fetch vertices manually if needed

This commit is contained in:
Samuliak 2024-10-01 17:38:14 +02:00
parent a3bfde80b0
commit 94e8ed5a46
8 changed files with 215 additions and 149 deletions

View file

@ -18,11 +18,11 @@
#include "Cafe/HW/Latte/Core/LatteIndices.h"
#include "Cemu/Logging/CemuDebugLogging.h"
#include "Cemu/Logging/CemuLogging.h"
#include "HW/Latte/Core/LatteConst.h"
#include "HW/Latte/Renderer/Metal/MetalCommon.h"
#include "HW/Latte/Renderer/Metal/MetalLayerHandle.h"
#include "HW/Latte/Renderer/Renderer.h"
#include "Metal/MTLRenderPipeline.hpp"
#include "Cafe/HW/Latte/Core/FetchShader.h"
#include "Cafe/HW/Latte/Core/LatteConst.h"
#include "Cafe/HW/Latte/Renderer/Metal/MetalCommon.h"
#include "Cafe/HW/Latte/Renderer/Metal/MetalLayerHandle.h"
#include "Cafe/HW/Latte/Renderer/Renderer.h"
#include "config/CemuConfig.h"
#define IMGUI_IMPL_METAL_CPP
@ -975,6 +975,7 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
bool isPrimitiveRect = (primitiveMode == Latte::LATTE_VGT_PRIMITIVE_TYPE::E_PRIMITIVE_TYPE::RECTS);
bool usesGeometryShader = (geometryShader != nullptr || isPrimitiveRect);
//bool fetchVertexManually = (usesGeometryShader || fetchShader->mtlFetchVertexManually);
// Index buffer
Renderer::INDEX_TYPE hostIndexType;
@ -1174,26 +1175,8 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
auto& vertexBufferRange = m_state.m_vertexBuffers[i];
if (vertexBufferRange.offset != INVALID_OFFSET)
{
MTL::Buffer* buffer;
size_t offset;
// Restride
if (usesGeometryShader)
{
// Object shaders don't need restriding, since the attributes are fetched in the shader
buffer = m_memoryManager->GetBufferCache();
offset = m_state.m_vertexBuffers[i].offset;
}
else
{
uint32 bufferBaseRegisterIndex = mmSQ_VTX_ATTRIBUTE_BLOCK_START + i * 7;
uint32 bufferStride = (LatteGPUState.contextNew.GetRawView()[bufferBaseRegisterIndex + 2] >> 11) & 0xFFFF;
auto restridedBuffer = m_memoryManager->RestrideBufferIfNeeded(i, bufferStride, barrierBuffers);
buffer = restridedBuffer.buffer;
offset = restridedBuffer.offset;
}
MTL::Buffer* buffer = m_memoryManager->GetBufferCache();
size_t offset = m_state.m_vertexBuffers[i].offset;
// Bind
SetBuffer(renderCommandEncoder, GetMtlShaderType(vertexShader->shaderType, usesGeometryShader), buffer, offset, GET_MTL_VERTEX_BUFFER_INDEX(i));