Fix vertex buffer size on the gpu when the draw vertex count is less than the buffer size, added a few more registers (currently not implemented)
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af5f059d4e
commit
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7 changed files with 80 additions and 13 deletions
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@ -79,6 +79,8 @@ namespace Ryujinx.HLE.Gpu.Engines
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Gpu.Renderer.Shader.BindProgram();
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SetCullFace();
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SetDepth();
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SetAlphaBlending();
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UploadTextures(Vmm, Keys);
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@ -98,8 +100,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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SetFrameBuffer(Vmm, 0);
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//TODO: Enable this once the frame buffer problems are fixed.
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//Gpu.Renderer.ClearBuffers(Layer, Flags);
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Gpu.Renderer.Rasterizer.ClearBuffers(Layer, Flags);
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}
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private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
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@ -177,6 +178,16 @@ namespace Ryujinx.HLE.Gpu.Engines
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throw new ArgumentOutOfRangeException(nameof(Program));
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}
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private void SetCullFace()
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{
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//TODO.
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}
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private void SetDepth()
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{
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//TODO.
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}
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private void SetAlphaBlending()
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{
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//TODO: Support independent blend properly.
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@ -434,16 +445,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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int Stride = Control & 0xfff;
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long VbSize = 0;
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if (IndexCount != 0)
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{
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VbSize = (VertexEndPos - VertexPosition) + 1;
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}
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else
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{
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VbSize = VertexCount * Stride;
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}
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long VbSize = (VertexEndPos - VertexPosition) + 1;
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bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VertexPosition, VbSize);
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@ -15,7 +15,9 @@ namespace Ryujinx.HLE.Gpu.Engines
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VertexArrayFirst = 0x35d,
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VertexArrayCount = 0x35e,
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VertexAttribNFormat = 0x458,
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DepthTestEnable = 0x4b3,
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IBlendEnable = 0x4b9,
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DepthTestFunction = 0x4c3,
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BlendSeparateAlpha = 0x4cf,
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BlendEquationRgb = 0x4d0,
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BlendFuncSrcRgb = 0x4d1,
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@ -35,6 +37,9 @@ namespace Ryujinx.HLE.Gpu.Engines
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IndexArrayFormat = 0x5f6,
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IndexBatchFirst = 0x5f7,
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IndexBatchCount = 0x5f8,
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CullFaceEnable = 0x646,
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FrontFace = 0x647,
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CullFace = 0x648,
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QueryAddress = 0x6c0,
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QuerySequence = 0x6c2,
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QueryControl = 0x6c3,
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