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...

This commit is contained in:
gdkchan 2018-04-25 23:11:26 -03:00
parent 211f7f69db
commit a38a72b062
27 changed files with 816 additions and 199 deletions

View file

@ -48,8 +48,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
public int VaoHandle;
public int VboHandle;
public int PrimCount;
}
private struct IbInfo
@ -102,8 +100,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
EnsureVbInitialized(VbIndex);
VertexBuffers[VbIndex].PrimCount = Buffer.Length / Stride;
VbInfo Vb = VertexBuffers[VbIndex];
IntPtr Length = new IntPtr(Buffer.Length);
@ -171,29 +167,24 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
}
public void DrawArrays(int VbIndex, GalPrimitiveType PrimType)
public void DrawArrays(int VbIndex, int First, int PrimCount, GalPrimitiveType PrimType)
{
VbInfo Vb = VertexBuffers[VbIndex];
if (Vb.PrimCount == 0)
if (PrimCount == 0)
{
return;
}
VbInfo Vb = VertexBuffers[VbIndex];
GL.BindVertexArray(Vb.VaoHandle);
GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), 0, Vb.PrimCount);
GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
}
public void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType)
{
VbInfo Vb = VertexBuffers[VbIndex];
if (Vb.PrimCount == 0)
{
return;
}
PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);
GL.BindVertexArray(Vb.VaoHandle);