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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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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@ -444,7 +444,8 @@ namespace Ryujinx.Graphics.Vulkan
SType = StructureType.PhysicalDeviceVulkan12Features,
PNext = pExtendedFeatures,
DescriptorIndexing = supportedExtensions.Contains("VK_EXT_descriptor_indexing"),
DrawIndirectCount = supportedExtensions.Contains(KhrDrawIndirectCount.ExtensionName)
DrawIndirectCount = supportedExtensions.Contains(KhrDrawIndirectCount.ExtensionName),
UniformBufferStandardLayout = supportedExtensions.Contains("VK_KHR_uniform_buffer_standard_layout")
};
pExtendedFeatures = &featuresVk12;