Implement HLE macro for DrawElementsIndirect (#3748)
* Implement HLE macro for DrawElementsIndirect * Shader cache version bump * Use GL_ARB_shader_draw_parameters extension on OpenGL * Fix DrawIndexedIndirectCount on Vulkan when extension is not supported * Implement DrawIndex * Alignment * Fix some validation errors * Rename BaseIds to DrawParameters * Fix incorrect index buffer and vertex buffer size in some cases * Add HLE macros for DrawArraysInstanced and DrawElementsInstanced * Perform a regular draw when indirect data is not modified * Use non-indirect draw methods if indirect buffer was not GPU modified * Only check if draw parameters match if the shader actually uses them * Expose Macro HLE setting on GUI * Reset FirstVertex and FirstInstance after draw * Update shader cache version again since some people already tested this * PR feedback Co-authored-by: riperiperi <rhy3756547@hotmail.com>
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@ -141,16 +141,20 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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DrawCommand.Run(ref GetCommand<DrawCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.DrawIndexed] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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DrawIndexedCommand.Run(ref GetCommand<DrawIndexedCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.DrawIndexedIndirect] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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DrawIndexedIndirectCommand.Run(ref GetCommand<DrawIndexedIndirectCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.DrawIndexedIndirectCount] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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DrawIndexedIndirectCountCommand.Run(ref GetCommand<DrawIndexedIndirectCountCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.DrawIndirect] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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DrawIndirectCommand.Run(ref GetCommand<DrawIndirectCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.DrawIndirectCount] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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DrawIndirectCountCommand.Run(ref GetCommand<DrawIndirectCountCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.DrawTexture] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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DrawTextureCommand.Run(ref GetCommand<DrawTextureCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.EndHostConditionalRendering] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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EndHostConditionalRenderingCommand.Run(renderer);
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_lookup[(int)CommandType.EndTransformFeedback] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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EndTransformFeedbackCommand.Run(ref GetCommand<EndTransformFeedbackCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.MultiDrawIndirectCount] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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MultiDrawIndirectCountCommand.Run(ref GetCommand<MultiDrawIndirectCountCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.MultiDrawIndexedIndirectCount] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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MultiDrawIndexedIndirectCountCommand.Run(ref GetCommand<MultiDrawIndexedIndirectCountCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetAlphaTest] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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SetAlphaTestCommand.Run(ref GetCommand<SetAlphaTestCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.SetBlendState] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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