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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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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struct DrawIndirectCountCommand : IGALCommand
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{
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public CommandType CommandType => CommandType.DrawIndirectCount;
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private BufferRange _indirectBuffer;
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private BufferRange _parameterBuffer;
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private int _maxDrawCount;
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private int _stride;
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public void Set(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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_indirectBuffer = indirectBuffer;
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_parameterBuffer = parameterBuffer;
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_maxDrawCount = maxDrawCount;
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_stride = stride;
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}
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public static void Run(ref DrawIndirectCountCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.DrawIndirectCount(
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threaded.Buffers.MapBufferRange(command._indirectBuffer),
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threaded.Buffers.MapBufferRange(command._parameterBuffer),
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command._maxDrawCount,
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command._stride
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);
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}
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}
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}
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