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authorgdkchan <gab.dark.100@gmail.com>2022-11-16 14:53:04 -0300
committerGitHub <noreply@github.com>2022-11-16 14:53:04 -0300
commitf1d1670b0b1b5c08064df95dabd295f3cf5dcf7f (patch)
tree082139cb80ee9776f3ea9083991fb3ed6618f7f4 /Ryujinx.Graphics.Gpu/Engine/MME/Macro.cs
parentb8de72de8f25f0bb7f994bc07a0387c1c247b6fe (diff)
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>
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/MME/Macro.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/MME/Macro.cs10
1 files changed, 7 insertions, 3 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/MME/Macro.cs b/Ryujinx.Graphics.Gpu/Engine/MME/Macro.cs
index 1d054969..12a3ac02 100644
--- a/Ryujinx.Graphics.Gpu/Engine/MME/Macro.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/MME/Macro.cs
@@ -62,10 +62,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
}
}
- if (_hleFunction == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
+ // We don't consume the parameter buffer value, so we don't need to flush it.
+ // Doing so improves performance if the value was written by a GPU shader.
+ if (_hleFunction == MacroHLEFunctionName.DrawElementsIndirect)
+ {
+ context.GPFifo.SetFlushSkips(1);
+ }
+ else if (_hleFunction == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
{
- // We don't consume the parameter buffer value, so we don't need to flush it.
- // Doing so improves performance if the value was written by a GPU shader.
context.GPFifo.SetFlushSkips(2);
}
}