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* 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>
38 lines
931 B
C#
38 lines
931 B
C#
namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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/// <summary>
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/// Indirect draw type, which can be indexed or non-indexed, with or without a draw count.
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/// </summary>
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enum IndirectDrawType
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{
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/// <summary>
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/// Non-indexed draw without draw count.
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/// </summary>
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DrawIndirect = 0,
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/// <summary>
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/// Indexed draw without draw count.
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/// </summary>
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DrawIndexedIndirect = Indexed,
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/// <summary>
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/// Non-indexed draw with draw count.
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/// </summary>
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DrawIndirectCount = Count,
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/// <summary>
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/// Indexed draw with draw count.
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/// </summary>
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DrawIndexedIndirectCount = Indexed | Count,
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/// <summary>
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/// Indexed flag.
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/// </summary>
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Indexed = 1 << 0,
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/// <summary>
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/// Draw count flag.
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/// </summary>
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Count = 1 << 1
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}
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} |