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Fix DrawArrays vertex buffer size (#4141)

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gdkchan 2022-12-21 15:08:12 -03:00 committed by GitHub
parent c200a7b7c6
commit cb70e7bb30
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3 changed files with 20 additions and 9 deletions

View file

@ -142,6 +142,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_drawState.FirstIndex = firstIndex;
_drawState.IndexCount = indexCount;
_drawState.DrawFirstVertex = drawFirstVertex;
_drawState.DrawVertexCount = drawVertexCount;
_currentSpecState.SetHasConstantBufferDrawParameters(false);
engine.UpdateState();
@ -163,10 +165,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_instancedIndexCount = ibCount != 0 ? ibCount : indexCount;
var drawState = _state.State.VertexBufferDrawState;
_instancedDrawStateFirst = drawState.First;
_instancedDrawStateCount = drawState.Count;
_instancedDrawStateFirst = drawFirstVertex;
_instancedDrawStateCount = drawVertexCount;
_drawState.DrawIndexed = false;
@ -415,6 +415,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
bool oldDrawIndexed = _drawState.DrawIndexed;
_drawState.DrawIndexed = false;
engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
DrawEnd(engine, 0, 0, firstVertex, vertexCount);
@ -526,8 +527,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
}
else
{
_state.State.VertexBufferDrawState.First = firstVertex;
_state.State.VertexBufferDrawState.Count = count;
_drawState.DrawFirstVertex = firstVertex;
_drawState.DrawVertexCount = count;
engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
}

View file

@ -17,6 +17,16 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
public int IndexCount;
/// <summary>
/// First vertex used on non-indexed draws. This value is stored somewhere else on indexed draws.
/// </summary>
public int DrawFirstVertex;
/// <summary>
/// Vertex count used on non-indexed draws. Indexed draws have a index count instead.
/// </summary>
public int DrawVertexCount;
/// <summary>
/// Indicates if the next draw will be a indexed draw.
/// </summary>

View file

@ -989,6 +989,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
bool drawIndexed = _drawState.DrawIndexed;
bool drawIndirect = _drawState.DrawIndirect;
int drawFirstVertex = _drawState.DrawFirstVertex;
int drawVertexCount = _drawState.DrawVertexCount;
uint vbEnableMask = 0;
for (int index = 0; index < Constants.TotalVertexBuffers; index++)
@ -1050,9 +1052,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
int firstInstance = (int)_state.State.FirstInstance;
var drawState = _state.State.VertexBufferDrawState;
size = Math.Min(vbSize, (ulong)((firstInstance + drawState.First + drawState.Count) * stride));
size = Math.Min(vbSize, (ulong)((firstInstance + drawFirstVertex + drawVertexCount) * stride));
}
_pipeline.VertexBuffers[index] = new BufferPipelineDescriptor(_channel.MemoryManager.IsMapped(address), stride, divisor);