From f1d1670b0b1b5c08064df95dabd295f3cf5dcf7f Mon Sep 17 00:00:00 2001 From: gdkchan Date: Wed, 16 Nov 2022 14:53:04 -0300 Subject: 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 --- Ryujinx.Graphics.OpenGL/Pipeline.cs | 140 +++++++++++++++++++++++------------- 1 file changed, 89 insertions(+), 51 deletions(-) (limited to 'Ryujinx.Graphics.OpenGL') diff --git a/Ryujinx.Graphics.OpenGL/Pipeline.cs b/Ryujinx.Graphics.OpenGL/Pipeline.cs index 5911758e..3b234eb0 100644 --- a/Ryujinx.Graphics.OpenGL/Pipeline.cs +++ b/Ryujinx.Graphics.OpenGL/Pipeline.cs @@ -586,6 +586,95 @@ namespace Ryujinx.Graphics.OpenGL } } + public void DrawIndexedIndirect(BufferRange indirectBuffer) + { + if (!_program.IsLinked) + { + Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked."); + return; + } + + PreDrawVbUnbounded(); + + _vertexArray.SetRangeOfIndexBuffer(); + + GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32()); + + GL.DrawElementsIndirect(_primitiveType, _elementsType, (IntPtr)indirectBuffer.Offset); + + _vertexArray.RestoreIndexBuffer(); + + PostDraw(); + } + + public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride) + { + if (!_program.IsLinked) + { + Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked."); + return; + } + + PreDrawVbUnbounded(); + + _vertexArray.SetRangeOfIndexBuffer(); + + GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32()); + GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32()); + + GL.MultiDrawElementsIndirectCount( + _primitiveType, + (All)_elementsType, + (IntPtr)indirectBuffer.Offset, + (IntPtr)parameterBuffer.Offset, + maxDrawCount, + stride); + + _vertexArray.RestoreIndexBuffer(); + + PostDraw(); + } + + public void DrawIndirect(BufferRange indirectBuffer) + { + if (!_program.IsLinked) + { + Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked."); + return; + } + + PreDrawVbUnbounded(); + + GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32()); + + GL.DrawArraysIndirect(_primitiveType, (IntPtr)indirectBuffer.Offset); + + PostDraw(); + } + + public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride) + { + if (!_program.IsLinked) + { + Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked."); + return; + } + + PreDrawVbUnbounded(); + + GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32()); + GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32()); + + GL.MultiDrawArraysIndirectCount( + _primitiveType, + (IntPtr)indirectBuffer.Offset, + (IntPtr)parameterBuffer.Offset, + maxDrawCount, + stride); + + PostDraw(); + } + public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion) { if (texture is TextureView view && sampler is Sampler samp) @@ -683,57 +772,6 @@ namespace Ryujinx.Graphics.OpenGL _tfEnabled = false; } - public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride) - { - if (!_program.IsLinked) - { - Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked."); - return; - } - - PreDrawVbUnbounded(); - - GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32()); - GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32()); - - GL.MultiDrawArraysIndirectCount( - _primitiveType, - (IntPtr)indirectBuffer.Offset, - (IntPtr)parameterBuffer.Offset, - maxDrawCount, - stride); - - PostDraw(); - } - - public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride) - { - if (!_program.IsLinked) - { - Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked."); - return; - } - - PreDrawVbUnbounded(); - - _vertexArray.SetRangeOfIndexBuffer(); - - GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32()); - GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32()); - - GL.MultiDrawElementsIndirectCount( - _primitiveType, - (All)_elementsType, - (IntPtr)indirectBuffer.Offset, - (IntPtr)parameterBuffer.Offset, - maxDrawCount, - stride); - - _vertexArray.RestoreIndexBuffer(); - - PostDraw(); - } - public void SetAlphaTest(bool enable, float reference, CompareOp op) { if (!enable) -- cgit v1.2.3