mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 05:26:41 +00:00
a10b2c5ff2
* Ground work for separate GPU channels * Rename TextureManager to TextureCache * Decouple texture bindings management from the texture cache * Rename BufferManager to BufferCache * Decouple buffer bindings management from the buffer cache * More comments and proper disposal * PR feedback * Force host state update on channel switch * Typo * PR feedback * Missing using
343 lines
No EOL
12 KiB
C#
343 lines
No EOL
12 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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private bool _drawIndexed;
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private bool _instancedDrawPending;
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private bool _instancedIndexed;
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private int _instancedFirstIndex;
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private int _instancedFirstVertex;
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private int _instancedFirstInstance;
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private int _instancedIndexCount;
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private int _instancedDrawStateFirst;
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private int _instancedDrawStateCount;
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private int _instanceIndex;
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private IbStreamer _ibStreamer;
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/// <summary>
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/// Primitive topology of the current draw.
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/// </summary>
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public PrimitiveTopology Topology { get; private set; }
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/// <summary>
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/// Finishes the draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawEnd(GpuState state, int argument)
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{
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var indexBuffer = state.Get<IndexBufferState>(MethodOffset.IndexBufferState);
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DrawEnd(state, indexBuffer.First, indexBuffer.Count);
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}
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/// <summary>
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/// Finishes the draw call.
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/// This draws geometry on the bound buffers based on the current GPU state.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="firstIndex">Index of the first index buffer element used on the draw</param>
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/// <param name="indexCount">Number of index buffer elements used on the draw</param>
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private void DrawEnd(GpuState state, int firstIndex, int indexCount)
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{
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ConditionalRenderEnabled renderEnable = GetRenderEnable(state);
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if (renderEnable == ConditionalRenderEnabled.False || _instancedDrawPending)
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{
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if (renderEnable == ConditionalRenderEnabled.False)
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{
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PerformDeferredDraws();
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}
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_drawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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return;
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}
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UpdateState(state, firstIndex, indexCount);
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bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;
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if (instanced)
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{
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_instancedDrawPending = true;
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_instancedIndexed = _drawIndexed;
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_instancedFirstIndex = firstIndex;
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_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);
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_instancedIndexCount = indexCount;
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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_instancedDrawStateFirst = drawState.First;
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_instancedDrawStateCount = drawState.Count;
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_drawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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return;
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}
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int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
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int inlineIndexCount = _ibStreamer.GetAndResetInlineIndexCount();
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if (inlineIndexCount != 0)
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{
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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BufferRange br = new BufferRange(_ibStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
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state.Channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
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_context.Renderer.Pipeline.DrawIndexed(
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inlineIndexCount,
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1,
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firstIndex,
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firstVertex,
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firstInstance);
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}
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else if (_drawIndexed)
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{
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int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_context.Renderer.Pipeline.DrawIndexed(
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indexCount,
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1,
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firstIndex,
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firstVertex,
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firstInstance);
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}
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else
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{
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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_context.Renderer.Pipeline.Draw(
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drawState.Count,
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1,
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drawState.First,
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firstInstance);
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}
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_drawIndexed = false;
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if (renderEnable == ConditionalRenderEnabled.Host)
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{
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_context.Renderer.Pipeline.EndHostConditionalRendering();
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}
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}
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/// <summary>
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/// Starts draw.
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/// This sets primitive type and instanced draw parameters.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawBegin(GpuState state, int argument)
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{
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bool incrementInstance = (argument & (1 << 26)) != 0;
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bool resetInstance = (argument & (1 << 27)) == 0;
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PrimitiveType type = (PrimitiveType)(argument & 0xffff);
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PrimitiveTypeOverride typeOverride = state.Get<PrimitiveTypeOverride>(MethodOffset.PrimitiveTypeOverride);
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if (typeOverride != PrimitiveTypeOverride.Invalid)
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{
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DrawBegin(incrementInstance, resetInstance, typeOverride.Convert());
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}
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else
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{
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DrawBegin(incrementInstance, resetInstance, type.Convert());
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}
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}
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/// <summary>
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/// Starts draw.
