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GL renderer: Add fallback for when driver doesn't provide glDrawRangeElementsBaseVertex (#617)
* GL: Add fallback for when driver doesn't provide glDrawRangeElementsBaseVertex * GL: Fix fallback when glDrawRangeElementsBaseVertex is absent
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54d0618f02
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2 changed files with 45 additions and 6 deletions
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@ -250,4 +250,25 @@ namespace PICA::IndexBuffer {
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return analyzePortable<useShortIndices>(indexBuffer, vertexCount);
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#endif
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}
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// In some really unfortunate scenarios (eg Android Studio emulator), we don't have access to glDrawRangeElementsBaseVertex
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// So we need to subtract the base vertex index from every index in the index buffer ourselves
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// This is not really common, so we do it without SIMD for the moment, just to be able to run on Android Studio
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template <bool useShortIndices>
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void subtractBaseIndex(u8* indexBuffer, u32 indexCount, u16 baseIndex) {
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// Calculate the minimum and maximum indices used in the index buffer, so we'll only upload them
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if constexpr (useShortIndices) {
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u16* indexBuffer16 = reinterpret_cast<u16*>(indexBuffer);
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for (u32 i = 0; i < indexCount; i++) {
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indexBuffer16[i] -= baseIndex;
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}
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} else {
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u8 baseIndex8 = u8(baseIndex);
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for (u32 i = 0; i < indexCount; i++) {
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indexBuffer[i] -= baseIndex8;
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}
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}
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}
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} // namespace PICA::IndexBuffer
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@ -8,6 +8,7 @@
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#include "PICA/float_types.hpp"
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#include "PICA/gpu.hpp"
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#include "PICA/pica_frag_uniforms.hpp"
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#include "PICA/pica_simd.hpp"
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#include "PICA/regs.hpp"
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#include "PICA/shader_decompiler.hpp"
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#include "config.hpp"
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@ -192,8 +193,8 @@ void RendererGL::initGraphicsContextInternal() {
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reset();
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// Populate our driver info structure
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driverInfo.supportsExtFbFetch = GLAD_GL_EXT_shader_framebuffer_fetch != 0;
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driverInfo.supportsArmFbFetch = GLAD_GL_ARM_shader_framebuffer_fetch != 0;
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driverInfo.supportsExtFbFetch = (GLAD_GL_EXT_shader_framebuffer_fetch != 0);
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driverInfo.supportsArmFbFetch = (GLAD_GL_ARM_shader_framebuffer_fetch != 0);
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// Initialize the default vertex shader used with shadergen
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std::string defaultShadergenVSSource = fragShaderGen.getDefaultVertexShader();
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@ -519,10 +520,20 @@ void RendererGL::drawVertices(PICA::PrimType primType, std::span<const Vertex> v
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if (performIndexedRender) {
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// When doing indexed rendering, use glDrawRangeElementsBaseVertex to issue the indexed draw
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hwIndexBuffer->Bind();
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glDrawRangeElementsBaseVertex(
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primitiveTopology, minimumIndex, maximumIndex, GLsizei(vertices.size()), usingShortIndices ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE,
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hwIndexBufferOffset, -GLint(minimumIndex)
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);
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if (glDrawRangeElementsBaseVertex != nullptr) [[likely]] {
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glDrawRangeElementsBaseVertex(
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primitiveTopology, minimumIndex, maximumIndex, GLsizei(vertices.size()), usingShortIndices ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE,
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hwIndexBufferOffset, -GLint(minimumIndex)
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);
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} else {
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// If glDrawRangeElementsBaseVertex is not available then prepareForDraw will have subtracted the base vertex from the index buffer
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// for us, so just use glDrawRangeElements
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glDrawRangeElements(
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primitiveTopology, 0, GLint(maximumIndex - minimumIndex), GLsizei(vertices.size()),
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usingShortIndices ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE, hwIndexBufferOffset
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);
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}
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} else {
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// When doing non-indexed rendering, just use glDrawArrays
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OpenGL::draw(primitiveTopology, GLsizei(vertices.size()));
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@ -1170,6 +1181,13 @@ void RendererGL::accelerateVertexUpload(ShaderUnit& shaderUnit, PICA::DrawAccele
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hwIndexBufferOffset = reinterpret_cast<void*>(usize(indexBufferRes.buffer_offset));
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std::memcpy(indexBufferRes.pointer, accel->indexBuffer, indexBufferSize);
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// If we don't have glDrawRangeElementsBaseVertex, we must subtract the base index value from our index buffer manually
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if (glDrawRangeElementsBaseVertex == nullptr) [[unlikely]] {
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const u32 indexCount = regs[PICA::InternalRegs::VertexCountReg];
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usingShortIndices ? PICA::IndexBuffer::subtractBaseIndex<true>((u8*)indexBufferRes.pointer, indexCount, accel->minimumIndex)
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: PICA::IndexBuffer::subtractBaseIndex<false>((u8*)indexBufferRes.pointer, indexCount, accel->minimumIndex);
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}
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hwIndexBuffer->Unmap(indexBufferSize);
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}
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