultiDrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
}
_drawState.DrawIndexed = false;
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
}
/// <summary>
/// Perform any deferred draws.
/// This is used for instanced draws.