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Add support for vertex base on indexed draws, fix index buffer first (untested) (#197)

This commit is contained in:
gdkchan 2018-06-28 20:48:18 -03:00 committed by GitHub
parent 3262fd13da
commit 3e81421b2f
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3 changed files with 20 additions and 4 deletions

View file

@ -28,6 +28,6 @@ namespace Ryujinx.Graphics.Gal
void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType);
void DrawElements(long IboKey, int First, GalPrimitiveType PrimType);
void DrawElements(long IboKey, int First, int VertexBase, GalPrimitiveType PrimType);
}
}

View file

@ -54,6 +54,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
private struct IbInfo
{
public int Count;
public int ElemSizeLog2;
public DrawElementsType Type;
}
@ -206,6 +207,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
IndexBuffer.Type = OGLEnumConverter.GetDrawElementsType(Format);
IndexBuffer.Count = Size >> (int)Format;
IndexBuffer.ElemSizeLog2 = (int)Format;
}
public void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType)
@ -220,7 +223,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
}
public void DrawElements(long IboKey, int First, GalPrimitiveType PrimType)
public void DrawElements(long IboKey, int First, int VertexBase, GalPrimitiveType PrimType)
{
if (!IboCache.TryGetValue(IboKey, out int IboHandle))
{
@ -233,7 +236,18 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindBuffer(BufferTarget.ElementArrayBuffer, IboHandle);
GL.DrawElements(Mode, IndexBuffer.Count, IndexBuffer.Type, First);
First <<= IndexBuffer.ElemSizeLog2;
if (VertexBase != 0)
{
IntPtr Indices = new IntPtr(First);
GL.DrawElementsBaseVertex(Mode, IndexBuffer.Count, IndexBuffer.Type, Indices, VertexBase);
}
else
{
GL.DrawElements(Mode, IndexBuffer.Count, IndexBuffer.Type, First);
}
}
}
}

View file

@ -487,7 +487,9 @@ namespace Ryujinx.HLE.Gpu.Engines
if (IndexCount != 0)
{
Gpu.Renderer.Rasterizer.DrawElements(IndexPosition, IndexFirst, PrimType);
int VertexBase = ReadRegister(NvGpuEngine3dReg.VertexArrayElemBase);
Gpu.Renderer.Rasterizer.DrawElements(IndexPosition, IndexFirst, VertexBase, PrimType);
}
else
{