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:
gdkchan 2022-11-16 14:53:04 -03:00 committed by GitHub
parent b8de72de8f
commit f1d1670b0b
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60 changed files with 2336 additions and 277 deletions

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@ -481,9 +481,15 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="channel">GPU channel</param>
/// <param name="poolState">Texture pool state</param>
/// <param name="graphicsState">Graphics state</param>
/// <param name="usesDrawParameters">Indicates whether the vertex shader accesses draw parameters</param>
/// <param name="checkTextures">Indicates whether texture descriptors should be checked</param>
/// <returns>True if the state matches, false otherwise</returns>
public bool MatchesGraphics(GpuChannel channel, GpuChannelPoolState poolState, GpuChannelGraphicsState graphicsState, bool checkTextures)
public bool MatchesGraphics(
GpuChannel channel,
GpuChannelPoolState poolState,
GpuChannelGraphicsState graphicsState,
bool usesDrawParameters,
bool checkTextures)
{
if (graphicsState.ViewportTransformDisable != GraphicsState.ViewportTransformDisable)
{
@ -520,6 +526,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
return false;
}
if (usesDrawParameters && graphicsState.HasConstantBufferDrawParameters != GraphicsState.HasConstantBufferDrawParameters)
{
return false;
}
return Matches(channel, poolState, checkTextures, isCompute: false);
}