Some small sync primitive fixes, logging fixes, started to implement the 2D engine on the GPU, fixed DrawArrays, implemented a few more shader instructions, made a start on nvdrv refactor, etc...
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27 changed files with 816 additions and 199 deletions
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@ -48,8 +48,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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public int VaoHandle;
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public int VboHandle;
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public int PrimCount;
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}
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private struct IbInfo
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@ -102,8 +100,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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EnsureVbInitialized(VbIndex);
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VertexBuffers[VbIndex].PrimCount = Buffer.Length / Stride;
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VbInfo Vb = VertexBuffers[VbIndex];
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IntPtr Length = new IntPtr(Buffer.Length);
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@ -171,29 +167,24 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
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}
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public void DrawArrays(int VbIndex, GalPrimitiveType PrimType)
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public void DrawArrays(int VbIndex, int First, int PrimCount, GalPrimitiveType PrimType)
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{
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VbInfo Vb = VertexBuffers[VbIndex];
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if (Vb.PrimCount == 0)
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if (PrimCount == 0)
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{
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return;
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}
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VbInfo Vb = VertexBuffers[VbIndex];
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GL.BindVertexArray(Vb.VaoHandle);
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GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), 0, Vb.PrimCount);
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GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
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}
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public void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType)
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{
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VbInfo Vb = VertexBuffers[VbIndex];
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if (Vb.PrimCount == 0)
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{
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return;
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}
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PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);
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GL.BindVertexArray(Vb.VaoHandle);
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