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authorgdkchan <gab.dark.100@gmail.com>2018-04-25 23:11:26 -0300
committergdkchan <gab.dark.100@gmail.com>2018-04-25 23:12:26 -0300
commita38a72b0622f89897bdcd01b6d00ea6bc142c34f (patch)
tree2025cdddaa7ef6769ac69c51eeede0924ffcba5f /Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs
parent211f7f69db4d84b82caa3ee62d4ecdfbbd95604d (diff)
Some small sync primitive fixes, logging fixes, started to implement the 2D engine on the GPU, fixed DrawArrays, implemented a few more shader instructions, made a start on nvdrv refactor, etc...
Diffstat (limited to 'Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs')
-rw-r--r--Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs19
1 files changed, 5 insertions, 14 deletions
diff --git a/Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs b/Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs
index 9e0d4523..b1504563 100644
--- a/Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs
+++ b/Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs
@@ -48,8 +48,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
public int VaoHandle;
public int VboHandle;
-
- public int PrimCount;
}
private struct IbInfo
@@ -102,8 +100,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
EnsureVbInitialized(VbIndex);
- VertexBuffers[VbIndex].PrimCount = Buffer.Length / Stride;
-
VbInfo Vb = VertexBuffers[VbIndex];
IntPtr Length = new IntPtr(Buffer.Length);
@@ -171,29 +167,24 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
}
- public void DrawArrays(int VbIndex, GalPrimitiveType PrimType)
+ public void DrawArrays(int VbIndex, int First, int PrimCount, GalPrimitiveType PrimType)
{
- VbInfo Vb = VertexBuffers[VbIndex];
-
- if (Vb.PrimCount == 0)
+ if (PrimCount == 0)
{
return;
}
+ VbInfo Vb = VertexBuffers[VbIndex];
+
GL.BindVertexArray(Vb.VaoHandle);
- GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), 0, Vb.PrimCount);
+ GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
}
public void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType)
{
VbInfo Vb = VertexBuffers[VbIndex];
- if (Vb.PrimCount == 0)
- {
- return;
- }
-
PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);
GL.BindVertexArray(Vb.VaoHandle);