Implement primitive restart draw arrays properly on OpenGL (#3256)
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b2a225558d
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2 changed files with 21 additions and 4 deletions
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@ -20,6 +20,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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public const int RasterizerStateIndex = 1;
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public const int RasterizerStateIndex = 1;
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public const int ScissorStateIndex = 2;
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public const int ScissorStateIndex = 2;
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public const int VertexBufferStateIndex = 3;
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public const int VertexBufferStateIndex = 3;
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public const int PrimitiveRestartStateIndex = 4;
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private readonly GpuContext _context;
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly GpuChannel _channel;
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@ -75,6 +76,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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nameof(ThreedClassState.VertexBufferState),
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nameof(ThreedClassState.VertexBufferState),
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nameof(ThreedClassState.VertexBufferEndAddress)),
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nameof(ThreedClassState.VertexBufferEndAddress)),
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new StateUpdateCallbackEntry(UpdatePrimitiveRestartState,
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nameof(ThreedClassState.PrimitiveRestartDrawArrays),
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nameof(ThreedClassState.PrimitiveRestartState)),
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new StateUpdateCallbackEntry(UpdateTessellationState,
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new StateUpdateCallbackEntry(UpdateTessellationState,
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nameof(ThreedClassState.TessOuterLevel),
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nameof(ThreedClassState.TessOuterLevel),
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nameof(ThreedClassState.TessInnerLevel),
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nameof(ThreedClassState.TessInnerLevel),
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@ -140,8 +145,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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nameof(ThreedClassState.PointSpriteEnable),
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nameof(ThreedClassState.PointSpriteEnable),
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nameof(ThreedClassState.PointCoordReplace)),
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nameof(ThreedClassState.PointCoordReplace)),
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new StateUpdateCallbackEntry(UpdatePrimitiveRestartState, nameof(ThreedClassState.PrimitiveRestartState)),
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new StateUpdateCallbackEntry(UpdateIndexBufferState,
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new StateUpdateCallbackEntry(UpdateIndexBufferState,
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nameof(ThreedClassState.IndexBufferState),
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nameof(ThreedClassState.IndexBufferState),
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nameof(ThreedClassState.IndexBufferCount)),
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nameof(ThreedClassState.IndexBufferCount)),
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@ -197,6 +200,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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if (_drawState.DrawIndexed != _prevDrawIndexed)
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if (_drawState.DrawIndexed != _prevDrawIndexed)
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{
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{
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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// If PrimitiveRestartDrawArrays is false and this is a non-indexed draw, we need to ensure primitive restart is disabled.
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// If PrimitiveRestartDrawArrays is false and this is a indexed draw, we need to ensure primitive restart enable matches GPU state.
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// If PrimitiveRestartDrawArrays is true, then primitive restart enable should always match GPU state.
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// That is because "PrimitiveRestartDrawArrays" is not configurable on the backend, it is always
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// true on OpenGL and always false on Vulkan.
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if (!_state.State.PrimitiveRestartDrawArrays && _state.State.PrimitiveRestartState.Enable)
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{
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_updateTracker.ForceDirty(PrimitiveRestartStateIndex);
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}
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_prevDrawIndexed = _drawState.DrawIndexed;
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_prevDrawIndexed = _drawState.DrawIndexed;
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}
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}
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@ -816,8 +830,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private void UpdatePrimitiveRestartState()
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private void UpdatePrimitiveRestartState()
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{
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{
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PrimitiveRestartState primitiveRestart = _state.State.PrimitiveRestartState;
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PrimitiveRestartState primitiveRestart = _state.State.PrimitiveRestartState;
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bool enable = primitiveRestart.Enable && (_drawState.DrawIndexed || _state.State.PrimitiveRestartDrawArrays);
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_context.Renderer.Pipeline.SetPrimitiveRestart(primitiveRestart.Enable, primitiveRestart.Index);
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_context.Renderer.Pipeline.SetPrimitiveRestart(enable, primitiveRestart.Index);
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}
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}
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/// <summary>
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/// <summary>
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@ -730,7 +730,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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public int PatchVertices;
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public int PatchVertices;
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public fixed uint ReservedDD0[4];
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public fixed uint ReservedDD0[4];
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public uint TextureBarrier;
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public uint TextureBarrier;
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public fixed uint ReservedDE4[7];
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public uint WatchdogTimer;
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public Boolean32 PrimitiveRestartDrawArrays;
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public fixed uint ReservedDEC[5];
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public Array16<ScissorState> ScissorState;
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public Array16<ScissorState> ScissorState;
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public fixed uint ReservedF00[21];
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public fixed uint ReservedF00[21];
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public StencilBackMasks StencilBackMasks;
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public StencilBackMasks StencilBackMasks;
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