1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-11-18 18:16:38 +00:00
Ryujinx/Ryujinx.Graphics.Shader/ShaderProgramInfo.cs
gdkchan f1d1670b0b
Implement HLE macro for DrawElementsIndirect (#3748)
* 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>
2022-11-16 14:53:04 -03:00

45 lines
No EOL
1.5 KiB
C#

using System;
using System.Collections.ObjectModel;
namespace Ryujinx.Graphics.Shader
{
public class ShaderProgramInfo
{
public ReadOnlyCollection<BufferDescriptor> CBuffers { get; }
public ReadOnlyCollection<BufferDescriptor> SBuffers { get; }
public ReadOnlyCollection<TextureDescriptor> Textures { get; }
public ReadOnlyCollection<TextureDescriptor> Images { get; }
public ShaderStage Stage { get; }
public bool UsesInstanceId { get; }
public bool UsesDrawParameters { get; }
public bool UsesRtLayer { get; }
public byte ClipDistancesWritten { get; }
public int FragmentOutputMap { get; }
public ShaderProgramInfo(
BufferDescriptor[] cBuffers,
BufferDescriptor[] sBuffers,
TextureDescriptor[] textures,
TextureDescriptor[] images,
ShaderStage stage,
bool usesInstanceId,
bool usesDrawParameters,
bool usesRtLayer,
byte clipDistancesWritten,
int fragmentOutputMap)
{
CBuffers = Array.AsReadOnly(cBuffers);
SBuffers = Array.AsReadOnly(sBuffers);
Textures = Array.AsReadOnly(textures);
Images = Array.AsReadOnly(images);
Stage = stage;
UsesInstanceId = usesInstanceId;
UsesDrawParameters = usesDrawParameters;
UsesRtLayer = usesRtLayer;
ClipDistancesWritten = clipDistancesWritten;
FragmentOutputMap = fragmentOutputMap;
}
}
}