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Implement primitive restart draw arrays properly on OpenGL (#3256)

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gdkchan 2022-04-04 18:43:24 -03:00 committed by GitHub
parent b2a225558d
commit d4b960d348
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 21 additions and 4 deletions

View file

@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
public const int RasterizerStateIndex = 1; public const int RasterizerStateIndex = 1;
public const int ScissorStateIndex = 2; public const int ScissorStateIndex = 2;
public const int VertexBufferStateIndex = 3; public const int VertexBufferStateIndex = 3;
public const int PrimitiveRestartStateIndex = 4;
private readonly GpuContext _context; private readonly GpuContext _context;
private readonly GpuChannel _channel; private readonly GpuChannel _channel;
@ -75,6 +76,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
nameof(ThreedClassState.VertexBufferState), nameof(ThreedClassState.VertexBufferState),
nameof(ThreedClassState.VertexBufferEndAddress)), nameof(ThreedClassState.VertexBufferEndAddress)),
new StateUpdateCallbackEntry(UpdatePrimitiveRestartState,
nameof(ThreedClassState.PrimitiveRestartDrawArrays),
nameof(ThreedClassState.PrimitiveRestartState)),
new StateUpdateCallbackEntry(UpdateTessellationState, new StateUpdateCallbackEntry(UpdateTessellationState,
nameof(ThreedClassState.TessOuterLevel), nameof(ThreedClassState.TessOuterLevel),
nameof(ThreedClassState.TessInnerLevel), nameof(ThreedClassState.TessInnerLevel),
@ -140,8 +145,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
nameof(ThreedClassState.PointSpriteEnable), nameof(ThreedClassState.PointSpriteEnable),
nameof(ThreedClassState.PointCoordReplace)), nameof(ThreedClassState.PointCoordReplace)),
new StateUpdateCallbackEntry(UpdatePrimitiveRestartState, nameof(ThreedClassState.PrimitiveRestartState)),
new StateUpdateCallbackEntry(UpdateIndexBufferState, new StateUpdateCallbackEntry(UpdateIndexBufferState,
nameof(ThreedClassState.IndexBufferState), nameof(ThreedClassState.IndexBufferState),
nameof(ThreedClassState.IndexBufferCount)), nameof(ThreedClassState.IndexBufferCount)),
@ -197,6 +200,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
if (_drawState.DrawIndexed != _prevDrawIndexed) if (_drawState.DrawIndexed != _prevDrawIndexed)
{ {
_updateTracker.ForceDirty(VertexBufferStateIndex); _updateTracker.ForceDirty(VertexBufferStateIndex);
// If PrimitiveRestartDrawArrays is false and this is a non-indexed draw, we need to ensure primitive restart is disabled.
// If PrimitiveRestartDrawArrays is false and this is a indexed draw, we need to ensure primitive restart enable matches GPU state.
// If PrimitiveRestartDrawArrays is true, then primitive restart enable should always match GPU state.
// That is because "PrimitiveRestartDrawArrays" is not configurable on the backend, it is always
// true on OpenGL and always false on Vulkan.
if (!_state.State.PrimitiveRestartDrawArrays && _state.State.PrimitiveRestartState.Enable)
{
_updateTracker.ForceDirty(PrimitiveRestartStateIndex);
}
_prevDrawIndexed = _drawState.DrawIndexed; _prevDrawIndexed = _drawState.DrawIndexed;
} }
@ -816,8 +830,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
private void UpdatePrimitiveRestartState() private void UpdatePrimitiveRestartState()
{ {
PrimitiveRestartState primitiveRestart = _state.State.PrimitiveRestartState; PrimitiveRestartState primitiveRestart = _state.State.PrimitiveRestartState;
bool enable = primitiveRestart.Enable && (_drawState.DrawIndexed || _state.State.PrimitiveRestartDrawArrays);
_context.Renderer.Pipeline.SetPrimitiveRestart(primitiveRestart.Enable, primitiveRestart.Index); _context.Renderer.Pipeline.SetPrimitiveRestart(enable, primitiveRestart.Index);
} }
/// <summary> /// <summary>

View file

@ -730,7 +730,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
public int PatchVertices; public int PatchVertices;
public fixed uint ReservedDD0[4]; public fixed uint ReservedDD0[4];
public uint TextureBarrier; public uint TextureBarrier;
public fixed uint ReservedDE4[7]; public uint WatchdogTimer;
public Boolean32 PrimitiveRestartDrawArrays;
public fixed uint ReservedDEC[5];
public Array16<ScissorState> ScissorState; public Array16<ScissorState> ScissorState;
public fixed uint ReservedF00[21]; public fixed uint ReservedF00[21];
public StencilBackMasks StencilBackMasks; public StencilBackMasks StencilBackMasks;