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Ryujinx/Ryujinx.Graphics.GAL/Multithreading
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
..
Commands Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
Model
Resources GPU: Pass SpanOrArray for Texture SetData to avoid copy (#3745) 2022-10-08 12:04:47 -03:00
BufferMap.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
CommandHelper.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
CommandType.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
SyncMap.cs
ThreadedHelpers.cs
ThreadedPipeline.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
ThreadedRenderer.cs Implement HLE macros for render target clears (#3528) 2022-08-04 21:30:08 +00:00
ThreadedWindow.cs Avalonia - Use embedded window for avalonia (#3674) 2022-09-19 15:05:26 -03:00