ryujinx/Ryujinx.Graphics.Gpu
gdkchan f1d1670b0b
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>
2022-11-16 14:53:04 -03:00
..
Engine Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
Image Minor improvement to Vulkan pipeline state and bindings management (#3829) 2022-11-10 13:38:38 -03:00
Memory Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
Shader Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
Synchronization
ClassId.cs
Constants.cs Vulkan backend (#2518) 2022-07-31 18:26:06 -03:00
GpuChannel.cs
GpuContext.cs Use RGBA16 vertex format if RGB16 is not supported on Vulkan (#3552) 2022-08-20 16:20:27 -03:00
GraphicsConfig.cs Vulkan backend (#2518) 2022-07-31 18:26:06 -03:00
Ryujinx.Graphics.Gpu.csproj infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Window.cs Allow Surface Flinger frame enqueue after process has exited (#3733) 2022-10-02 21:50:03 +00:00