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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60 changed files with 2336 additions and 277 deletions
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@ -1,5 +1,6 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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@ -9,6 +10,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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class DrawManager
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{
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// Since we don't know the index buffer size for indirect draws,
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// we must assume a minimum and maximum size and use that for buffer data update purposes.
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private const int MinIndirectIndexCount = 0x10000;
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private const int MaxIndirectIndexCount = 0x4000000;
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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@ -28,6 +34,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private int _instanceIndex;
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private const int VertexBufferFirstMethodOffset = 0x35d;
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private const int IndexBufferCountMethodOffset = 0x5f8;
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/// <summary>
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@ -237,6 +244,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_instanceIndex = 0;
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}
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UpdateTopology(topology);
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}
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/// <summary>
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/// Updates the current primitive topology if needed.
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/// </summary>
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/// <param name="topology">New primitive topology</param>
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private void UpdateTopology(PrimitiveTopology topology)
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{
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if (_drawState.Topology != topology || !_topologySet)
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{
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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@ -383,28 +399,27 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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/// <summary>
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/// Performs a indirect multi-draw, with parameters from a GPU buffer.
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/// Performs a indexed or non-indexed draw.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="topology">Primitive topology</param>
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/// <param name="indirectBuffer">GPU buffer with the draw parameters, such as count, first index, etc</param>
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/// <param name="parameterBuffer">GPU buffer with the draw count</param>
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/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
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/// <param name="stride">Distance in bytes between each element on the <paramref name="indirectBuffer"/> array</param>
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public void MultiDrawIndirectCount(
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/// <param name="count">Index count for indexed draws, vertex count for non-indexed draws</param>
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/// <param name="instanceCount">Instance count</param>
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/// <param name="firstIndex">First index on the index buffer for indexed draws, ignored for non-indexed draws</param>
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/// <param name="firstVertex">First vertex on the vertex buffer</param>
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/// <param name="firstInstance">First instance</param>
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/// <param name="indexed">True if the draw is indexed, false otherwise</param>
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public void Draw(
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ThreedClass engine,
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int indexCount,
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PrimitiveTopology topology,
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BufferRange indirectBuffer,
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BufferRange parameterBuffer,
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int maxDrawCount,
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int stride)
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int count,
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int instanceCount,
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int firstIndex,
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int firstVertex,
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int firstInstance,
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bool indexed)
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{
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engine.Write(IndexBufferCountMethodOffset * 4, indexCount);
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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_drawState.Topology = topology;
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_topologySet = true;
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UpdateTopology(topology);
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ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
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_context,
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@ -418,21 +433,133 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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return;
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}
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_drawState.FirstIndex = _state.State.IndexBufferState.First;
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_drawState.IndexCount = indexCount;
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engine.UpdateState();
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if (_drawState.DrawIndexed)
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if (indexed)
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{
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_context.Renderer.Pipeline.MultiDrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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_drawState.FirstIndex = firstIndex;
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_drawState.IndexCount = count;
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_state.State.FirstVertex = (uint)firstVertex;
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engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
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}
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else
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{
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_context.Renderer.Pipeline.MultiDrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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_state.State.VertexBufferDrawState.First = firstVertex;
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_state.State.VertexBufferDrawState.Count = count;
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engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
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}
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_state.State.FirstInstance = (uint)firstInstance;
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_drawState.DrawIndexed = indexed;
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_drawState.HasConstantBufferDrawParameters = true;
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engine.UpdateState();
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if (indexed)
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{
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_context.Renderer.Pipeline.DrawIndexed(count, instanceCount, firstIndex, firstVertex, firstInstance);
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_state.State.FirstVertex = 0;
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}
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else
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{
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_context.Renderer.Pipeline.Draw(count, instanceCount, firstVertex, firstInstance);
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}
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_state.State.FirstInstance = 0;
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_drawState.DrawIndexed = false;
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_drawState.HasConstantBufferDrawParameters = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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}
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/// <summary>
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/// Performs a indirect draw, with parameters from a GPU buffer.
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/// </summary>
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/// <param name="engine">3D engine where this method is being called</param>
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/// <param name="topology">Primitive topology</param>
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/// <param name="indirectBufferAddress">Address of the buffer with the draw parameters, such as count, first index, etc</param>
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/// <param name="parameterBufferAddress">Address of the buffer with the draw count</param>
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/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
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/// <param name="stride">Distance in bytes between each entry on the data pointed to by <paramref name="indirectBufferAddress"/></param>
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/// <param name="indexCount">Maximum number of indices that the draw can consume</param>
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/// <param name="drawType">Type of the indirect draw, which can be indexed or non-indexed, with or without a draw count</param>
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public void DrawIndirect(
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ThreedClass engine,
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PrimitiveTopology topology,
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ulong indirectBufferAddress,
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ulong parameterBufferAddress,
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int maxDrawCount,
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int stride,
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int indexCount,
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IndirectDrawType drawType)
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{
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UpdateTopology(topology);
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ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
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_context,
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_channel.MemoryManager,
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_state.State.RenderEnableAddress,
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_state.State.RenderEnableCondition);
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if (renderEnable == ConditionalRenderEnabled.False)
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{
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_drawState.DrawIndexed = false;
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return;
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}
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PhysicalMemory memory = _channel.MemoryManager.Physical;
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bool hasCount = (drawType & IndirectDrawType.Count) != 0;
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bool indexed = (drawType & IndirectDrawType.Indexed) != 0;
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if (indexed)
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{
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indexCount = Math.Clamp(indexCount, MinIndirectIndexCount, MaxIndirectIndexCount);
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_drawState.FirstIndex = 0;
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_drawState.IndexCount = indexCount;
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engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
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}
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_drawState.DrawIndexed = indexed;
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_drawState.DrawIndirect = true;
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_drawState.HasConstantBufferDrawParameters = true;
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engine.UpdateState();
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if (hasCount)
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{
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var indirectBuffer = memory.BufferCache.GetBufferRange(indirectBufferAddress, (ulong)maxDrawCount * (ulong)stride);
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var parameterBuffer = memory.BufferCache.GetBufferRange(parameterBufferAddress, 4);
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if (indexed)
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{
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_context.Renderer.Pipeline.DrawIndexedIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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}
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else
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{
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_context.Renderer.Pipeline.DrawIndirectCount(indirectBuffer, parameterBuffer, maxDrawCount, stride);
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}
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}
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else
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{
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var indirectBuffer = memory.BufferCache.GetBufferRange(indirectBufferAddress, (ulong)stride);
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if (indexed)
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{
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_context.Renderer.Pipeline.DrawIndexedIndirect(indirectBuffer);
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}
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else
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{
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_context.Renderer.Pipeline.DrawIndirect(indirectBuffer);
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}
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}
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_drawState.DrawIndexed = false;
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_drawState.DrawIndirect = false;
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_drawState.HasConstantBufferDrawParameters = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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