aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
diff options
context:
space:
mode:
authorgdkchan <gab.dark.100@gmail.com>2022-11-16 14:53:04 -0300
committerGitHub <noreply@github.com>2022-11-16 14:53:04 -0300
commitf1d1670b0b1b5c08064df95dabd295f3cf5dcf7f (patch)
tree082139cb80ee9776f3ea9083991fb3ed6618f7f4 /Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
parentb8de72de8f25f0bb7f994bc07a0387c1c247b6fe (diff)
Implement HLE macro for DrawElementsIndirect (#3748)1.1.345
* 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>
Diffstat (limited to 'Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs')
-rw-r--r--Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs32
1 files changed, 22 insertions, 10 deletions
diff --git a/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs b/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
index 723d29f1..52d69933 100644
--- a/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
+++ b/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs
@@ -83,33 +83,45 @@ namespace Ryujinx.Graphics.GAL.Multithreading
_renderer.QueueCommand();
}
- public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
+ public void DrawIndexedIndirect(BufferRange indirectBuffer)
{
- _renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
+ _renderer.New<DrawIndexedIndirectCommand>().Set(indirectBuffer);
_renderer.QueueCommand();
}
- public void EndHostConditionalRendering()
+ public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
{
- _renderer.New<EndHostConditionalRenderingCommand>();
+ _renderer.New<DrawIndexedIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
_renderer.QueueCommand();
}
- public void EndTransformFeedback()
+ public void DrawIndirect(BufferRange indirectBuffer)
{
- _renderer.New<EndTransformFeedbackCommand>();
+ _renderer.New<DrawIndirectCommand>().Set(indirectBuffer);
+ _renderer.QueueCommand();
+ }
+
+ public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
+ {
+ _renderer.New<DrawIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
_renderer.QueueCommand();
}
- public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
+ public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
+ {
+ _renderer.New<DrawTextureCommand>().Set(Ref(texture), Ref(sampler), srcRegion, dstRegion);
+ _renderer.QueueCommand();
+ }
+
+ public void EndHostConditionalRendering()
{
- _renderer.New<MultiDrawIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
+ _renderer.New<EndHostConditionalRenderingCommand>();
_renderer.QueueCommand();
}
- public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
+ public void EndTransformFeedback()
{
- _renderer.New<MultiDrawIndexedIndirectCountCommand>().Set(indirectBuffer, parameterBuffer, maxDrawCount, stride);
+ _renderer.New<EndTransformFeedbackCommand>();
_renderer.QueueCommand();
}