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Handle quad and quad strip primitive types using triangle fans

This commit is contained in:
gdk 2019-10-15 00:10:20 -03:00 committed by Thog
parent cdeeac163f
commit f90ee9b707

View file

@ -273,30 +273,82 @@ namespace Ryujinx.Graphics.OpenGL
PrepareForDraw();
if (_primitiveType == PrimitiveType.Quads)
{
DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
}
else if (_primitiveType == PrimitiveType.QuadStrip)
{
DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
}
else
{
DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance);
}
}
private void DrawQuadsImpl(
int vertexCount,
int instanceCount,
int firstVertex,
int firstInstance)
{
// TODO: Instanced rendering.
int quadsCount = vertexCount / 4;
int[] firsts = new int[quadsCount];
int[] counts = new int[quadsCount];
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
{
firsts[quadIndex] = firstVertex + quadIndex * 4;
counts[quadIndex] = 4;
}
GL.MultiDrawArrays(
PrimitiveType.TriangleFan,
firsts,
counts,
quadsCount);
}
private void DrawQuadStripImpl(
int vertexCount,
int instanceCount,
int firstVertex,
int firstInstance)
{
// TODO: Instanced rendering.
int quadsCount = (vertexCount - 2) / 2;
int[] firsts = new int[quadsCount];
int[] counts = new int[quadsCount];
firsts[0] = firstVertex;
counts[0] = 4;
for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
{
firsts[quadIndex] = firstVertex + quadIndex * 2;
counts[quadIndex] = 4;
}
GL.MultiDrawArrays(
PrimitiveType.TriangleFan,
firsts,
counts,
quadsCount);
}
private void DrawImpl(
int vertexCount,
int instanceCount,
int firstVertex,
int firstInstance)
{
if (firstInstance == 0 && instanceCount == 1)
{
if (_primitiveType == PrimitiveType.Quads)
{
for (int offset = 0; offset < vertexCount; offset += 4)
{
GL.DrawArrays(PrimitiveType.TriangleFan, firstVertex + offset, 4);
}
}
else if (_primitiveType == PrimitiveType.QuadStrip)
{
GL.DrawArrays(PrimitiveType.TriangleFan, firstVertex, 4);
for (int offset = 2; offset < vertexCount; offset += 2)
{
GL.DrawArrays(PrimitiveType.TriangleFan, firstVertex + offset, 4);
}
}
else
{
GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
}
// GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
}
else if (firstInstance == 0)
{
@ -329,14 +381,132 @@ namespace Ryujinx.Graphics.OpenGL
int firstIndexOffset = firstIndex;
int indexElemSize = 1;
switch (_elementsType)
{
case DrawElementsType.UnsignedShort: firstIndexOffset *= 2; break;
case DrawElementsType.UnsignedInt: firstIndexOffset *= 4; break;
case DrawElementsType.UnsignedShort: indexElemSize = 2; break;
case DrawElementsType.UnsignedInt: indexElemSize = 4; break;
}
IntPtr indexBaseOffset = _indexBaseOffset + firstIndexOffset;
IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
if (_primitiveType == PrimitiveType.Quads)
{
DrawQuadsIndexedImpl(
indexCount,
instanceCount,
indexBaseOffset,
indexElemSize,
firstVertex,
firstInstance);
}
else if (_primitiveType == PrimitiveType.QuadStrip)
{
DrawQuadStripIndexedImpl(
indexCount,
instanceCount,
indexBaseOffset,
indexElemSize,
firstVertex,
firstInstance);
}
else
{
DrawIndexedImpl(
indexCount,
instanceCount,
indexBaseOffset,
indexElemSize,
firstVertex,
firstInstance);
}
}
private void DrawQuadsIndexedImpl(
int indexCount,
int instanceCount,
IntPtr indexBaseOffset,
int indexElemSize,
int firstVertex,
int firstInstance)
{
// TODO: Instanced rendering.
int quadsCount = indexCount / 4;
IntPtr[] indices = new IntPtr[quadsCount];
int[] counts = new int[quadsCount];
int[] baseVertices = new int[quadsCount];
for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
{
indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
counts[quadIndex] = 4;
baseVertices[quadIndex] = firstVertex;
}
GL.MultiDrawElementsBaseVertex(
PrimitiveType.TriangleFan,
counts,
_elementsType,
indices,
quadsCount,
baseVertices);
}
private void DrawQuadStripIndexedImpl(
int indexCount,
int instanceCount,
IntPtr indexBaseOffset,
int indexElemSize,
int firstVertex,
int firstInstance)
{
// TODO: Instanced rendering.
int quadsCount = (indexCount - 2) / 2;
IntPtr[] indices = new IntPtr[quadsCount];
int[] counts = new int[quadsCount];
int[] baseVertices = new int[quadsCount];
indices[0] = indexBaseOffset;
counts[0] = 4;
baseVertices[0] = firstVertex;
for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
{
indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize;
counts[quadIndex] = 4;
baseVertices[quadIndex] = firstVertex;
}
GL.MultiDrawElementsBaseVertex(
PrimitiveType.TriangleFan,
counts,
_elementsType,
indices,
quadsCount,
baseVertices);
}
private void DrawIndexedImpl(
int indexCount,
int instanceCount,
IntPtr indexBaseOffset,
int indexElemSize,
int firstVertex,
int firstInstance)
{
if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
{
GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);