Ryujinx/Ryujinx.Graphics.Gpu/Engine/MME
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
..
AluOperation.cs
AluRegOperation.cs
AssignmentOperation.cs
IMacroEE.cs
Macro.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
MacroHLE.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
MacroHLEFunctionName.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
MacroHLETable.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
MacroInterpreter.cs
MacroJit.cs
MacroJitCompiler.cs
MacroJitContext.cs