diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs
deleted file mode 100644
index 15d9587d0a..0000000000
--- a/Ryujinx.Graphics.Gpu/Engine/Threed/IbUtils.cs
+++ /dev/null
@@ -1,307 +0,0 @@
-using Ryujinx.Graphics.GAL;
-using Ryujinx.Graphics.Gpu.Memory;
-using System;
-using System.Runtime.InteropServices;
-using System.Runtime.Intrinsics;
-using System.Runtime.Intrinsics.X86;
-
-namespace Ryujinx.Graphics.Gpu.Engine.Threed
-{
- ///
- /// Index buffer utility methods.
- ///
- static class IbUtils
- {
- ///
- /// Minimum size that the vertex buffer must have, in bytes, to make the index counting profitable.
- ///
- private const ulong MinimumVbSizeThreshold = 0x200000; // 2 MB
-
- ///
- /// Maximum number of indices that the index buffer may have to make the index counting profitable.
- ///
- private const int MaximumIndexCountThreshold = 65536;
-
- ///
- /// Checks if getting the vertex buffer size from the maximum index buffer index is worth it.
- ///
- /// Maximum size that the vertex buffer may possibly have, in bytes
- /// Total number of indices on the index buffer
- /// True if getting the vertex buffer size from the index buffer may yield performance improvements
- public static bool IsIbCountingProfitable(ulong vbSizeMax, int indexCount)
- {
- return vbSizeMax >= MinimumVbSizeThreshold && indexCount <= MaximumIndexCountThreshold;
- }
-
- ///
- /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer.
- ///
- /// GPU memory manager
- /// Index buffer element integer type
- /// GPU virtual address of the index buffer
- /// Index of the first index buffer element used on the draw
- /// Number of index buffer elements used on the draw
- /// Vertex count
- public static ulong GetVertexCount(MemoryManager mm, IndexType type, ulong gpuVa, int firstIndex, int indexCount)
- {
- return type switch
- {
- IndexType.UShort => CountU16(mm, gpuVa, firstIndex, indexCount),
- IndexType.UInt => CountU32(mm, gpuVa, firstIndex, indexCount),
- _ => CountU8(mm, gpuVa, firstIndex, indexCount)
- };
- }
-
- ///
- /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 8-bit indices.
- ///
- /// GPU memory manager
- /// GPU virtual address of the index buffer
- /// Index of the first index buffer element used on the draw
- /// Number of index buffer elements used on the draw
- /// Vertex count
- private unsafe static ulong CountU8(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount)
- {
- uint max = 0;
- ReadOnlySpan data = mm.GetSpan(gpuVa, firstIndex + indexCount);
-
- if (Avx2.IsSupported)
- {
- fixed (byte* pInput = data)
- {
- int endAligned = firstIndex + ((data.Length - firstIndex) & ~127);
-
- var result = Vector256.Zero;
-
- for (int i = firstIndex; i < endAligned; i += 128)
- {
- var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i);
- var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 32);
- var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 64);
- var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 96);
-
- var max01 = Avx2.Max(dataVec0, dataVec1);
- var max23 = Avx2.Max(dataVec2, dataVec3);
- var max0123 = Avx2.Max(max01, max23);
-
- result = Avx2.Max(result, max0123);
- }
-
- result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0xee).AsByte());
- result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0x55).AsByte());
- result = Avx2.Max(result, Avx2.ShuffleLow(result.AsUInt16(), 0x55).AsByte());
- result = Avx2.Max(result, Avx2.ShiftRightLogical(result.AsUInt16(), 8).AsByte());
-
- max = Math.Max(result.GetElement(0), result.GetElement(16));
-
- firstIndex = endAligned;
- }
- }
- else if (Sse2.IsSupported)
- {
- fixed (byte* pInput = data)
- {
- int endAligned = firstIndex + ((data.Length - firstIndex) & ~63);
-
- var result = Vector128.Zero;
-
- for (int i = firstIndex; i < endAligned; i += 64)
- {
- var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i);
- var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 16);
- var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 32);
- var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 48);
-
- var max01 = Sse2.Max(dataVec0, dataVec1);
- var max23 = Sse2.Max(dataVec2, dataVec3);
- var max0123 = Sse2.Max(max01, max23);
-
- result = Sse2.Max(result, max0123);
- }
-
- result = Sse2.Max(result, Sse2.Shuffle(result.AsInt32(), 0xee).AsByte());
- result = Sse2.Max(result, Sse2.Shuffle(result.AsInt32(), 0x55).AsByte());
- result = Sse2.Max(result, Sse2.ShuffleLow(result.AsUInt16(), 0x55).AsByte());
- result = Sse2.Max(result, Sse2.ShiftRightLogical(result.AsUInt16(), 8).AsByte());
-
- max = result.GetElement(0);
-
- firstIndex = endAligned;
- }
- }
-
- for (int i = firstIndex; i < data.Length; i++)
- {
- if (max < data[i]) max = data[i];
- }
-
- return (ulong)max + 1;
- }
-
- ///
- /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 16-bit indices.
