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* 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
140 lines
4.3 KiB
C#
140 lines
4.3 KiB
C#
using Ryujinx.Graphics.GAL;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Vulkan
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{
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internal class IndexBufferPattern : IDisposable
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{
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public int PrimitiveVertices { get; }
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public int PrimitiveVerticesOut { get; }
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public int BaseIndex { get; }
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public int[] OffsetIndex { get; }
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public int IndexStride { get; }
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public bool RepeatStart { get; }
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private VulkanRenderer _gd;
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private int _currentSize;
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private BufferHandle _repeatingBuffer;
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public IndexBufferPattern(VulkanRenderer gd,
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int primitiveVertices,
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int primitiveVerticesOut,
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int baseIndex,
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int[] offsetIndex,
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int indexStride,
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bool repeatStart)
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{
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PrimitiveVertices = primitiveVertices;
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PrimitiveVerticesOut = primitiveVerticesOut;
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BaseIndex = baseIndex;
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OffsetIndex = offsetIndex;
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IndexStride = indexStride;
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RepeatStart = repeatStart;
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_gd = gd;
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}
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public int GetPrimitiveCount(int vertexCount)
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{
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return Math.Max(0, ((vertexCount - BaseIndex) + IndexStride - 1) / IndexStride);
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}
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public int GetConvertedCount(int indexCount)
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{
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int primitiveCount = GetPrimitiveCount(indexCount);
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return primitiveCount * OffsetIndex.Length;
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}
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public IEnumerable<int> GetIndexMapping(int indexCount)
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{
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int primitiveCount = GetPrimitiveCount(indexCount);
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int index = BaseIndex;
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for (int i = 0; i < primitiveCount; i++)
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{
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if (RepeatStart)
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{
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// Used for triangle fan
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yield return 0;
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}
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for (int j = RepeatStart ? 1 : 0; j < OffsetIndex.Length; j++)
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{
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yield return index + OffsetIndex[j];
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}
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index += IndexStride;
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}
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}
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public BufferHandle GetRepeatingBuffer(int vertexCount, out int indexCount)
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{
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int primitiveCount = GetPrimitiveCount(vertexCount);
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indexCount = primitiveCount * PrimitiveVerticesOut;
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int expectedSize = primitiveCount * OffsetIndex.Length;
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if (expectedSize <= _currentSize && _repeatingBuffer != BufferHandle.Null)
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{
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return _repeatingBuffer;
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}
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// Expand the repeating pattern to the number of requested primitives.
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BufferHandle newBuffer = _gd.CreateBuffer(expectedSize * sizeof(int));
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// Copy the old data to the new one.
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if (_repeatingBuffer != BufferHandle.Null)
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{
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_gd.Pipeline.CopyBuffer(_repeatingBuffer, newBuffer, 0, 0, _currentSize * sizeof(int));
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_gd.DeleteBuffer(_repeatingBuffer);
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}
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_repeatingBuffer = newBuffer;
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// Add the additional repeats on top.
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int newPrimitives = primitiveCount;
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int oldPrimitives = (_currentSize) / OffsetIndex.Length;
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int[] newData;
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newPrimitives -= oldPrimitives;
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newData = new int[expectedSize - _currentSize];
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int outOffset = 0;
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int index = oldPrimitives * IndexStride + BaseIndex;
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for (int i = 0; i < newPrimitives; i++)
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{
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if (RepeatStart)
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{
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// Used for triangle fan
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newData[outOffset++] = 0;
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}
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for (int j = RepeatStart ? 1 : 0; j < OffsetIndex.Length; j++)
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{
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newData[outOffset++] = index + OffsetIndex[j];
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}
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index += IndexStride;
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}
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_gd.SetBufferData(newBuffer, _currentSize * sizeof(int), MemoryMarshal.Cast<int, byte>(newData));
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_currentSize = expectedSize;
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return newBuffer;
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}
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public void Dispose()
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{
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if (_repeatingBuffer != BufferHandle.Null)
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{
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_gd.DeleteBuffer(_repeatingBuffer);
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_repeatingBuffer = BufferHandle.Null;
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}
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}
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}
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}
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