Converts quads and quadstrips to triangle

This commit is contained in:
Andy Adshead 2018-12-29 20:49:42 +00:00
parent 3298f12f99
commit e449b5c67e

View file

@ -796,19 +796,36 @@ namespace Ryujinx.Graphics.Graphics3d
long VboKey = Vmm.GetPhysicalAddress(VbPosition);
long VbSize = (VbEndPos - VbPosition) + 1;
int ModifiedVbSize = (int)VbSize;
bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, VbSize);
// If quads convert size to triangle length
if (Stride == 0)
{
if (PrimType == GalPrimitiveType.Quads)
ModifiedVbSize = QuadHelper.ConvertIbSizeQuadsToTris(ModifiedVbSize);
else if (PrimType == GalPrimitiveType.QuadStrip)
ModifiedVbSize = QuadHelper.ConvertIbSizeQuadStripToTris(ModifiedVbSize);
}
bool VboCached = Gpu.Renderer.Rasterizer.IsVboCached(VboKey, ModifiedVbSize);
if (!VboCached || Gpu.ResourceManager.MemoryRegionModified(Vmm, VboKey, VbSize, NvGpuBufferType.Vertex))
{
if (Vmm.TryGetHostAddress(VbPosition, VbSize, out IntPtr VbPtr))
if ((PrimType == GalPrimitiveType.Quads | PrimType == GalPrimitiveType.QuadStrip) && Stride != 0)
{
// Convert quad buffer to triangles
byte[] data = Vmm.ReadBytes(VbPosition, VbSize);
if (PrimType == GalPrimitiveType.Quads)
data = QuadHelper.ConvertIbQuadsToTris(data, Stride, (int)(VbSize / Stride));
else
data = QuadHelper.ConvertIbQuadStripToTris(data, Stride, (int)(VbSize / Stride));
Gpu.Renderer.Rasterizer.CreateVbo(VboKey, data);
}
else if (Vmm.TryGetHostAddress(VbPosition, VbSize, out IntPtr VbPtr))
Gpu.Renderer.Rasterizer.CreateVbo(VboKey, (int)VbSize, VbPtr);
}
else
{
Gpu.Renderer.Rasterizer.CreateVbo(VboKey, Vmm.ReadBytes(VbPosition, VbSize));
}
}
State.VertexBindings[Index].Enabled = true;
@ -883,6 +900,23 @@ namespace Ryujinx.Graphics.Graphics3d
int VertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
int VertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
//Quad primitive types were deprecated on OpenGL 3.x,
//they are converted to a triangles index buffer on IB creation,
//so we should use the triangles type here too.
if (PrimType == GalPrimitiveType.Quads || PrimType == GalPrimitiveType.QuadStrip)
{
//Note: We assume that index first points to the first
//vertex of a quad, if it points to the middle of a
//quad (First % 4 != 0 for Quads) then it will not work properly.
if (PrimType == GalPrimitiveType.Quads)
VertexFirst = QuadHelper.ConvertIbSizeQuadsToTris(VertexFirst);
else // QuadStrip
VertexFirst = QuadHelper.ConvertIbSizeQuadStripToTris(VertexFirst);
PrimType = GalPrimitiveType.Triangles;
VertexCount = QuadHelper.ConvertIbSizeQuadsToTris(VertexCount);
}
Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
}