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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@ -477,6 +477,26 @@ namespace Ryujinx.Graphics.Vulkan
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return holder.GetBuffer();
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}
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public bool TryGetCachedConvertedBuffer(int offset, int size, ICacheKey key, out BufferHolder holder)
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{
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return _cachedConvertedBuffers.TryGetValue(offset, size, key, out holder);
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}
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public void AddCachedConvertedBuffer(int offset, int size, ICacheKey key, BufferHolder holder)
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{
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_cachedConvertedBuffers.Add(offset, size, key, holder);
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}
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public void AddCachedConvertedBufferDependency(int offset, int size, ICacheKey key, Dependency dependency)
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{
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_cachedConvertedBuffers.AddDependency(offset, size, key, dependency);
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}
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public void RemoveCachedConvertedBuffer(int offset, int size, ICacheKey key)
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{
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_cachedConvertedBuffers.Remove(offset, size, key);
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}
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public void Dispose()
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{
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_gd.PipelineInternal?.FlushCommandsIfWeightExceeding(_buffer, (ulong)Size);
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