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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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@ -31,6 +31,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{ AttributeConsts.BaseVertex, new AttributeInfo(AttributeConsts.BaseVertex, 0, 1, AggregateType.S32) },
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{ AttributeConsts.InstanceIndex, new AttributeInfo(AttributeConsts.InstanceIndex, 0, 1, AggregateType.S32) },
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{ AttributeConsts.VertexIndex, new AttributeInfo(AttributeConsts.VertexIndex, 0, 1, AggregateType.S32) },
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{ AttributeConsts.DrawIndex, new AttributeInfo(AttributeConsts.DrawIndex, 0, 1, AggregateType.S32) },
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{ AttributeConsts.FrontFacing, new AttributeInfo(AttributeConsts.FrontFacing, 0, 1, AggregateType.Bool) },
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// Special.
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