Force index buffer update for games using Vulkan (#2726)
This commit is contained in:
parent
a2c6cd5132
commit
464a92d8a7
2 changed files with 10 additions and 0 deletions
|
@ -312,6 +312,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||||
bool oldDrawIndexed = _drawState.DrawIndexed;
|
bool oldDrawIndexed = _drawState.DrawIndexed;
|
||||||
|
|
||||||
_drawState.DrawIndexed = true;
|
_drawState.DrawIndexed = true;
|
||||||
|
engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
|
||||||
|
|
||||||
DrawEnd(engine, firstIndex, indexCount);
|
DrawEnd(engine, firstIndex, indexCount);
|
||||||
|
|
||||||
|
|
|
@ -143,6 +143,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
||||||
_stateUpdater.SetAllDirty();
|
_stateUpdater.SetAllDirty();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Marks the specified register offset as dirty, forcing the associated state to update on the next draw.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="offset">Register offset</param>
|
||||||
|
public void ForceStateDirty(int offset)
|
||||||
|
{
|
||||||
|
_stateUpdater.SetDirty(offset);
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Forces the shaders to be rebound on the next draw.
|
/// Forces the shaders to be rebound on the next draw.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
Loading…
Reference in a new issue