mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-19 12:12:02 +00:00
f1d1670b0b
* 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>
29 lines
1.1 KiB
C#
29 lines
1.1 KiB
C#
namespace Ryujinx.Graphics.GAL.Multithreading.Commands
|
|
{
|
|
struct DrawIndexedIndirectCountCommand : IGALCommand
|
|
{
|
|
public CommandType CommandType => CommandType.DrawIndexedIndirectCount;
|
|
private BufferRange _indirectBuffer;
|
|
private BufferRange _parameterBuffer;
|
|
private int _maxDrawCount;
|
|
private int _stride;
|
|
|
|
public void Set(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
|
|
{
|
|
_indirectBuffer = indirectBuffer;
|
|
_parameterBuffer = parameterBuffer;
|
|
_maxDrawCount = maxDrawCount;
|
|
_stride = stride;
|
|
}
|
|
|
|
public static void Run(ref DrawIndexedIndirectCountCommand command, ThreadedRenderer threaded, IRenderer renderer)
|
|
{
|
|
renderer.Pipeline.DrawIndexedIndirectCount(
|
|
threaded.Buffers.MapBufferRange(command._indirectBuffer),
|
|
threaded.Buffers.MapBufferRange(command._parameterBuffer),
|
|
command._maxDrawCount,
|
|
command._stride
|
|
);
|
|
}
|
|
}
|
|
}
|