- ///
- /// GPU memory manager
- /// GPU virtual address of the index buffer
- /// Index of the first index buffer element used on the draw
- /// Number of index buffer elements used on the draw
- /// Vertex count
- private unsafe static ulong CountU16(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount)
- {
- uint max = 0;
- ReadOnlySpan data = MemoryMarshal.Cast(mm.GetSpan(gpuVa, (firstIndex + indexCount) * 2));
-
- if (Avx2.IsSupported)
- {
- fixed (ushort* pInput = data)
- {
- int endAligned = firstIndex + ((data.Length - firstIndex) & ~63);
-
- var result = Vector256.Zero;
-
- for (int i = firstIndex; i < endAligned; i += 64)
- {
- var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i);
- var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 16);
- var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 32);
- var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 48);
-
- var max01 = Avx2.Max(dataVec0, dataVec1);
- var max23 = Avx2.Max(dataVec2, dataVec3);
- var max0123 = Avx2.Max(max01, max23);
-
- result = Avx2.Max(result, max0123);
- }
-
- result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0xee).AsUInt16());
- result = Avx2.Max(result, Avx2.Shuffle(result.AsInt32(), 0x55).AsUInt16());
- result = Avx2.Max(result, Avx2.ShuffleLow(result, 0x55));
-
- max = Math.Max(result.GetElement(0), result.GetElement(8));
-
- firstIndex = endAligned;
- }
- }
- else if (Sse41.IsSupported)
- {
- fixed (ushort* pInput = data)
- {
- int endAligned = firstIndex + ((data.Length - firstIndex) & ~31);
-
- var result = Vector128.Zero;
-
- for (int i = firstIndex; i < endAligned; i += 32)
- {
- var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i);
- var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 8);
- var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 16);
- var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 24);
-
- var max01 = Sse41.Max(dataVec0, dataVec1);
- var max23 = Sse41.Max(dataVec2, dataVec3);
- var max0123 = Sse41.Max(max01, max23);
-
- result = Sse41.Max(result, max0123);
- }
-
- result = Sse41.Max(result, Sse2.Shuffle(result.AsInt32(), 0xee).AsUInt16());
- result = Sse41.Max(result, Sse2.Shuffle(result.AsInt32(), 0x55).AsUInt16());
- result = Sse41.Max(result, Sse2.ShuffleLow(result, 0x55));
-
- max = result.GetElement(0);
-
- firstIndex = endAligned;
- }
- }
-
- for (int i = firstIndex; i < data.Length; i++)
- {
- if (max < data[i]) max = data[i];
- }
-
- return (ulong)max + 1;
- }
-
- ///
- /// Gets the vertex count of the vertex buffer accessed with the indices from the current index buffer, with 32-bit indices.
- ///
- /// GPU memory manager
- /// GPU virtual address of the index buffer
- /// Index of the first index buffer element used on the draw
- /// Number of index buffer elements used on the draw
- /// Vertex count
- private unsafe static ulong CountU32(MemoryManager mm, ulong gpuVa, int firstIndex, int indexCount)
- {
- uint max = 0;
- ReadOnlySpan data = MemoryMarshal.Cast(mm.GetSpan(gpuVa, (firstIndex + indexCount) * 4));
-
- if (Avx2.IsSupported)
- {
- fixed (uint* pInput = data)
- {
- int endAligned = firstIndex + ((data.Length - firstIndex) & ~31);
-
- var result = Vector256.Zero;
-
- for (int i = firstIndex; i < endAligned; i += 32)
- {
- var dataVec0 = Avx.LoadVector256(pInput + (nuint)(uint)i);
- var dataVec1 = Avx.LoadVector256(pInput + (nuint)(uint)i + 8);
- var dataVec2 = Avx.LoadVector256(pInput + (nuint)(uint)i + 16);
- var dataVec3 = Avx.LoadVector256(pInput + (nuint)(uint)i + 24);
-
- var max01 = Avx2.Max(dataVec0, dataVec1);
- var max23 = Avx2.Max(dataVec2, dataVec3);
- var max0123 = Avx2.Max(max01, max23);
-
- result = Avx2.Max(result, max0123);
- }
-
- result = Avx2.Max(result, Avx2.Shuffle(result, 0xee));
- result = Avx2.Max(result, Avx2.Shuffle(result, 0x55));
-
- max = Math.Max(result.GetElement(0), result.GetElement(4));
-
- firstIndex = endAligned;
- }
- }
- else if (Sse41.IsSupported)
- {
- fixed (uint* pInput = data)
- {
- int endAligned = firstIndex + ((data.Length - firstIndex) & ~15);
-
- var result = Vector128.Zero;
-
- for (int i = firstIndex; i < endAligned; i += 16)
- {
- var dataVec0 = Sse2.LoadVector128(pInput + (nuint)(uint)i);
- var dataVec1 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 4);
- var dataVec2 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 8);
- var dataVec3 = Sse2.LoadVector128(pInput + (nuint)(uint)i + 12);
-
- var max01 = Sse41.Max(dataVec0, dataVec1);
- var max23 = Sse41.Max(dataVec2, dataVec3);
- var max0123 = Sse41.Max(max01, max23);
-
- result = Sse41.Max(result, max0123);
- }
-
- result = Sse41.Max(result, Sse2.Shuffle(result, 0xee));
- result = Sse41.Max(result, Sse2.Shuffle(result, 0x55));
-
- max = result.GetElement(0);
-
- firstIndex = endAligned;
- }
- }
-
- for (int i = firstIndex; i < data.Length; i++)
- {
- if (max < data[i]) max = data[i];
- }
-
- return (ulong)max + 1;
- }
- }
-}
diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs
index da412bdf2c..a6953cd279 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs
@@ -34,8 +34,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
private byte _vsClipDistancesWritten;
private bool _prevDrawIndexed;
- private int _prevFirstIndex;
- private int _prevIndexCount;
private bool _prevTfEnable;
///
@@ -184,25 +182,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
// method when doing indexed draws, so we need to make sure
// to update the vertex buffers if we are doing a regular
// draw after a indexed one and vice-versa.