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/// This sets primitive type and instanced draw parameters.
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/// </summary>
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/// <param name="incrementInstance">Indicates if the current instance should be incremented</param>
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/// <param name="resetInstance">Indicates if the current instance should be set to zero</param>
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/// <param name="topology">Primitive topology</param>
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private void DrawBegin(bool incrementInstance, bool resetInstance, PrimitiveTopology topology)
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{
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if (incrementInstance)
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{
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_instanceIndex++;
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}
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else if (resetInstance)
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{
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PerformDeferredDraws();
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_instanceIndex = 0;
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}
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_context.Renderer.Pipeline.SetPrimitiveTopology(topology);
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Topology = topology;
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}
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/// <summary>
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/// Sets the index buffer count.
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/// This also sets internal state that indicates that the next draw is an indexed draw.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void SetIndexBufferCount(GpuState state, int argument)
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{
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_drawIndexed = true;
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmall(GpuState state, int argument)
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{
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DrawIndexedSmall(state, argument, false);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmall2(GpuState state, int argument)
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{
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DrawIndexedSmall(state, argument);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmallIncInstance(GpuState state, int argument)
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{
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DrawIndexedSmall(state, argument, true);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void DrawIndexedSmallIncInstance2(GpuState state, int argument)
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{
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DrawIndexedSmallIncInstance(state, argument);
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}
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/// <summary>
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/// Performs a indexed draw with a low number of index buffer elements,
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/// while optionally also pre-incrementing the current instance value.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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/// <param name="instanced">True to increment the current instance value, false otherwise</param>
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private void DrawIndexedSmall(GpuState state, int argument, bool instanced)
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{
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PrimitiveTypeOverride typeOverride = state.Get<PrimitiveTypeOverride>(MethodOffset.PrimitiveTypeOverride);
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DrawBegin(instanced, !instanced, typeOverride.Convert());
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int firstIndex = argument & 0xffff;
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int indexCount = (argument >> 16) & 0xfff;
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bool oldDrawIndexed = _drawIndexed;
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_drawIndexed = true;
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DrawEnd(state, firstIndex, indexCount);
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_drawIndexed = oldDrawIndexed;
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}
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/// <summary>
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/// Pushes four 8-bit index buffer elements.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void VbElementU8(GpuState state, int argument)
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{
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_ibStreamer.VbElementU8(_context.Renderer, argument);
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}
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/// <summary>
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/// Pushes two 16-bit index buffer elements.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void VbElementU16(GpuState state, int argument)
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{
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_ibStreamer.VbElementU16(_context.Renderer, argument);
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}
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/// <summary>
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/// Pushes one 32-bit index buffer element.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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private void VbElementU32(GpuState state, int argument)
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{
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_ibStreamer.VbElementU32(_context.Renderer, argument);
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}
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/// <summary>
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/// Perform any deferred draws.
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/// This is used for instanced draws.
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/// Since each instance is a separate draw, we defer the draw and accumulate the instance count.
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/// Once we detect the last instanced draw, then we perform the host instanced draw,
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/// with the accumulated instance count.
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/// </summary>
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public void PerformDeferredDraws()
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{
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// Perform any pending instanced draw.
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if (_instancedDrawPending)
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{
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_instancedDrawPending = false;
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if (_instancedIndexed)
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{
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_context.Renderer.Pipeline.DrawIndexed(
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_instancedIndexCount,
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_instanceIndex + 1,
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_instancedFirstIndex,
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_instancedFirstVertex,
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_instancedFirstInstance);
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}
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else
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{
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_context.Renderer.Pipeline.Draw(
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_instancedDrawStateCount,
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_instanceIndex + 1,
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_instancedDrawStateFirst,
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_instancedFirstInstance);
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}
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}
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}
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}
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} |