1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2025-02-04 17:55:02 +00:00
Ryujinx/Ryujinx.Graphics.GAL/Multithreading/Commands
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
..
Buffer
CounterEvent
Program
Renderer
Sampler
Texture
Window
BarrierCommand.cs
BeginTransformFeedbackCommand.cs
ClearBufferCommand.cs
ClearRenderTargetColorCommand.cs
ClearRenderTargetDepthStencilCommand.cs
CommandBufferBarrierCommand.cs
CopyBufferCommand.cs
DispatchComputeCommand.cs
DrawCommand.cs
DrawIndexedCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
DrawIndexedIndirectCommand.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
DrawIndexedIndirectCountCommand.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
DrawIndirectCommand.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
DrawIndirectCountCommand.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
DrawTextureCommand.cs
EndHostConditionalRenderingCommand.cs
EndTransformFeedbackCommand.cs
IGALCommand.cs
SetAlphaTestCommand.cs
SetBlendStateCommand.cs
SetDepthBiasCommand.cs
SetDepthClampCommand.cs
SetDepthModeCommand.cs
SetDepthTestCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetFaceCullingCommand.cs
SetFrontFaceCommand.cs
SetImageCommand.cs
SetIndexBufferCommand.cs
SetLineParametersCommand.cs
SetLogicOpStateCommand.cs
SetMultisampleStateCommand.cs
SetPatchParametersCommand.cs
SetPointParametersCommand.cs
SetPolygonModeCommand.cs
SetPrimitiveRestartCommand.cs
SetPrimitiveTopologyCommand.cs
SetProgramCommand.cs
SetRasterizerDiscardCommand.cs
SetRenderTargetColorMasksCommand.cs
SetRenderTargetScaleCommand.cs
SetRenderTargetsCommand.cs
SetScissorsCommand.cs
SetStencilTestCommand.cs
SetStorageBuffersCommand.cs
SetTextureAndSamplerCommand.cs
SetTransformFeedbackBuffersCommand.cs
SetUniformBuffersCommand.cs
SetUserClipDistanceCommand.cs
SetVertexAttribsCommand.cs
SetVertexBuffersCommand.cs
SetViewportsCommand.cs
TextureBarrierCommand.cs
TextureBarrierTiledCommand.cs
TryHostConditionalRenderingCommand.cs
TryHostConditionalRenderingFlushCommand.cs
UpdateRenderScaleCommand.cs