- if (GraphicsConfig.EnableIndexedVbSizeDetection)
+ if (_drawState.DrawIndexed != _prevDrawIndexed)
{
- if (_drawState.DrawIndexed != _prevDrawIndexed ||
- _drawState.FirstIndex != _prevFirstIndex ||
- _drawState.IndexCount != _prevIndexCount)
- {
- _updateTracker.ForceDirty(VertexBufferStateIndex);
- _prevDrawIndexed = _drawState.DrawIndexed;
- _prevFirstIndex = _drawState.FirstIndex;
- _prevIndexCount = _drawState.IndexCount;
- }
- }
- else
- {
- if (_drawState.DrawIndexed != _prevDrawIndexed)
- {
- _updateTracker.ForceDirty(VertexBufferStateIndex);
- _prevDrawIndexed = _drawState.DrawIndexed;
- }
+ _updateTracker.ForceDirty(VertexBufferStateIndex);
+ _prevDrawIndexed = _drawState.DrawIndexed;
}
bool tfEnable = _state.State.TfEnable;
@@ -804,25 +787,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
// This size may be (much) larger than the real vertex buffer size.
// Avoid calculating it this way, unless we don't have any other option.
- ulong vbSizeMax = endAddress.Pack() - address + 1;
-
- int firstIndex = _drawState.FirstIndex;
- int indexCount = _drawState.IndexCount;
-
- bool ibCountingProfitable = GraphicsConfig.EnableIndexedVbSizeDetection && IbUtils.IsIbCountingProfitable(vbSizeMax, indexCount);
-
- if (ibCountingProfitable && !_drawState.IbStreamer.HasInlineIndexData && _drawState.DrawIndexed && stride != 0)
- {
- IndexType ibType = _state.State.IndexBufferState.Type;
- ulong ibGpuVa = _state.State.IndexBufferState.Address.Pack();
- ulong vertexCount = IbUtils.GetVertexCount(_channel.MemoryManager, ibType, ibGpuVa, firstIndex, indexCount);
-
- size = Math.Min(vertexCount * (ulong)stride, vbSizeMax);
- }
- else
- {
- size = vbSizeMax;
- }
+ size = endAddress.Pack() - address + 1;
}
else
{
diff --git a/Ryujinx.Graphics.Gpu/GraphicsConfig.cs b/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
index 14735e3bd3..7ef102e2cd 100644
--- a/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
+++ b/Ryujinx.Graphics.Gpu/GraphicsConfig.cs
@@ -33,11 +33,6 @@ namespace Ryujinx.Graphics.Gpu
///
public static bool EnableMacroJit = true;
- ///
- /// Enables or disables vertex buffer size detection from the index buffer, for indexed draws.
- ///
- public static bool EnableIndexedVbSizeDetection = true;
-
///
/// Title id of the current running game.
/// Used by the shader cache.
diff --git a/Ryujinx/Configuration/ConfigurationState.cs b/Ryujinx/Configuration/ConfigurationState.cs
index 5291ddc848..fe4ff77466 100644
--- a/Ryujinx/Configuration/ConfigurationState.cs
+++ b/Ryujinx/Configuration/ConfigurationState.cs
@@ -269,7 +269,7 @@ namespace Ryujinx.Configuration
/// Enable or disable keyboard support (Independent from controllers binding)
///
public ReactiveObject EnableKeyboard { get; private set; }
-
+
///
/// Enable or disable mouse support (Independent from controllers binding)
///