4c0eb91d7e
* Add Index Buffer conversion for quads to Vulkan Also adds a reusable repeating pattern index buffer to use for non-indexed draws, and generalizes the conversion cache for buffers. * Fix some issues * End render pass before conversion * Resume transform feedback after we ensure we're in a pass. * Always generate UInt32 type indices for topology conversion * No it's not. * Remove unused code * Rely on TopologyRemap to convert quads to tris. * Remove double newline * Ensure render pass ends before stride or I8 conversion
37 lines
1 KiB
C#
37 lines
1 KiB
C#
using System;
|
|
|
|
namespace Ryujinx.Graphics.Vulkan
|
|
{
|
|
struct BufferState : IDisposable
|
|
{
|
|
public static BufferState Null => new BufferState(null, 0, 0);
|
|
|
|
private readonly int _offset;
|
|
private readonly int _size;
|
|
|
|
private readonly Auto<DisposableBuffer> _buffer;
|
|
|
|
public BufferState(Auto<DisposableBuffer> buffer, int offset, int size)
|
|
{
|
|
_buffer = buffer;
|
|
_offset = offset;
|
|
_size = size;
|
|
buffer?.IncrementReferenceCount();
|
|
}
|
|
|
|
public void BindTransformFeedbackBuffer(VulkanRenderer gd, CommandBufferScoped cbs, uint binding)
|
|
{
|
|
if (_buffer != null)
|
|
{
|
|
var buffer = _buffer.Get(cbs, _offset, _size).Value;
|
|
|
|
gd.TransformFeedbackApi.CmdBindTransformFeedbackBuffers(cbs.CommandBuffer, binding, 1, buffer, (ulong)_offset, (ulong)_size);
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
_buffer?.DecrementReferenceCount();
|
|
}
|
|
}
|
|
}
|