Ryujinx-uplift/Ryujinx.Graphics.Shader/Translation/FeatureFlags.cs
gdkchan f1d1670b0b
Implement HLE macro for DrawElementsIndirect (#3748)
* 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>
2022-11-16 14:53:04 -03:00

28 lines
690 B
C#

using System;
namespace Ryujinx.Graphics.Shader.Translation
{
/// <summary>
/// Features used by the shader that are important for the code generator to know in advance.
/// These typically change the declarations in the shader header.
/// </summary>
[Flags]
public enum FeatureFlags
{
None = 0,
// Affected by resolution scaling.
IntegerSampling = 1 << 0,
FragCoordXY = 1 << 1,
Bindless = 1 << 2,
InstanceId = 1 << 3,
DrawParameters = 1 << 4,
RtLayer = 1 << 5,
CbIndexing = 1 << 6,
IaIndexing = 1 << 7,
OaIndexing = 1 << 8,
FixedFuncAttr = 1 << 9
}
}