mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-02 22:42:07 +01:00
f1d1670b0b
* 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>
55 lines
1.6 KiB
C#
55 lines
1.6 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|
{
|
|
/// <summary>
|
|
/// Draw state.
|
|
/// </summary>
|
|
class DrawState
|
|
{
|
|
/// <summary>
|
|
/// First index to be used for the draw on the index buffer.
|
|
/// </summary>
|
|
public int FirstIndex;
|
|
|
|
/// <summary>
|
|
/// Number of indices to be used for the draw on the index buffer.
|
|
/// </summary>
|
|
public int IndexCount;
|
|
|
|
/// <summary>
|
|
/// Indicates if the next draw will be a indexed draw.
|
|
/// </summary>
|
|
public bool DrawIndexed;
|
|
|
|
/// <summary>
|
|
/// Indicates if the next draw will be a indirect draw.
|
|
/// </summary>
|
|
public bool DrawIndirect;
|
|
|
|
/// <summary>
|
|
/// Indicates if any of the currently used vertex shaders reads the instance ID.
|
|
/// </summary>
|
|
public bool VsUsesInstanceId;
|
|
|
|
/// <summary>
|
|
/// Indicates if any of the currently used vertex buffers is instanced.
|
|
/// </summary>
|
|
public bool IsAnyVbInstanced;
|
|
|
|
/// <summary>
|
|
/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
|
|
/// </summary>
|
|
public bool HasConstantBufferDrawParameters;
|
|
|
|
/// <summary>
|
|
/// Primitive topology for the next draw.
|
|
/// </summary>
|
|
public PrimitiveTopology Topology;
|
|
|
|
/// <summary>
|
|
/// Index buffer data streamer for inline index buffer updates, such as those used in legacy OpenGL.
|
|
/// </summary>
|
|
public IbStreamer IbStreamer = new IbStreamer();
|
|
}
|
|
}
|