* Add support for HLE macros and accelerate MultiDrawElementsIndirectCount * Add missing barrier * Fix index buffer count * Add support check for each macro hle before use * Add missing xml doc Co-authored-by: gdkchan <gab.dark.100@gmail.com>
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22 changed files with 552 additions and 40 deletions
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@ -166,6 +166,11 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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public void CommandBufferBarrier()
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{
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GL.MemoryBarrier(MemoryBarrierFlags.CommandBarrierBit);
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}
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public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
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{
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Buffer.Copy(source, destination, srcOffset, dstOffset, size);
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@ -543,6 +548,57 @@ namespace Ryujinx.Graphics.OpenGL
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_tfEnabled = false;
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}
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public void MultiDrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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if (!_program.IsLinked)
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{
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Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
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return;
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}
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PreDraw();
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GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
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GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
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GL.MultiDrawArraysIndirectCount(
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_primitiveType,
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(IntPtr)indirectBuffer.Offset,
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(IntPtr)parameterBuffer.Offset,
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maxDrawCount,
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stride);
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PostDraw();
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}
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public void MultiDrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
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{
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if (!_program.IsLinked)
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{
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Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked.");
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return;
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}
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PreDraw();
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_vertexArray.SetRangeOfIndexBuffer();
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GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32());
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GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32());
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GL.MultiDrawElementsIndirectCount(
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_primitiveType,
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(Version46)_elementsType,
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(IntPtr)indirectBuffer.Offset,
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(IntPtr)parameterBuffer.Offset,
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maxDrawCount,
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stride);
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_vertexArray.RestoreIndexBuffer();
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PostDraw();
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}
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public void SetAlphaTest(bool enable, float reference, CompareOp op)
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{
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if (!enable)
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@ -741,7 +797,7 @@ namespace Ryujinx.Graphics.OpenGL
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EnsureVertexArray();
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_vertexArray.SetIndexBuffer(buffer.Handle);
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_vertexArray.SetIndexBuffer(buffer);
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}
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public void SetLogicOpState(bool enable, LogicalOp op)
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