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Support constant attributes (with a value of zero) (#1066)
* Support constant attributes (with a value of zero) * Remove extra line
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8f21db810d
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4 changed files with 26 additions and 4 deletions
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@ -5,12 +5,15 @@ namespace Ryujinx.Graphics.GAL
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public int BufferIndex { get; }
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public int Offset { get; }
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public bool IsZero { get; }
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public Format Format { get; }
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public VertexAttribDescriptor(int bufferIndex, int offset, Format format)
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public VertexAttribDescriptor(int bufferIndex, int offset, bool isZero, Format format)
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{
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BufferIndex = bufferIndex;
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Offset = offset;
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IsZero = isZero;
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Format = format;
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}
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}
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@ -532,6 +532,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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vertexAttribs[index] = new VertexAttribDescriptor(
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vertexAttrib.UnpackBufferIndex(),
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vertexAttrib.UnpackOffset(),
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vertexAttrib.UnpackIsConstant(),
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format);
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}
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@ -16,6 +16,15 @@ namespace Ryujinx.Graphics.Gpu.State
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return (int)(Attribute & 0x1f);
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}
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/// <summary>
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/// Unpacks the attribute constant flag.
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/// </summary>
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/// <returns>True if the attribute is constant, false otherwise</returns>
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public bool UnpackIsConstant()
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{
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return (Attribute & 0x40) != 0;
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}
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/// <summary>
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/// Unpacks the offset, in bytes, of the attribute on the vertex buffer.
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/// </summary>
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@ -58,7 +58,16 @@ namespace Ryujinx.Graphics.OpenGL
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{
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FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format);
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if (attrib.IsZero)
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{
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// Disabling the attribute causes the shader to read a constant value.
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// The value is configurable, but by default is a vector of (0, 0, 0, 1).
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GL.DisableVertexAttribArray(attribIndex);
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}
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else
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{
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GL.EnableVertexAttribArray(attribIndex);
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}
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int offset = attrib.Offset;
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int size = fmtInfo.Components;
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@ -117,7 +126,7 @@ namespace Ryujinx.Graphics.OpenGL
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continue;
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}
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if (_needsAttribsUpdate)
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if (_needsAttribsUpdate && !attrib.IsZero)
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{
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GL.EnableVertexAttribArray(attribIndex);
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}
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