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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@ -63,7 +63,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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else
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{
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evt.Flush();
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return (memoryManager.Read<ulong>(gpuVa) != 0) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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return (memoryManager.Read<ulong>(gpuVa, true) != 0) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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}
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}
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@ -108,8 +108,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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evt?.Flush();
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evt2?.Flush();
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ulong x = memoryManager.Read<ulong>(gpuVa);
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ulong y = memoryManager.Read<ulong>(gpuVa + 16);
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ulong x = memoryManager.Read<ulong>(gpuVa, true);
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ulong y = memoryManager.Read<ulong>(gpuVa + 16, true);
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return (isEqual ? x == y : x != y) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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}
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