Fix vertex buffer size on the gpu when the draw vertex count is less than the buffer size, added a few more registers (currently not implemented)
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Ryujinx.Graphics/Gal/GalComparisonOp.cs
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14
Ryujinx.Graphics/Gal/GalComparisonOp.cs
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@ -0,0 +1,14 @@
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namespace Ryujinx.Graphics.Gal
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{
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public enum GalComparisonOp
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{
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Never = 0x200,
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Less = 0x201,
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Equal = 0x202,
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Lequal = 0x203,
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Greater = 0x204,
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NotEqual = 0x205,
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Gequal = 0x206,
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Always = 0x207
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}
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}
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@ -8,6 +8,16 @@ namespace Ryujinx.Graphics.Gal
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bool IsIboCached(long Key, long DataSize);
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void EnableCullFace();
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void DisableCullFace();
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void EnableDepthTest();
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void DisableDepthTest();
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void SetDepthFunction(GalComparisonOp Func);
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void CreateVbo(long Key, byte[] Buffer);
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void CreateIbo(long Key, byte[] Buffer);
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@ -5,6 +5,17 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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static class OGLEnumConverter
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{
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public static DepthFunction GetDepthFunc(GalComparisonOp Func)
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{
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if ((int)Func >= (int)DepthFunction.Never &&
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(int)Func <= (int)DepthFunction.Always)
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{
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return (DepthFunction)Func;
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}
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throw new ArgumentException(nameof(Func));
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}
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public static DrawElementsType GetDrawElementsType(GalIndexFormat Format)
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{
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switch (Format)
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@ -106,6 +106,31 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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return IboCache.TryGetSize(Key, out long Size) && Size == DataSize;
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}
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public void EnableCullFace()
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{
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GL.Enable(EnableCap.CullFace);
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}
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public void DisableCullFace()
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{
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GL.Disable(EnableCap.CullFace);
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}
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public void EnableDepthTest()
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{
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GL.Enable(EnableCap.DepthTest);
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}
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public void DisableDepthTest()
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{
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GL.Disable(EnableCap.DepthTest);
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}
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public void SetDepthFunction(GalComparisonOp Func)
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{
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GL.DepthFunc(OGLEnumConverter.GetDepthFunc(Func));
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}
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public void CreateVbo(long Key, byte[] Buffer)
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{
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int Handle = GL.GenBuffer();
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@ -283,7 +283,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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return FreeBinding;
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}
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BindUniformBuffersIfNotNull(Current.Vertex);
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BindUniformBuffersIfNotNull(Current.TessControl);
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BindUniformBuffersIfNotNull(Current.TessEvaluation);
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@ -79,6 +79,8 @@ namespace Ryujinx.HLE.Gpu.Engines
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Gpu.Renderer.Shader.BindProgram();
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SetCullFace();
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SetDepth();
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SetAlphaBlending();
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UploadTextures(Vmm, Keys);
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@ -98,8 +100,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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SetFrameBuffer(Vmm, 0);
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//TODO: Enable this once the frame buffer problems are fixed.
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//Gpu.Renderer.ClearBuffers(Layer, Flags);
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Gpu.Renderer.Rasterizer.ClearBuffers(Layer, Flags);
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}
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private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
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@ -177,6 +178,16 @@ namespace Ryujinx.HLE.Gpu.Engines
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throw new ArgumentOutOfRangeException(nameof(Program));
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}
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private void SetCullFace()
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{
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//TODO.
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}
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private void SetDepth()
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{
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//TODO.
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}
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private void SetAlphaBlending()
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{
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//TODO: Support independent blend properly.
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@ -434,16 +445,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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int Stride = Control & 0xfff;
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long VbSize = 0;
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if (IndexCount != 0)
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{
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VbSize = (VertexEndPos - VertexPosition) + 1;
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}
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else
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{
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VbSize = VertexCount * Stride;
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}
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long VbSize = (VertexEndPos - VertexPosition) + 1;
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bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VertexPosition, VbSize);
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@ -15,7 +15,9 @@ namespace Ryujinx.HLE.Gpu.Engines
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VertexArrayFirst = 0x35d,
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VertexArrayCount = 0x35e,
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VertexAttribNFormat = 0x458,
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DepthTestEnable = 0x4b3,
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IBlendEnable = 0x4b9,
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DepthTestFunction = 0x4c3,
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BlendSeparateAlpha = 0x4cf,
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BlendEquationRgb = 0x4d0,
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BlendFuncSrcRgb = 0x4d1,
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@ -35,6 +37,9 @@ namespace Ryujinx.HLE.Gpu.Engines
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IndexArrayFormat = 0x5f6,
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IndexBatchFirst = 0x5f7,
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IndexBatchCount = 0x5f8,
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CullFaceEnable = 0x646,
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FrontFace = 0x647,
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CullFace = 0x648,
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QueryAddress = 0x6c0,
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QuerySequence = 0x6c2,
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QueryControl = 0x6c3,
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