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>
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@ -168,6 +168,15 @@ namespace Ryujinx.Graphics.Shader
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return 0;
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}
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/// <summary>
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/// Queries whenever the current draw has written the base vertex and base instance into Constant Buffer 0.
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/// </summary>
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/// <returns>True if the shader translator can assume that the constant buffer contains the base IDs, false otherwise</returns>
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bool QueryHasConstantBufferDrawParameters()
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{
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return false;
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}
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/// <summary>
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/// Queries host about the presence of the FrontFacing built-in variable bug.
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/// </summary>
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