GL: Add fallback for when driver doesn't provide glDrawRangeElementsBaseVertex

This commit is contained in:
wheremyfoodat 2024-10-23 21:53:49 +03:00
parent 8c80099339
commit 7b1afc849e
3 changed files with 47 additions and 6 deletions

View file

@ -250,4 +250,25 @@ namespace PICA::IndexBuffer {
return analyzePortable<useShortIndices>(indexBuffer, vertexCount);
#endif
}
// In some really unfortunate scenarios (eg Android Studio emulator), we don't have access to glDrawRangeElementsBaseVertex
// So we need to subtract the base vertex index from every index in the index buffer ourselves
// This is not really common, so we do it without SIMD for the moment, just to be able to run on Android Studio
template <bool useShortIndices>
void subtractBaseIndex(u8* indexBuffer, u32 vertexCount, u16 baseIndex) {
// Calculate the minimum and maximum indices used in the index buffer, so we'll only upload them
if constexpr (useShortIndices) {
u16* indexBuffer16 = reinterpret_cast<u16*>(indexBuffer);
for (u32 i = 0; i < vertexCount; i++) {
indexBuffer16[i] -= baseIndex;
}
} else {
u8 baseIndex8 = u8(baseIndex);
for (u32 i = 0; i < vertexCount; i++) {
indexBuffer[i] -= baseIndex8;
}
}
}
} // namespace PICA::IndexBuffer

View file

@ -6,6 +6,8 @@ namespace OpenGL {
struct Driver {
bool supportsExtFbFetch = false;
bool supportsArmFbFetch = false;
// Does this driver support glDraw(Range)ElementsBaseVertex?
bool supportsDrawElementsBaseVertex = false;
bool supportFbFetch() const { return supportsExtFbFetch || supportsArmFbFetch; }
};