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gl_rasterizer: Use the least generic OpenGL draw function possible
This may help some implementations.
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@ -611,7 +611,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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// Setup shaders and their used resources.
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texture_cache.GuardSamplers(true);
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const auto primitive_mode = MaxwellToGL::PrimitiveTopology(gpu.regs.draw.topology);
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const GLenum primitive_mode = MaxwellToGL::PrimitiveTopology(gpu.regs.draw.topology);
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SetupShaders(primitive_mode);
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texture_cache.GuardSamplers(false);
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@ -642,18 +642,38 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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const GLsizei num_instances =
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static_cast<GLsizei>(is_instanced ? gpu.mme_draw.instance_count : 1);
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if (is_indexed) {
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const GLenum index_format = MaxwellToGL::IndexFormat(gpu.regs.index_array.format);
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const GLint base_vertex = static_cast<GLint>(gpu.regs.vb_element_base);
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const GLsizei num_vertices = static_cast<GLsizei>(gpu.regs.index_array.count);
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glDrawElementsInstancedBaseVertexBaseInstance(
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primitive_mode, num_vertices, index_format,
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reinterpret_cast<const void*>(index_buffer_offset), num_instances, base_vertex,
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const GLvoid* offset = reinterpret_cast<const GLvoid*>(index_buffer_offset);
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const GLenum format = MaxwellToGL::IndexFormat(gpu.regs.index_array.format);
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if (num_instances == 1 && base_instance == 0 && base_vertex == 0) {
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glDrawElements(primitive_mode, num_vertices, format, offset);
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} else if (num_instances == 1 && base_instance == 0) {
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glDrawElementsBaseVertex(primitive_mode, num_vertices, format, offset, base_vertex);
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} else if (base_vertex == 0 && base_instance == 0) {
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glDrawElementsInstanced(primitive_mode, num_vertices, format, offset, num_instances);
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} else if (base_vertex == 0) {
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glDrawElementsInstancedBaseInstance(primitive_mode, num_vertices, format, offset,
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num_instances, base_instance);
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} else if (base_instance == 0) {
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glDrawElementsInstancedBaseVertex(primitive_mode, num_vertices, format, offset,
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num_instances, base_vertex);
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} else {
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glDrawElementsInstancedBaseVertexBaseInstance(primitive_mode, num_vertices, format,
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offset, num_instances, base_vertex,
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base_instance);
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}
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} else {
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const GLint base_vertex = static_cast<GLint>(gpu.regs.vertex_buffer.first);
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const GLsizei num_vertices = static_cast<GLsizei>(gpu.regs.vertex_buffer.count);
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glDrawArraysInstancedBaseInstance(primitive_mode, base_vertex, num_vertices, num_instances,
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base_instance);
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if (num_instances == 1 && base_instance == 0) {
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glDrawArrays(primitive_mode, base_vertex, num_vertices);
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} else if (base_instance == 0) {
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glDrawArraysInstanced(primitive_mode, base_vertex, num_vertices, num_instances);
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} else {
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glDrawArraysInstancedBaseInstance(primitive_mode, base_vertex, num_vertices,
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num_instances, base_instance);
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}
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}
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}
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