using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Gpu.Image;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
private bool _drawIndexed;
private int _firstIndex;
private int _indexCount;
private bool _instancedDrawPending;
private bool _instancedIndexed;
private int _instancedFirstIndex;
private int _instancedFirstVertex;
private int _instancedFirstInstance;
private int _instancedIndexCount;
private int _instancedDrawStateFirst;
private int _instancedDrawStateCount;
private int _instanceIndex;
///
/// Primitive type of the current draw.
///
public PrimitiveType PrimitiveType { get; private set; }
///
/// Finishes draw call.
/// This draws geometry on the bound buffers based on the current GPU state.
///
/// Current GPU state
/// Method call argument
private void DrawEnd(GpuState state, int argument)
{
ConditionalRenderEnabled renderEnable = GetRenderEnable(state);
if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
{
if (renderEnable == ConditionalRenderEnabled.False)
{
PerformDeferredDraws();
}
_drawIndexed = false;
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
return;
}
UpdateState(state);
bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;
if (instanced)
{
_instancedDrawPending = true;
_instancedIndexed = _drawIndexed;
_instancedFirstIndex = _firstIndex;
_instancedFirstVertex = state.Get(MethodOffset.FirstVertex);
_instancedFirstInstance = state.Get(MethodOffset.FirstInstance);
_instancedIndexCount = _indexCount;
var drawState = state.Get(MethodOffset.VertexBufferDrawState);
_instancedDrawStateFirst = drawState.First;
_instancedDrawStateCount = drawState.Count;
_drawIndexed = false;
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
return;
}
int firstInstance = state.Get(MethodOffset.FirstInstance);
if (_drawIndexed)
{
_drawIndexed = false;
int firstVertex = state.Get(MethodOffset.FirstVertex);
_context.Renderer.Pipeline.DrawIndexed(
_indexCount,
1,
_firstIndex,
firstVertex,
firstInstance);
}
else
{
var drawState = state.Get(MethodOffset.VertexBufferDrawState);
_context.Renderer.Pipeline.Draw(
drawState.Count,
1,
drawState.First,
firstInstance);
}
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
}
///
/// Starts draw.
/// This sets primitive type and instanced draw parameters.
///
/// Current GPU state
/// Method call argument
private void DrawBegin(GpuState state, int argument)
{
if ((argument & (1 << 26)) != 0)
{
_instanceIndex++;
}
else if ((argument & (1 << 27)) == 0)
{
PerformDeferredDraws();
_instanceIndex = 0;
}
PrimitiveType type = (PrimitiveType)(argument & 0xffff);
_context.Renderer.Pipeline.SetPrimitiveTopology(type.Convert());
PrimitiveType = type;
}
///
/// Sets the index buffer count.
/// This also sets internal state that indicates that the next draw is an indexed draw.
///
/// Current GPU state
/// Method call argument
private void SetIndexBufferCount(GpuState state, int argument)
{
_drawIndexed = true;
}
///
/// Perform any deferred draws.
/// This is used for instanced draws.
/// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
/// Once we detect the last instanced draw, then we perform the host instanced draw,
/// with the accumulated instance count.
///
public void PerformDeferredDraws()
{
// Perform any pending instanced draw.
if (_instancedDrawPending)
{
_instancedDrawPending = false;
if (_instancedIndexed)
{
_context.Renderer.Pipeline.DrawIndexed(
_instancedIndexCount,
_instanceIndex + 1,
_instancedFirstIndex,
_instancedFirstVertex,
_instancedFirstInstance);
}
else
{
_context.Renderer.Pipeline.Draw(
_instancedDrawStateCount,
_instanceIndex + 1,
_instancedDrawStateFirst,
_instancedFirstInstance);
}
}
}
}
}