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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@ -12,6 +12,7 @@ namespace Ryujinx.Graphics.Shader
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public ShaderStage Stage { get; }
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public bool UsesInstanceId { get; }
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public bool UsesDrawParameters { get; }
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public bool UsesRtLayer { get; }
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public byte ClipDistancesWritten { get; }
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public int FragmentOutputMap { get; }
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@ -23,6 +24,7 @@ namespace Ryujinx.Graphics.Shader
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TextureDescriptor[] images,
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ShaderStage stage,
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bool usesInstanceId,
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bool usesDrawParameters,
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bool usesRtLayer,
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byte clipDistancesWritten,
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int fragmentOutputMap)
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@ -34,6 +36,7 @@ namespace Ryujinx.Graphics.Shader
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Stage = stage;
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UsesInstanceId = usesInstanceId;
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UsesDrawParameters = usesDrawParameters;
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UsesRtLayer = usesRtLayer;
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ClipDistancesWritten = clipDistancesWritten;
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FragmentOutputMap = fragmentOutputMap;
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