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jinx/Ryujinx.Graphics.Gpu/Engine/MethodDraw.cs
gdkchan cb171f6ebf Support shared color mask, implement more shader instructions
Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.
2020-01-09 02:13:00 +01:00

135 lines
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3.9 KiB
C#

using Ryujinx.Graphics.Gpu.State;
using Ryujinx.Graphics.Gpu.Image;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
private bool _drawIndexed;
private int _firstIndex;
private int _indexCount;
private bool _instancedDrawPending;
private bool _instancedIndexed;
private int _instancedFirstIndex;
private int _instancedFirstVertex;
private int _instancedFirstInstance;
private int _instancedIndexCount;
private int _instancedDrawStateFirst;
private int _instancedDrawStateCount;
private int _instanceIndex;
public PrimitiveType PrimitiveType { get; private set; }
private void DrawEnd(GpuState state, int argument)
{
UpdateState(state);
bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;
if (instanced)
{
if (!_instancedDrawPending)
{
_instancedDrawPending = true;
_instancedIndexed = _drawIndexed;
_instancedFirstIndex = _firstIndex;
_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
_instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);
_instancedIndexCount = _indexCount;
var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
_instancedDrawStateFirst = drawState.First;
_instancedDrawStateCount = drawState.Count;
}
return;
}
int firstInstance = state.Get<int>(MethodOffset.FirstInstance);
if (_drawIndexed)
{
_drawIndexed = false;
int firstVertex = state.Get<int>(MethodOffset.FirstVertex);
_context.Renderer.Pipeline.DrawIndexed(
_indexCount,
1,
_firstIndex,
firstVertex,
firstInstance);
}
else
{
var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
_context.Renderer.Pipeline.Draw(
drawState.Count,
1,
drawState.First,
firstInstance);
}
}
private void DrawBegin(GpuState state, int argument)
{
if ((argument & (1 << 26)) != 0)
{
_instanceIndex++;
}
else if ((argument & (1 << 27)) == 0)
{
PerformDeferredDraws();
_instanceIndex = 0;
}
PrimitiveType type = (PrimitiveType)(argument & 0xffff);
_context.Renderer.Pipeline.SetPrimitiveTopology(type.Convert());
PrimitiveType = type;
}
private void SetIndexBufferCount(GpuState state, int argument)
{
_drawIndexed = true;
}
public void PerformDeferredDraws()
{
// Perform any pending instanced draw.
if (_instancedDrawPending)
{
_instancedDrawPending = false;
if (_instancedIndexed)
{
_context.Renderer.Pipeline.DrawIndexed(
_instancedIndexCount,
_instanceIndex + 1,
_instancedFirstIndex,
_instancedFirstVertex,
_instancedFirstInstance);
}
else
{
_context.Renderer.Pipeline.Draw(
_instancedDrawStateCount,
_instanceIndex + 1,
_instancedDrawStateFirst,
_instancedFirstInstance);
}
}
}
}
}