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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>
28 lines
690 B
C#
28 lines
690 B
C#
using System;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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/// <summary>
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/// Features used by the shader that are important for the code generator to know in advance.
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/// These typically change the declarations in the shader header.
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/// </summary>
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[Flags]
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public enum FeatureFlags
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{
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None = 0,
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// Affected by resolution scaling.
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IntegerSampling = 1 << 0,
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FragCoordXY = 1 << 1,
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Bindless = 1 << 2,
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InstanceId = 1 << 3,
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DrawParameters = 1 << 4,
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RtLayer = 1 << 5,
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CbIndexing = 1 << 6,
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IaIndexing = 1 << 7,
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OaIndexing = 1 << 8,
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FixedFuncAttr = 1 << 9
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}
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}
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