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Fix draw indexed flag not being cleared for instanced draws, also avoid state updates in the middle of a indexed draw

This commit is contained in:
gdkchan 2019-12-08 18:08:00 -03:00 committed by Thog
parent 23b8a86d35
commit 375ee0ba96

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@ -26,29 +26,35 @@ namespace Ryujinx.Graphics.Gpu.Engine
private void DrawEnd(GpuState state, int argument)
{
if (_instancedDrawPending)
{
_drawIndexed = false;
return;
}
UpdateState(state);
bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;
if (instanced)
{
if (!_instancedDrawPending)
{
_instancedDrawPending = true;
_instancedDrawPending = true;
_instancedIndexed = _drawIndexed;
_instancedIndexed = _drawIndexed;
_instancedFirstIndex = _firstIndex;
_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
_instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);
_instancedFirstIndex = _firstIndex;
_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
_instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);
_instancedIndexCount = _indexCount;
_instancedIndexCount = _indexCount;
var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
_instancedDrawStateFirst = drawState.First;
_instancedDrawStateCount = drawState.Count;
}
_instancedDrawStateFirst = drawState.First;
_instancedDrawStateCount = drawState.Count;
_drawIndexed = false;
return;
}