Convert Quads to Triangles in Vulkan (#3715)
* Add Index Buffer conversion for quads to Vulkan Also adds a reusable repeating pattern index buffer to use for non-indexed draws, and generalizes the conversion cache for buffers. * Fix some issues * End render pass before conversion * Resume transform feedback after we ensure we're in a pass. * Always generate UInt32 type indices for topology conversion * No it's not. * Remove unused code * Rely on TopologyRemap to convert quads to tris. * Remove double newline * Ensure render pass ends before stride or I8 conversion
This commit is contained in:
parent
da75a9a6ea
commit
4c0eb91d7e
11 changed files with 503 additions and 65 deletions
97
Ryujinx.Graphics.Vulkan/IndexBufferState.cs
Normal file
97
Ryujinx.Graphics.Vulkan/IndexBufferState.cs
Normal file
|
@ -0,0 +1,97 @@
|
|||
using Silk.NET.Vulkan;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.Vulkan
|
||||
{
|
||||
internal struct IndexBufferState
|
||||
{
|
||||
public static IndexBufferState Null => new IndexBufferState(GAL.BufferHandle.Null, 0, 0);
|
||||
|
||||
private readonly int _offset;
|
||||
private readonly int _size;
|
||||
private readonly IndexType _type;
|
||||
|
||||
private readonly GAL.BufferHandle _handle;
|
||||
private Auto<DisposableBuffer> _buffer;
|
||||
|
||||
public IndexBufferState(GAL.BufferHandle handle, int offset, int size, IndexType type)
|
||||
{
|
||||
_handle = handle;
|
||||
_offset = offset;
|
||||
_size = size;
|
||||
_type = type;
|
||||
_buffer = null;
|
||||
}
|
||||
|
||||
public IndexBufferState(GAL.BufferHandle handle, int offset, int size)
|
||||
{
|
||||
_handle = handle;
|
||||
_offset = offset;
|
||||
_size = size;
|
||||
_type = IndexType.Uint16;
|
||||
_buffer = null;
|
||||
}
|
||||
|
||||
public void BindIndexBuffer(VulkanRenderer gd, CommandBufferScoped cbs)
|
||||
{
|
||||
Auto<DisposableBuffer> autoBuffer;
|
||||
int offset, size;
|
||||
IndexType type = _type;
|
||||
|
||||
if (_type == IndexType.Uint8Ext && !gd.Capabilities.SupportsIndexTypeUint8)
|
||||
{
|
||||
// Index type is not supported. Convert to I16.
|
||||
autoBuffer = gd.BufferManager.GetBufferI8ToI16(cbs, _handle, _offset, _size);
|
||||
|
||||
type = IndexType.Uint16;
|
||||
offset = 0;
|
||||
size = _size * 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
autoBuffer = gd.BufferManager.GetBuffer(cbs.CommandBuffer, _handle, false, out int _);
|
||||
|
||||
offset = _offset;
|
||||
size = _size;
|
||||
}
|
||||
|
||||
_buffer = autoBuffer;
|
||||
|
||||
if (autoBuffer != null)
|
||||
{
|
||||
gd.Api.CmdBindIndexBuffer(cbs.CommandBuffer, autoBuffer.Get(cbs, offset, size).Value, (ulong)offset, type);
|
||||
}
|
||||
}
|
||||
|
||||
public void BindConvertedIndexBuffer(VulkanRenderer gd, CommandBufferScoped cbs, int firstIndex, int indexCount, int convertedCount, IndexBufferPattern pattern)
|
||||
{
|
||||
Auto<DisposableBuffer> autoBuffer;
|
||||
|
||||
// Convert the index buffer using the given pattern.
|
||||
int indexSize = _type switch
|
||||
{
|
||||
IndexType.Uint32 => 4,
|
||||
IndexType.Uint16 => 2,
|
||||
_ => 1,
|
||||
};
|
||||
|
||||
int firstIndexOffset = firstIndex * indexSize;
|
||||
|
||||
autoBuffer = gd.BufferManager.GetBufferTopologyConversion(cbs, _handle, _offset + firstIndexOffset, indexCount * indexSize, pattern, indexSize);
|
||||
|
||||
int size = convertedCount * 4;
|
||||
|
||||
_buffer = autoBuffer;
|
||||
|
||||
if (autoBuffer != null)
|
||||
{
|
||||
gd.Api.CmdBindIndexBuffer(cbs.CommandBuffer, autoBuffer.Get(cbs, 0, size).Value, 0, IndexType.Uint32);
|
||||
}
|
||||
}
|
||||
|
||||
public bool BoundEquals(Auto<DisposableBuffer> buffer)
|
||||
{
|
||||
return _buffer == buffer;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue