Implement vertex instancing (#381)
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da7e702751
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7 changed files with 82 additions and 20 deletions
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@ -126,9 +126,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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BindVertexLayout(New);
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if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY)
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if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY || New.Instance != Old.Instance)
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{
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Shader.SetFlip(New.FlipX, New.FlipY);
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Shader.SetExtraData(New.FlipX, New.FlipY, New.Instance);
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}
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//Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
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@ -290,8 +290,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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private void BindConstBuffers(GalPipelineState New)
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{
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//Index 0 is reserved
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int FreeBinding = 1;
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int FreeBinding = OGLShader.ReservedCbufCount;
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void BindIfNotNull(OGLShaderStage Stage)
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{
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@ -385,6 +384,15 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Binding.Stride, Offset);
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}
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if (Binding.Instanced && Binding.Divisor != 0)
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{
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GL.VertexAttribDivisor(Attrib.Index, 1);
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}
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else
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{
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GL.VertexAttribDivisor(Attrib.Index, 0);
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}
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}
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}
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}
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