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Implement HLE macro for DrawElementsIndirect (#3748)
* Implement HLE macro for DrawElementsIndirect * Shader cache version bump * Use GL_ARB_shader_draw_parameters extension on OpenGL * Fix DrawIndexedIndirectCount on Vulkan when extension is not supported * Implement DrawIndex * Alignment * Fix some validation errors * Rename BaseIds to DrawParameters * Fix incorrect index buffer and vertex buffer size in some cases * Add HLE macros for DrawArraysInstanced and DrawElementsInstanced * Perform a regular draw when indirect data is not modified * Use non-indirect draw methods if indirect buffer was not GPU modified * Only check if draw parameters match if the shader actually uses them * Expose Macro HLE setting on GUI * Reset FirstVertex and FirstInstance after draw * Update shader cache version again since some people already tested this * PR feedback Co-authored-by: riperiperi <rhy3756547@hotmail.com>
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@@ -556,5 +556,7 @@
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"SettingsSelectThemeFileDialogTitle" : "Selecionar arquivo do tema",
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"SettingsXamlThemeFile" : "Arquivo de tema Xaml",
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"SettingsTabHotkeysResScaleUpHotkey": "Aumentar a resolução:",
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"SettingsTabHotkeysResScaleDownHotkey": "Diminuir a resolução:"
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"SettingsTabHotkeysResScaleDownHotkey": "Diminuir a resolução:",
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"SettingsEnableMacroHLE": "Habilitar emulação de alto nível para Macros",
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"SettingsEnableMacroHLETooltip": "Habilita emulação de alto nível de códigos Macro da GPU.\n\nMelhora a performance, mas pode causar problemas gráficos em alguns jogos.\n\nEm caso de dúvida, deixe ATIVADO."
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}
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