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>
This commit is contained in:
parent
b8de72de8f
commit
f1d1670b0b
60 changed files with 2336 additions and 277 deletions
|
@ -83,6 +83,30 @@ namespace Ryujinx.Graphics.GAL.Multithreading
|
|||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public void DrawIndexedIndirect(BufferRange indirectBuffer)
|
||||
{
|
||||
_renderer.New<DrawIndexedIndirectCommand>().Set(indirectBuffer);
|
||||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
|
||||
{
|
||||
_renderer.New<DrawIndexedIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
||||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public void DrawIndirect(BufferRange indirectBuffer)
|
||||
{
|
||||
_renderer.New<DrawIndirectCommand>().Set(indirectBuffer);
|
||||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
|
||||
{
|
||||
_renderer.New<DrawIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
||||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
|
||||
{
|
||||
_renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
|
||||
|
@ -101,18 +125,6 @@ namespace Ryujinx.Graphics.GAL.Multithreading
|
|||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
|
||||
{
|
||||
_renderer.New<MultiDrawIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
||||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
|
||||
{
|
||||
_renderer.New<MultiDrawIndexedIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
|
||||
_renderer.QueueCommand();
|
||||
}
|
||||
|
||||
public void SetAlphaTest(bool enable, float reference, CompareOp op)
|
||||
{
|
||||
_renderer.New<SetAlphaTestCommand>().Set(enable, reference, op);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue