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>
This commit is contained in:
gdkchan
2022-11-16 14:53:04 -03:00
committed by GitHub
parent b8de72de8f
commit f1d1670b0b
60 changed files with 2336 additions and 277 deletions

View File

@ -34,10 +34,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
private ProgramPipelineState _pipeline;
private bool _vsUsesDrawParameters;
private bool _vtgWritesRtLayer;
private byte _vsClipDistancesWritten;
private bool _prevDrawIndexed;
private bool _prevDrawIndirect;
private IndexType _prevIndexType;
private uint _prevFirstVertex;
private bool _prevTfEnable;
@ -210,7 +212,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
// of the shader for the new state.
if (_shaderSpecState != null)
{
if (!_shaderSpecState.MatchesGraphics(_channel, GetPoolState(), GetGraphicsState(), false))
if (!_shaderSpecState.MatchesGraphics(_channel, GetPoolState(), GetGraphicsState(), _vsUsesDrawParameters, false))
{
ForceShaderUpdate();
}
@ -237,6 +239,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_prevDrawIndexed = _drawState.DrawIndexed;
}
// Some draw parameters are used to restrict the vertex buffer size,
// but they can't be used on indirect draws because their values are unknown in this case.
// When switching between indirect and non-indirect draw, we need to
// make sure the vertex buffer sizes are still correct.
if (_drawState.DrawIndirect != _prevDrawIndirect)
{
_updateTracker.ForceDirty(VertexBufferStateIndex);
}
// In some cases, the index type is also used to guess the
// vertex buffer size, so we must update it if the type changed too.
if (_drawState.DrawIndexed &&
@ -938,6 +949,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_drawState.IsAnyVbInstanced = false;
bool drawIndexed = _drawState.DrawIndexed;
bool drawIndirect = _drawState.DrawIndirect;
for (int index = 0; index < Constants.TotalVertexBuffers; index++)
{
var vertexBuffer = _state.State.VertexBufferState[index];
@ -965,14 +979,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
ulong vbSize = endAddress.Pack() - address + 1;
ulong size;
if (_drawState.IbStreamer.HasInlineIndexData || _drawState.DrawIndexed || stride == 0 || instanced)
if (_drawState.IbStreamer.HasInlineIndexData || drawIndexed || stride == 0 || instanced)
{
// 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.
size = vbSize;
if (stride > 0 && indexTypeSmall && _drawState.DrawIndexed && !instanced)
if (stride > 0 && indexTypeSmall && drawIndexed && !drawIndirect && !instanced)
{
// If the index type is a small integer type, then we might be still able
// to reduce the vertex buffer size based on the maximum possible index value.
@ -1207,6 +1221,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
byte oldVsClipDistancesWritten = _vsClipDistancesWritten;
_drawState.VsUsesInstanceId = gs.Shaders[1]?.Info.UsesInstanceId ?? false;
_vsUsesDrawParameters = gs.Shaders[1]?.Info.UsesDrawParameters ?? false;
_vsClipDistancesWritten = gs.Shaders[1]?.Info.ClipDistancesWritten ?? 0;
if (oldVsClipDistancesWritten != _vsClipDistancesWritten)
@ -1222,6 +1237,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_context.Renderer.Pipeline.SetProgram(gs.HostProgram);
}
/// <summary>
/// Updates bindings consumed by the shader stage on the texture and buffer managers.
/// </summary>
/// <param name="stage">Shader stage to have the bindings updated</param>
/// <param name="info">Shader stage bindings info</param>
private void UpdateStageBindings(int stage, ShaderProgramInfo info)
{
_currentProgramInfo[stage] = info;
@ -1340,7 +1360,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_state.State.AlphaTestEnable,
_state.State.AlphaTestFunc,
_state.State.AlphaTestRef,
ref attributeTypes);
ref attributeTypes,
_drawState.HasConstantBufferDrawParameters);
}
/// <summary>