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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@ -586,6 +586,95 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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public void DrawIndexedIndirect(BufferRange indirectBuffer)
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{
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if (!_program.IsLinked)
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{
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Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
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return;
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}
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PreDrawVbUnbounded();
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_vertexArray.SetRangeOfIndexBuffer();
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GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
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GL.DrawElementsIndirect(_primitiveType, _elementsType, (IntPtr)indirectBuffer.Offset);
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_vertexArray.RestoreIndexBuffer();
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PostDraw();
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}
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public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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if (!_program.IsLinked)
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{
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Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
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return;
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}
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PreDrawVbUnbounded();
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_vertexArray.SetRangeOfIndexBuffer();
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GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
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GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
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GL.MultiDrawElementsIndirectCount(
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_primitiveType,
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(All)_elementsType,
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(IntPtr)indirectBuffer.Offset,
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(IntPtr)parameterBuffer.Offset,
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maxDrawCount,
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stride);
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_vertexArray.RestoreIndexBuffer();
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PostDraw();
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}
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public void DrawIndirect(BufferRange indirectBuffer)
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{
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if (!_program.IsLinked)
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{
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Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
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return;
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}
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PreDrawVbUnbounded();
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GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
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GL.DrawArraysIndirect(_primitiveType, (IntPtr)indirectBuffer.Offset);
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PostDraw();
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}
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public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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if (!_program.IsLinked)
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{
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Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
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return;
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}
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PreDrawVbUnbounded();
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GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
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GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
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GL.MultiDrawArraysIndirectCount(
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_primitiveType,
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(IntPtr)indirectBuffer.Offset,
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(IntPtr)parameterBuffer.Offset,
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maxDrawCount,
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stride);
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PostDraw();
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}
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public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
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{
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if (texture is TextureView view && sampler is Sampler samp)
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@ -683,57 +772,6 @@ namespace Ryujinx.Graphics.OpenGL
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_tfEnabled = false;
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}
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public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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if (!_program.IsLinked)
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{
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Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
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return;
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}
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PreDrawVbUnbounded();
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GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
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GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
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GL.MultiDrawArraysIndirectCount(
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_primitiveType,
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(IntPtr)indirectBuffer.Offset,
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(IntPtr)parameterBuffer.Offset,
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maxDrawCount,
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stride);
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PostDraw();
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}
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public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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if (!_program.IsLinked)
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{
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Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
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return;
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}
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PreDrawVbUnbounded();
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_vertexArray.SetRangeOfIndexBuffer();
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GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
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GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
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GL.MultiDrawElementsIndirectCount(
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_primitiveType,
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(All)_elementsType,
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(IntPtr)indirectBuffer.Offset,
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(IntPtr)parameterBuffer.Offset,
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maxDrawCount,
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stride);
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_vertexArray.RestoreIndexBuffer();
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PostDraw();
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}
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public void SetAlphaTest(bool enable, float reference, CompareOp op)
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{
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if (!enable)
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