using Ryujinx.Graphics.Gpu.State; using Ryujinx.Graphics.Gpu.Image; namespace Ryujinx.Graphics.Gpu.Engine { partial class Methods { private bool _drawIndexed; private int _firstIndex; private int _indexCount; private bool _instancedDrawPending; private bool _instancedIndexed; private int _instancedFirstIndex; private int _instancedFirstVertex; private int _instancedFirstInstance; private int _instancedIndexCount; private int _instancedDrawStateFirst; private int _instancedDrawStateCount; private int _instanceIndex; /// /// Primitive type of the current draw. /// public PrimitiveType PrimitiveType { get; private set; } /// /// Finishes draw call. /// This draws geometry on the bound buffers based on the current GPU state. /// /// Current GPU state /// Method call argument private void DrawEnd(GpuState state, int argument) { bool renderEnable = GetRenderEnable(state); if (!renderEnable || _instancedDrawPending) { if (!renderEnable) { PerformDeferredDraws(); } _drawIndexed = false; return; } UpdateState(state); bool instanced = _vsUsesInstanceId || _isAnyVbInstanced; if (instanced) { _instancedDrawPending = true; _instancedIndexed = _drawIndexed; _instancedFirstIndex = _firstIndex; _instancedFirstVertex = state.Get(MethodOffset.FirstVertex); _instancedFirstInstance = state.Get(MethodOffset.FirstInstance); _instancedIndexCount = _indexCount; var drawState = state.Get(MethodOffset.VertexBufferDrawState); _instancedDrawStateFirst = drawState.First; _instancedDrawStateCount = drawState.Count; _drawIndexed = false; return; } int firstInstance = state.Get(MethodOffset.FirstInstance); if (_drawIndexed) { _drawIndexed = false; int firstVertex = state.Get(MethodOffset.FirstVertex); _context.Renderer.Pipeline.DrawIndexed( _indexCount, 1, _firstIndex, firstVertex, firstInstance); } else { var drawState = state.Get(MethodOffset.VertexBufferDrawState); _context.Renderer.Pipeline.Draw( drawState.Count, 1, drawState.First, firstInstance); } } /// /// Starts draw. /// This sets primitive type and instanced draw parameters. /// /// Current GPU state /// Method call argument private void DrawBegin(GpuState state, int argument) { if ((argument & (1 << 26)) != 0) { _instanceIndex++; } else if ((argument & (1 << 27)) == 0) { PerformDeferredDraws(); _instanceIndex = 0; } PrimitiveType type = (PrimitiveType)(argument & 0xffff); _context.Renderer.Pipeline.SetPrimitiveTopology(type.Convert()); PrimitiveType = type; } /// /// Sets the index buffer count. /// This also sets internal state that indicates that the next draw is an indexed draw. /// /// Current GPU state /// Method call argument private void SetIndexBufferCount(GpuState state, int argument) { _drawIndexed = true; } /// /// Perform any deferred draws. /// This is used for instanced draws. /// Since each instance is a separate draw, we defer the draw and accumulate the instance count. /// Once we detect the last instanced draw, then we perform the host instanced draw, /// with the accumulated instance count. /// public void PerformDeferredDraws() { // Perform any pending instanced draw. if (_instancedDrawPending) { _instancedDrawPending = false; if (_instancedIndexed) { _context.Renderer.Pipeline.DrawIndexed( _instancedIndexCount, _instanceIndex + 1, _instancedFirstIndex, _instancedFirstVertex, _instancedFirstInstance); } else { _context.Renderer.Pipeline.Draw( _instancedDrawStateCount, _instanceIndex + 1, _instancedDrawStateFirst, _instancedFirstInstance); } } } } }