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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>
104 lines
3 KiB
Text
104 lines
3 KiB
Text
#version 450 core
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#extension GL_EXT_scalar_block_layout : require
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout (std430, set = 0, binding = 0) uniform draw_count_uniform
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{
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uint[64] draw_count_buffer;
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};
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layout (std430, set = 1, binding = 1) buffer indirect_in
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{
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int[] indirect_data_in;
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};
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layout (std430, set = 1, binding = 2) buffer indirect_out
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{
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int[] indirect_data_out;
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};
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layout (std430, set = 1, binding = 3) buffer index_buffer_pattern
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{
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int ibp_pattern[8];
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int ibp_primitive_vertices;
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int ibp_primitive_vertices_out;
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int ibp_index_size;
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int ibp_index_size_out;
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int ibp_base_index;
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int ibp_index_stride;
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int src_offset;
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int total_primitives;
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int dispatch_x;
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int dispatch_y;
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int dispatch_z;
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int has_draw_count;
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uint max_draw_count;
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int draw_count_offset;
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int indirect_data_stride;
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int indirect_data_offset;
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};
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int GetPrimitiveCount(int vertexCount)
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{
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return max(0, (vertexCount - ibp_base_index) / ibp_index_stride);
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}
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int GetConvertedCount(int indexCount)
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{
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int primitiveCount = GetPrimitiveCount(indexCount);
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return primitiveCount * ibp_primitive_vertices_out;
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}
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void main()
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{
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uint drawCount = has_draw_count != 0 ? min(draw_count_buffer[draw_count_offset], max_draw_count) : max_draw_count;
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uint i = 0;
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if (drawCount != 0)
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{
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int firstIndex = indirect_data_in[indirect_data_offset + 2];
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int endIndex = firstIndex + indirect_data_in[indirect_data_offset];
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for (i = 1; i < drawCount; i++)
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{
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int offset = int(i) * indirect_data_stride;
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int inOffset = indirect_data_offset + offset;
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int currentFirstIndex = indirect_data_in[inOffset + 2];
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firstIndex = min(firstIndex, currentFirstIndex);
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endIndex = max(endIndex, currentFirstIndex + indirect_data_in[inOffset]);
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}
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int indexCount = endIndex - firstIndex;
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dispatch_x = (indexCount + 15) / 16;
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src_offset += firstIndex * ibp_index_size;
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total_primitives = GetPrimitiveCount(indexCount);
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for (i = 0; i < drawCount; i++)
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{
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int offset = int(i) * indirect_data_stride;
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int inOffset = indirect_data_offset + offset;
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indirect_data_out[offset] = GetConvertedCount(indirect_data_in[inOffset]); // Index count
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indirect_data_out[offset + 1] = indirect_data_in[inOffset + 1]; // Instance count
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indirect_data_out[offset + 2] = GetConvertedCount(indirect_data_in[inOffset + 2] - firstIndex); // First index
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indirect_data_out[offset + 3] = indirect_data_in[inOffset + 3]; // Vertex offset
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indirect_data_out[offset + 4] = indirect_data_in[inOffset + 4]; // First instance
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}
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}
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for (; i < max_draw_count; i++)
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{
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int offset = int(i) * indirect_data_stride;
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indirect_data_out[offset] = 0;
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indirect_data_out[offset + 1] = 0;
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indirect_data_out[offset + 2] = 0;
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indirect_data_out[offset + 3] = 0;
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indirect_data_out[offset + 4] = 0;
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}
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}
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