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https://github.com/ryujinx-mirror/ryujinx.git
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f1d1670b0b
* 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>
83 lines
No EOL
2.8 KiB
C#
83 lines
No EOL
2.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// List of cached shader programs that differs only by specialization state.
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/// </summary>
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class ShaderSpecializationList : IEnumerable<CachedShaderProgram>
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{
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private readonly List<CachedShaderProgram> _entries = new List<CachedShaderProgram>();
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/// <summary>
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/// Adds a program to the list.
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/// </summary>
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/// <param name="program">Program to be added</param>
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public void Add(CachedShaderProgram program)
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{
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_entries.Add(program);
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}
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/// <summary>
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/// Tries to find an existing 3D program on the cache.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="graphicsState">Graphics state</param>
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/// <param name="program">Cached program, if found</param>
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/// <returns>True if a compatible program is found, false otherwise</returns>
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public bool TryFindForGraphics(
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GpuChannel channel,
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GpuChannelPoolState poolState,
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GpuChannelGraphicsState graphicsState,
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out CachedShaderProgram program)
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{
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foreach (var entry in _entries)
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{
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bool usesDrawParameters = entry.Shaders[1]?.Info.UsesDrawParameters ?? false;
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if (entry.SpecializationState.MatchesGraphics(channel, poolState, graphicsState, usesDrawParameters, true))
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{
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program = entry;
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return true;
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}
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}
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program = default;
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return false;
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}
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/// <summary>
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/// Tries to find an existing compute program on the cache.
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/// </summary>
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/// <param name="channel">GPU channel</param>
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/// <param name="poolState">Texture pool state</param>
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/// <param name="program">Cached program, if found</param>
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/// <returns>True if a compatible program is found, false otherwise</returns>
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public bool TryFindForCompute(GpuChannel channel, GpuChannelPoolState poolState, out CachedShaderProgram program)
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{
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foreach (var entry in _entries)
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{
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if (entry.SpecializationState.MatchesCompute(channel, poolState, true))
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{
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program = entry;
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return true;
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}
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}
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program = default;
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return false;
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}
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public IEnumerator<CachedShaderProgram> GetEnumerator()
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{
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return _entries.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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}
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} |