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Quad to triangle optimization (#552)
* Fix minor bug with ordering leading to incorrect ordering * Converts quads and quadstrips to triangle * A new line for emmaus * Refactor to remove Ib from quadhelper methods * 20 extra brackets...
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@ -691,11 +691,11 @@ namespace Ryujinx.Graphics.Graphics3d
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if (PrimType == GalPrimitiveType.Quads)
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{
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Buffer = QuadHelper.ConvertIbQuadsToTris(Buffer, IndexEntrySize, IndexCount);
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Buffer = QuadHelper.ConvertQuadsToTris(Buffer, IndexEntrySize, IndexCount);
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}
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else /* if (PrimType == GalPrimitiveType.QuadStrip) */
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{
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Buffer = QuadHelper.ConvertIbQuadStripToTris(Buffer, IndexEntrySize, IndexCount);
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Buffer = QuadHelper.ConvertQuadStripToTris(Buffer, IndexEntrySize, IndexCount);
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}
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Gpu.Renderer.Rasterizer.CreateIbo(IboKey, IbSize, Buffer);
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@ -710,11 +710,11 @@ namespace Ryujinx.Graphics.Graphics3d
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{
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if (PrimType == GalPrimitiveType.Quads)
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{
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Gpu.Renderer.Rasterizer.SetIndexArray(QuadHelper.ConvertIbSizeQuadsToTris(IbSize), IndexFormat);
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Gpu.Renderer.Rasterizer.SetIndexArray(QuadHelper.ConvertSizeQuadsToTris(IbSize), IndexFormat);
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}
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else /* if (PrimType == GalPrimitiveType.QuadStrip) */
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{
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Gpu.Renderer.Rasterizer.SetIndexArray(QuadHelper.ConvertIbSizeQuadStripToTris(IbSize), IndexFormat);
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Gpu.Renderer.Rasterizer.SetIndexArray(QuadHelper.ConvertSizeQuadStripToTris(IbSize), IndexFormat);
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}
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}
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}
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@ -796,12 +796,42 @@ namespace Ryujinx.Graphics.Graphics3d
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long VboKey = Vmm.GetPhysicalAddress(VbPosition);
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long VbSize = (VbEndPos - VbPosition) + 1;
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int ModifiedVbSize = (int)VbSize;
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bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, VbSize);
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// If quads convert size to triangle length
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if (Stride == 0)
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{
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if (PrimType == GalPrimitiveType.Quads)
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{
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ModifiedVbSize = QuadHelper.ConvertSizeQuadsToTris(ModifiedVbSize);
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}
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else if (PrimType == GalPrimitiveType.QuadStrip)
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{
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ModifiedVbSize = QuadHelper.ConvertSizeQuadStripToTris(ModifiedVbSize);
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}
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}
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bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, ModifiedVbSize);
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if (!VboCached || Gpu.ResourceManager.MemoryRegionModified(Vmm, VboKey, VbSize, NvGpuBufferType.Vertex))
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{
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if (Vmm.TryGetHostAddress(VbPosition, VbSize, out IntPtr VbPtr))
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if ((PrimType == GalPrimitiveType.Quads | PrimType == GalPrimitiveType.QuadStrip) && Stride != 0)
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{
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// Convert quad buffer to triangles
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byte[] data = Vmm.ReadBytes(VbPosition, VbSize);
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if (PrimType == GalPrimitiveType.Quads)
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{
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data = QuadHelper.ConvertQuadsToTris(data, Stride, (int)(VbSize / Stride));
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}
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else
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{
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data = QuadHelper.ConvertQuadStripToTris(data, Stride, (int)(VbSize / Stride));
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}
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Gpu.Renderer.Rasterizer.CreateVbo(VboKey, data);
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}
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else if (Vmm.TryGetHostAddress(VbPosition, VbSize, out IntPtr VbPtr))
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{
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Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, VbPtr);
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}
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@ -863,22 +893,21 @@ namespace Ryujinx.Graphics.Graphics3d
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//Quad primitive types were deprecated on OpenGL 3.x,
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//they are converted to a triangles index buffer on IB creation,
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//so we should use the triangles type here too.
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if (PrimType == GalPrimitiveType.Quads ||
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PrimType == GalPrimitiveType.QuadStrip)
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if (PrimType == GalPrimitiveType.Quads || PrimType == GalPrimitiveType.QuadStrip)
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{
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PrimType = GalPrimitiveType.Triangles;
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//Note: We assume that index first points to the first
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//vertex of a quad, if it points to the middle of a
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//quad (First % 4 != 0 for Quads) then it will not work properly.
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if (PrimType == GalPrimitiveType.Quads)
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{
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IndexFirst = QuadHelper.ConvertIbSizeQuadsToTris(IndexFirst);
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IndexFirst = QuadHelper.ConvertSizeQuadsToTris(IndexFirst);
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}
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else /* if (PrimType == GalPrimitiveType.QuadStrip) */
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else // QuadStrip
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{
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IndexFirst = QuadHelper.ConvertIbSizeQuadStripToTris(IndexFirst);
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IndexFirst = QuadHelper.ConvertSizeQuadStripToTris(IndexFirst);
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}
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PrimType = GalPrimitiveType.Triangles;
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}
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Gpu.Renderer.Rasterizer.DrawElements(IboKey, IndexFirst, VertexBase, PrimType);
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@ -888,6 +917,27 @@ namespace Ryujinx.Graphics.Graphics3d
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int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
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int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
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//Quad primitive types were deprecated on OpenGL 3.x,
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//they are converted to a triangles index buffer on IB creation,
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//so we should use the triangles type here too.
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if (PrimType == GalPrimitiveType.Quads || PrimType == GalPrimitiveType.QuadStrip)
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{
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//Note: We assume that index first points to the first
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//vertex of a quad, if it points to the middle of a
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//quad (First % 4 != 0 for Quads) then it will not work properly.
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if (PrimType == GalPrimitiveType.Quads)
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{
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VertexFirst = QuadHelper.ConvertSizeQuadsToTris(VertexFirst);
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}
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else // QuadStrip
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{
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VertexFirst = QuadHelper.ConvertSizeQuadStripToTris(VertexFirst);
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}
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PrimType = GalPrimitiveType.Triangles;
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VertexCount = QuadHelper.ConvertSizeQuadsToTris(VertexCount);
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}
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Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
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}
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@ -4,17 +4,17 @@ namespace Ryujinx.Graphics
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{
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static class QuadHelper
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{
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public static int ConvertIbSizeQuadsToTris(int Size)
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public static int ConvertSizeQuadsToTris(int Size)
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{
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return Size <= 0 ? 0 : (Size / 4) * 6;
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}
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public static int ConvertIbSizeQuadStripToTris(int Size)
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public static int ConvertSizeQuadStripToTris(int Size)
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{
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return Size <= 1 ? 0 : ((Size - 2) / 2) * 6;
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}
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public static byte[] ConvertIbQuadsToTris(byte[] Data, int EntrySize, int Count)
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public static byte[] ConvertQuadsToTris(byte[] Data, int EntrySize, int Count)
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{
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int PrimitivesCount = Count / 4;
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@ -46,7 +46,7 @@ namespace Ryujinx.Graphics
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return Output;
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}
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public static byte[] ConvertIbQuadStripToTris(byte[] Data, int EntrySize, int Count)
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public static byte[] ConvertQuadStripToTris(byte[] Data, int EntrySize, int Count)
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{
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int PrimitivesCount = (Count - 2) / 2;
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