ryujinx/Ryujinx.Graphics.Vulkan/Shaders
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
..
ChangeBufferStrideShaderSource.comp
ColorBlitClearAlphaFragmentShaderSource.frag
ColorBlitFragmentShaderSource.frag
ColorBlitVertexShaderSource.vert
ColorClearFragmentShaderSource.frag
ColorClearVertexShaderSource.vert
ColorCopyBetweenMsNonMs.comp
ConvertIndexBufferShaderSource.comp Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
ConvertIndirectDataShaderSource.comp Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
ShaderBinaries.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00