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Implement transform feedback emulation for hardware without native support (#5080)
* Implement transform feedback emulation for hardware without native support * Stop doing some useless buffer updates and account for non-zero base instance * Reduce redundant updates even more * Update descriptor init logic to account for ResourceLayout * Fix transform feedback and storage buffers not being updated in some cases * Shader cache version bump * PR feedback * SetInstancedDrawVertexCount must be always called after UpdateState * Minor typo
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@@ -539,6 +539,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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engine.UpdateState();
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if (instanceCount > 1)
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{
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// Must be called after UpdateState as it assumes the shader state
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// has already been set, and that bindings have been updated already.
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_channel.BufferManager.SetInstancedDrawVertexCount(count);
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}
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if (indexed)
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{
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_context.Renderer.Pipeline.DrawIndexed(count, instanceCount, firstIndex, firstVertex, firstInstance);
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@@ -676,6 +684,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
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}
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_channel.BufferManager.SetInstancedDrawVertexCount(_instancedIndexCount);
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_context.Renderer.Pipeline.DrawIndexed(
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_instancedIndexCount,
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_instanceIndex + 1,
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@@ -685,6 +695,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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else
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{
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_channel.BufferManager.SetInstancedDrawVertexCount(_instancedDrawStateCount);
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_context.Renderer.Pipeline.Draw(
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_instancedDrawStateCount,
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_instanceIndex + 1,
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