Implement vertex instancing (#381)
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@ -7,6 +7,8 @@
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public bool Enabled;
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public int Stride;
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public long VboKey;
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public bool Instanced;
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public int Divisor;
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public GalVertexAttrib[] Attribs;
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}
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@ -22,6 +24,8 @@
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public float FlipX;
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public float FlipY;
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public int Instance;
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public GalFrontFace FrontFace;
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public bool CullFaceEnabled;
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@ -126,9 +126,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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BindVertexLayout(New);
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if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY)
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if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY || New.Instance != Old.Instance)
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{
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Shader.SetFlip(New.FlipX, New.FlipY);
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Shader.SetExtraData(New.FlipX, New.FlipY, New.Instance);
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}
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//Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
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@ -290,8 +290,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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private void BindConstBuffers(GalPipelineState New)
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{
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//Index 0 is reserved
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int FreeBinding = 1;
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int FreeBinding = OGLShader.ReservedCbufCount;
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void BindIfNotNull(OGLShaderStage Stage)
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{
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@ -385,6 +384,15 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Binding.Stride, Offset);
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}
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if (Binding.Instanced && Binding.Divisor != 0)
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{
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GL.VertexAttribDivisor(Attrib.Index, 1);
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}
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else
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{
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GL.VertexAttribDivisor(Attrib.Index, 0);
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}
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}
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}
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}
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@ -9,6 +9,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLShader : IGalShader
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{
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public const int ReservedCbufCount = 1;
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private const int ExtraDataSize = 4;
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public OGLShaderProgram Current;
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private ConcurrentDictionary<long, OGLShaderStage> Stages;
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@ -96,7 +100,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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return Enumerable.Empty<ShaderDeclInfo>();
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}
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public unsafe void SetFlip(float X, float Y)
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public unsafe void SetExtraData(float FlipX, float FlipY, int Instance)
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{
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BindProgram();
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@ -104,14 +108,15 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
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float* Data = stackalloc float[4];
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Data[0] = X;
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Data[1] = Y;
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float* Data = stackalloc float[ExtraDataSize];
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Data[0] = FlipX;
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Data[1] = FlipY;
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Data[2] = BitConverter.Int32BitsToSingle(Instance);
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//Invalidate buffer
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GL.BufferData(BufferTarget.UniformBuffer, 4 * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
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GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
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GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, 4 * sizeof(float), (IntPtr)Data);
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GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, ExtraDataSize * sizeof(float), (IntPtr)Data);
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}
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public void Bind(long Key)
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@ -197,7 +202,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
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GL.BufferData(BufferTarget.UniformBuffer, 4 * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
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GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
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GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, ExtraUboHandle);
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}
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@ -219,8 +224,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.UniformBlockBinding(ProgramHandle, ExtraBlockindex, 0);
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//First index is reserved
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int FreeBinding = 1;
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int FreeBinding = ReservedCbufCount;
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void BindUniformBlocksIfNotNull(OGLShaderStage Stage)
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{
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@ -41,6 +41,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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public const string ExtraUniformBlockName = "Extra";
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public const string FlipUniformName = "flip";
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public const string InstanceUniformName = "instance";
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public const string ProgramName = "program";
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public const string ProgramAName = ProgramName + "_a";
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@ -241,10 +241,15 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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if (Decl.ShaderType == GalShaderType.Vertex)
