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Use Quads on OpenGL host when supported. (#2331)
Improves OpenGL performance on FAST RMX and Xenoblade DE/2. Will probably only work on NVIDIA GPUs, but the emulated quads path will still be valid for other GPUs. Note: SLOW RMX gets a bit faster in handheld mode. I'd recommend checking on platforms without supported host quads to make sure a GL error is actually thrown when attempting GL.Begin(PrimitiveType.Quads)
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@ -11,6 +11,7 @@ namespace Ryujinx.Graphics.OpenGL
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private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
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private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
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private static readonly Lazy<bool> _supportsParallelShaderCompile = new Lazy<bool>(() => HasExtension("GL_ARB_parallel_shader_compile"));
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private static readonly Lazy<bool> _supportsQuads = new Lazy<bool>(SupportsQuadsCheck);
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private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
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private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
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@ -36,6 +37,7 @@ namespace Ryujinx.Graphics.OpenGL
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public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
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public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
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public static bool SupportsParallelShaderCompile => _supportsParallelShaderCompile.Value;
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public static bool SupportsQuads => _supportsQuads.Value;
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public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
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public static bool RequiresSyncFlush => _gpuVendor.Value == GpuVendor.Amd || _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix;
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public static bool SupportsMismatchingViewFormat => _gpuVendor.Value != GpuVendor.Amd && _gpuVendor.Value != GpuVendor.IntelWindows;
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@ -88,5 +90,14 @@ namespace Ryujinx.Graphics.OpenGL
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return GpuVendor.Unknown;
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}
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}
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private static bool SupportsQuadsCheck()
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{
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GL.GetError(); // Clear any existing error.
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GL.Begin(PrimitiveType.Quads);
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GL.End();
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return GL.GetError() == ErrorCode.NoError;
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}
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}
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}
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@ -182,11 +182,11 @@ namespace Ryujinx.Graphics.OpenGL
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PreDraw();
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if (_primitiveType == PrimitiveType.Quads)
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if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
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{
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DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
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}
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else if (_primitiveType == PrimitiveType.QuadStrip)
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else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
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{
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DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
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}
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@ -310,7 +310,7 @@ namespace Ryujinx.Graphics.OpenGL
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IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
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if (_primitiveType == PrimitiveType.Quads)
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if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads)
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{
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DrawQuadsIndexedImpl(
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indexCount,
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@ -320,7 +320,7 @@ namespace Ryujinx.Graphics.OpenGL
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firstVertex,
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firstInstance);
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}
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else if (_primitiveType == PrimitiveType.QuadStrip)
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else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads)
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{
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DrawQuadStripIndexedImpl(
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indexCount,
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