mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-01 04:57:18 +01:00
f1d1670b0b
* 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>
19 lines
610 B
C#
19 lines
610 B
C#
namespace Ryujinx.Graphics.GAL.Multithreading.Commands
|
|
{
|
|
struct DrawIndexedIndirectCommand : IGALCommand
|
|
{
|
|
public CommandType CommandType => CommandType.DrawIndexedIndirect;
|
|
private BufferRange _indirectBuffer;
|
|
|
|
public void Set(BufferRange indirectBuffer)
|
|
{
|
|
_indirectBuffer = indirectBuffer;
|
|
}
|
|
|
|
public static void Run(ref DrawIndexedIndirectCommand command, ThreadedRenderer threaded, IRenderer renderer)
|
|
{
|
|
renderer.Pipeline.DrawIndexedIndirect(threaded.Buffers.MapBufferRange(command._indirectBuffer));
|
|
}
|
|
}
|
|
}
|