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{
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SB.AppendLine("layout (std140) uniform " + GlslDecl.ExtraUniformBlockName + "{");
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//Memory layout here is [flip_x, flip_y, instance, unused]
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//It's using 4 bytes, not 8
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SB.AppendLine("layout (std140) uniform " + GlslDecl.ExtraUniformBlockName + " {");
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SB.AppendLine(IdentationStr + "vec2 " + GlslDecl.FlipUniformName + ";");
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SB.AppendLine(IdentationStr + "int " + GlslDecl.InstanceUniformName + ";");
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SB.AppendLine("};");
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}
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@ -816,7 +821,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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switch (Abuf.Offs)
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{
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case GlslDecl.VertexIdAttr: return "gl_VertexID";
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case GlslDecl.InstanceIdAttr: return "gl_InstanceID";
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case GlslDecl.InstanceIdAttr: return GlslDecl.InstanceUniformName;
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}
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}
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else if (Decl.ShaderType == GalShaderType.TessEvaluation)
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@ -27,6 +27,8 @@ namespace Ryujinx.HLE.Gpu.Engines
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private List<long>[] UploadedKeys;
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private int CurrentInstance = 0;
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public NvGpuEngine3d(NvGpu Gpu)
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{
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this.Gpu = Gpu;
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@ -654,10 +656,25 @@ namespace Ryujinx.HLE.Gpu.Engines
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long VertexPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNAddress + Index * 4);
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long VertexEndPos = MakeInt64From2xInt32(NvGpuEngine3dReg.VertexArrayNEndAddr + Index * 2);
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long VboKey = Vmm.GetPhysicalAddress(VertexPosition);
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int VertexDivisor = ReadRegister(NvGpuEngine3dReg.VertexArrayNDivisor + Index * 4);
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bool Instanced = (ReadRegister(NvGpuEngine3dReg.VertexArrayNInstance + Index) & 1) != 0;
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int Stride = Control & 0xfff;
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if (Instanced && VertexDivisor != 0)
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{
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VertexPosition += Stride * (CurrentInstance / VertexDivisor);
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}
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if (VertexPosition > VertexEndPos)
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{
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//Instance is invalid, ignore the draw call
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continue;
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}
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long VboKey = Vmm.GetPhysicalAddress(VertexPosition);
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long VbSize = (VertexEndPos - VertexPosition) + 1;
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bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, VbSize);
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@ -669,10 +686,12 @@ namespace Ryujinx.HLE.Gpu.Engines
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Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, DataAddress);
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}
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State.VertexBindings[Index].Enabled = true;
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State.VertexBindings[Index].Stride = Stride;
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State.VertexBindings[Index].VboKey = VboKey;
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State.VertexBindings[Index].Attribs = Attribs[Index].ToArray();
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State.VertexBindings[Index].Enabled = true;
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State.VertexBindings[Index].Stride = Stride;
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State.VertexBindings[Index].VboKey = VboKey;
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State.VertexBindings[Index].Instanced = Instanced;
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State.VertexBindings[Index].Divisor = VertexDivisor;
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State.VertexBindings[Index].Attribs = Attribs[Index].ToArray();
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}
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}
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@ -683,6 +702,25 @@ namespace Ryujinx.HLE.Gpu.Engines
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GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
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bool InstanceNext = ((PrimCtrl >> 26) & 1) != 0;
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bool InstanceCont = ((PrimCtrl >> 27) & 1) != 0;
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if (InstanceNext && InstanceCont)
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{
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throw new InvalidOperationException("GPU tried to increase and reset instance count at the same time");
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}
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if (InstanceNext)
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{
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CurrentInstance++;
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}
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else if (!InstanceCont)
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{
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CurrentInstance = 0;
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}
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State.Instance = CurrentInstance;
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Gpu.Renderer.Pipeline.Bind(State);
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if (IndexCount != 0)
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@ -53,6 +53,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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StencilFrontFuncMask = 0x4e6,
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StencilFrontMask = 0x4e7,
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VertexArrayElemBase = 0x50d,
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VertexArrayInstBase = 0x50e,
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ZetaEnable = 0x54e,
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TexHeaderPoolOffset = 0x55d,
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TexSamplerPoolOffset = 0x557,
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@ -70,6 +71,7 @@ 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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VertexArrayNInstance = 0x620,
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CullFaceEnable = 0x646,
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FrontFace = 0x647,
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CullFace = 0x648,
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