maxwell_3d: Reset vertex counts after drawing.
This commit is contained in:
parent
08b8fcbe6d
commit
f41eb95e13
|
@ -208,6 +208,16 @@ void Maxwell3D::DrawArrays() {
|
||||||
|
|
||||||
const bool is_indexed{regs.index_array.count && !regs.vertex_buffer.count};
|
const bool is_indexed{regs.index_array.count && !regs.vertex_buffer.count};
|
||||||
VideoCore::g_renderer->Rasterizer()->AccelerateDrawBatch(is_indexed);
|
VideoCore::g_renderer->Rasterizer()->AccelerateDrawBatch(is_indexed);
|
||||||
|
|
||||||
|
// TODO(bunnei): Below, we reset vertex count so that we can use these registers to determine if
|
||||||
|
// the game is trying to draw indexed or direct mode. This needs to be verified on HW still -
|
||||||
|
// it's possible that it is incorrect and that there is some other register used to specify the
|
||||||
|
// drawing mode.
|
||||||
|
if (is_indexed) {
|
||||||
|
regs.index_array.count = 0;
|
||||||
|
} else {
|
||||||
|
regs.vertex_buffer.count = 0;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Maxwell3D::ProcessCBBind(Regs::ShaderStage stage) {
|
void Maxwell3D::ProcessCBBind(Regs::ShaderStage stage) {
|
||||||
|
|
Loading…
Reference in New Issue