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Ryujinx/Ryujinx.Graphics.Shader/CodeGen/Glsl
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
..
HelperFunctions Add support for render scale to vertex stage. (#2763) 2022-01-08 14:48:48 -03:00
Instructions Use vector transform feedback outputs if possible (#3832) 2022-11-12 20:20:40 -03:00
CodeGenContext.cs Use vector transform feedback outputs if possible (#3832) 2022-11-12 20:20:40 -03:00
Declarations.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
DefaultNames.cs Implement Viewport Transform Disable (#3328) 2022-05-12 10:47:13 -03:00
GlslGenerator.cs Use vector transform feedback outputs if possible (#3832) 2022-11-12 20:20:40 -03:00
NumberFormatter.cs Implement remaining shader double-precision instructions (#2845) 2021-12-08 17:54:12 -03:00
OperandManager.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
TypeConversion.cs Support shader F32 to Bool reinterpretation (#1969) 2021-01-27 09:19:30 +01:00