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>
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@@ -526,6 +526,7 @@ namespace Ryujinx.Ava.Ui.Windows
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GraphicsConfig.ShadersDumpPath = ConfigurationState.Instance.Graphics.ShadersDumpPath;
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GraphicsConfig.EnableShaderCache = ConfigurationState.Instance.Graphics.EnableShaderCache;
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GraphicsConfig.EnableTextureRecompression = ConfigurationState.Instance.Graphics.EnableTextureRecompression;
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GraphicsConfig.EnableMacroHLE = ConfigurationState.Instance.Graphics.EnableMacroHLE;
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}
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public void LoadHotKeys()
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@@ -568,6 +568,10 @@
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ToolTip.Tip="{locale:Locale SettingsEnableTextureRecompressionTooltip}">
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<TextBlock Text="{locale:Locale SettingsEnableTextureRecompression}" />
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</CheckBox>
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<CheckBox IsChecked="{Binding EnableMacroHLE}"
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ToolTip.Tip="{locale:Locale SettingsEnableMacroHLETooltip}">
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<TextBlock Text="{locale:Locale SettingsEnableMacroHLE}" />
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</CheckBox>
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</StackPanel>
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<StackPanel Orientation="Horizontal">
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<TextBlock VerticalAlignment="Center"
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