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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@ -22,6 +22,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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public bool DrawIndexed;
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/// <summary>
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/// Indicates if the next draw will be a indirect draw.
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/// </summary>
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public bool DrawIndirect;
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/// <summary>
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/// Indicates if any of the currently used vertex shaders reads the instance ID.
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/// </summary>
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@ -32,6 +37,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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public bool IsAnyVbInstanced;
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/// <summary>
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/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
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/// </summary>
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public bool HasConstantBufferDrawParameters;
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/// <summary>
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/// Primitive topology for the next draw.
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/// </summary>
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