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Support instanced draw of quads" (#881)
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2bb39ff03e
commit
8b90924c1e
1 changed files with 88 additions and 35 deletions
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@ -170,26 +170,35 @@ namespace Ryujinx.Graphics.OpenGL
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int firstVertex,
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int firstInstance)
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{
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// TODO: Instanced rendering.
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int quadsCount = (vertexCount - 2) / 2;
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int[] firsts = new int[quadsCount];
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int[] counts = new int[quadsCount];
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firsts[0] = firstVertex;
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counts[0] = 4;
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for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
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if (firstInstance != 0 || instanceCount != 1)
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{
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firsts[quadIndex] = firstVertex + quadIndex * 2;
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counts[quadIndex] = 4;
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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GL.DrawArraysInstancedBaseInstance(PrimitiveType.TriangleFan, firstVertex + quadIndex * 2, 4, instanceCount, firstInstance);
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}
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}
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else
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{
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int[] firsts = new int[quadsCount];
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int[] counts = new int[quadsCount];
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GL.MultiDrawArrays(
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PrimitiveType.TriangleFan,
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firsts,
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counts,
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quadsCount);
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firsts[0] = firstVertex;
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counts[0] = 4;
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for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
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{
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firsts[quadIndex] = firstVertex + quadIndex * 2;
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counts[quadIndex] = 4;
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}
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GL.MultiDrawArrays(
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PrimitiveType.TriangleFan,
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firsts,
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counts,
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quadsCount);
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}
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}
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private void DrawImpl(
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@ -282,31 +291,75 @@ namespace Ryujinx.Graphics.OpenGL
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int firstVertex,
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int firstInstance)
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{
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// TODO: Instanced rendering.
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int quadsCount = indexCount / 4;
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IntPtr[] indices = new IntPtr[quadsCount];
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int[] counts = new int[quadsCount];
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int[] baseVertices = new int[quadsCount];
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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if (firstInstance != 0 || instanceCount != 1)
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{
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indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
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counts[quadIndex] = 4;
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baseVertices[quadIndex] = firstVertex;
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if (firstVertex != 0 && firstInstance != 0)
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{
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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GL.DrawElementsInstancedBaseVertexBaseInstance(
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PrimitiveType.TriangleFan,
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4,
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_elementsType,
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indexBaseOffset + quadIndex * 4 * indexElemSize,
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instanceCount,
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firstVertex,
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firstInstance);
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}
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}
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else if (firstInstance != 0)
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{
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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GL.DrawElementsInstancedBaseInstance(
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PrimitiveType.TriangleFan,
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4,
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_elementsType,
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indexBaseOffset + quadIndex * 4 * indexElemSize,
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instanceCount,
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firstInstance);
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}
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}
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else
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{
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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GL.DrawElementsInstanced(
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PrimitiveType.TriangleFan,
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4,
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_elementsType,
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indexBaseOffset + quadIndex * 4 * indexElemSize,
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instanceCount);
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}
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}
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}
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else
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{
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IntPtr[] indices = new IntPtr[quadsCount];
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GL.MultiDrawElementsBaseVertex(
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PrimitiveType.TriangleFan,
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counts,
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_elementsType,
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indices,
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quadsCount,
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baseVertices);
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int[] counts = new int[quadsCount];
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int[] baseVertices = new int[quadsCount];
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
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counts[quadIndex] = 4;
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baseVertices[quadIndex] = firstVertex;
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}
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GL.MultiDrawElementsBaseVertex(
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PrimitiveType.TriangleFan,
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counts,
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_elementsType,
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indices,
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quadsCount,
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baseVertices);
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}
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}
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private void DrawQuadStripIndexedImpl(
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