forked from Mirror/Ryujinx
Fix vertex buffer size when switching between inline and state draw parameters (#6101)
* Fix vertex buffer size when switching between inline and state draw parameters * Format whitespace
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4e19b36ad7
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3 changed files with 19 additions and 11 deletions
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@ -103,6 +103,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <param name="argument">Method call argument</param>
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public void DrawEnd(ThreedClass engine, int argument)
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{
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_drawState.DrawUsesEngineState = true;
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DrawEnd(
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engine,
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_state.State.IndexBufferState.First,
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@ -205,10 +207,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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else
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{
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#pragma warning disable IDE0059 // Remove unnecessary value assignment
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var drawState = _state.State.VertexBufferDrawState;
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#pragma warning restore IDE0059
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DrawImpl(engine, drawVertexCount, 1, 0, drawFirstVertex, firstInstance, indexed: false);
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}
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@ -379,6 +377,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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bool oldDrawIndexed = _drawState.DrawIndexed;
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_drawState.DrawIndexed = true;
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_drawState.DrawUsesEngineState = false;
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engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
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DrawEnd(engine, firstIndex, indexCount, 0, 0);
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@ -424,6 +423,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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bool oldDrawIndexed = _drawState.DrawIndexed;
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_drawState.DrawIndexed = false;
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_drawState.DrawUsesEngineState = false;
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engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
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DrawEnd(engine, 0, 0, firstVertex, vertexCount);
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@ -544,6 +544,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_state.State.FirstInstance = (uint)firstInstance;
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_drawState.DrawIndexed = indexed;
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_drawState.DrawUsesEngineState = true;
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_currentSpecState.SetHasConstantBufferDrawParameters(true);
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engine.UpdateState();
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@ -676,6 +677,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_drawState.DrawIndexed = indexed;
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_drawState.DrawIndirect = true;
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_drawState.DrawUsesEngineState = true;
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_currentSpecState.SetHasConstantBufferDrawParameters(true);
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engine.UpdateState();
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@ -38,6 +38,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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public bool DrawIndirect;
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/// <summary>
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/// Indicates that the draw is using the draw parameters on the 3D engine state, rather than inline parameters submitted with the draw command.
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/// </summary>
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public bool DrawUsesEngineState;
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/// <summary>
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/// Indicates if any of the currently used vertex shaders reads the instance ID.
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/// </summary>
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@ -48,11 +53,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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public bool IsAnyVbInstanced;
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/// <summary>
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/// Indicates that the draw is writing the base vertex, base instance and draw index to Constant Buffer 0.
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/// </summary>
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public bool HasConstantBufferDrawParameters;
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/// <summary>
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/// Primitive topology for the next draw.
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/// </summary>
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@ -47,7 +47,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private uint _vbEnableMask;
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private bool _prevDrawIndexed;
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private readonly bool _prevDrawIndirect;
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private bool _prevDrawIndirect;
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private bool _prevDrawUsesEngineState;
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private IndexType _prevIndexType;
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private uint _prevFirstVertex;
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private bool _prevTfEnable;
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@ -236,7 +237,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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// method when doing indexed draws, so we need to make sure
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// to update the vertex buffers if we are doing a regular
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// draw after a indexed one and vice-versa.
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if (_drawState.DrawIndexed != _prevDrawIndexed)
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// Some draws also do not update the engine state, so it is possible for it
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// to not be dirty even if the vertex counts or other state changed. We need to force it to be dirty in this case.
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if (_drawState.DrawIndexed != _prevDrawIndexed || _drawState.DrawUsesEngineState != _prevDrawUsesEngineState)
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{
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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@ -251,6 +254,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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_prevDrawIndexed = _drawState.DrawIndexed;
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_prevDrawUsesEngineState = _drawState.DrawUsesEngineState;
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}
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// Some draw parameters are used to restrict the vertex buffer size,
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@ -260,6 +264,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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if (_drawState.DrawIndirect != _prevDrawIndirect)
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{
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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_prevDrawIndirect = _drawState.DrawIndirect;
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}
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// In some cases, the index type is also used to guess the
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