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Calculate vertex buffer size from index buffer type (#3253)
* Calculate vertex buffer size from index buffer type * We also need to update the size if first vertex changes
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1 changed files with 31 additions and 0 deletions
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@ -35,6 +35,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private byte _vsClipDistancesWritten;
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private byte _vsClipDistancesWritten;
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private bool _prevDrawIndexed;
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private bool _prevDrawIndexed;
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private IndexType _prevIndexType;
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private uint _prevFirstVertex;
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private bool _prevTfEnable;
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private bool _prevTfEnable;
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/// <summary>
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/// <summary>
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@ -214,6 +216,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_prevDrawIndexed = _drawState.DrawIndexed;
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_prevDrawIndexed = _drawState.DrawIndexed;
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}
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}
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// In some cases, the index type is also used to guess the
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// vertex buffer size, so we must update it if the type changed too.
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if (_drawState.DrawIndexed &&
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(_prevIndexType != _state.State.IndexBufferState.Type ||
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_prevFirstVertex != _state.State.FirstVertex))
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{
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_updateTracker.ForceDirty(VertexBufferStateIndex);
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_prevIndexType = _state.State.IndexBufferState.Type;
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_prevFirstVertex = _state.State.FirstVertex;
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}
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bool tfEnable = _state.State.TfEnable;
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bool tfEnable = _state.State.TfEnable;
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if (!tfEnable && _prevTfEnable)
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if (!tfEnable && _prevTfEnable)
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@ -867,6 +880,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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/// </summary>
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private void UpdateVertexBufferState()
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private void UpdateVertexBufferState()
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{
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{
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IndexType indexType = _state.State.IndexBufferState.Type;
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bool indexTypeSmall = indexType == IndexType.UByte || indexType == IndexType.UShort;
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_drawState.IsAnyVbInstanced = false;
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_drawState.IsAnyVbInstanced = false;
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for (int index = 0; index < Constants.TotalVertexBuffers; index++)
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for (int index = 0; index < Constants.TotalVertexBuffers; index++)
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@ -898,12 +914,27 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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{
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// This size may be (much) larger than the real vertex buffer size.
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// This size may be (much) larger than the real vertex buffer size.
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// Avoid calculating it this way, unless we don't have any other option.
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// Avoid calculating it this way, unless we don't have any other option.
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size = endAddress.Pack() - address + 1;
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size = endAddress.Pack() - address + 1;
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if (stride > 0 && indexTypeSmall)
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{
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// If the index type is a small integer type, then we might be still able
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// to reduce the vertex buffer size based on the maximum possible index value.
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ulong maxVertexBufferSize = indexType == IndexType.UByte ? 0x100UL : 0x10000UL;
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maxVertexBufferSize += _state.State.FirstVertex;
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maxVertexBufferSize *= (uint)stride;
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size = Math.Min(size, maxVertexBufferSize);
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}
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}
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}
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else
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else
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{
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{
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// For non-indexed draws, we can guess the size from the vertex count
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// For non-indexed draws, we can guess the size from the vertex count
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// and stride.
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// and stride.
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int firstInstance = (int)_state.State.FirstInstance;
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int firstInstance = (int)_state.State.FirstInstance;
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var drawState = _state.State.VertexBufferDrawState;
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var drawState = _state.State.VertexBufferDrawState;
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