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Merge pull request #606 from Subv/base_vertex
GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
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commit
055f1546d7
@ -455,7 +455,11 @@ public:
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u32 enable[NumRenderTargets];
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} blend;
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INSERT_PADDING_WORDS(0x77);
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INSERT_PADDING_WORDS(0x2D);
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u32 vb_element_base;
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INSERT_PADDING_WORDS(0x49);
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struct {
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u32 tsc_address_high;
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@ -745,6 +749,7 @@ ASSERT_REG_POSITION(vertex_attrib_format[0], 0x458);
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ASSERT_REG_POSITION(rt_control, 0x487);
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ASSERT_REG_POSITION(independent_blend_enable, 0x4B9);
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ASSERT_REG_POSITION(blend, 0x4CF);
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ASSERT_REG_POSITION(vb_element_base, 0x50D);
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ASSERT_REG_POSITION(tsc, 0x557);
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ASSERT_REG_POSITION(tic, 0x55D);
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ASSERT_REG_POSITION(code_address, 0x582);
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@ -412,14 +412,16 @@ void RasterizerOpenGL::DrawArrays() {
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const GLenum primitive_mode{MaxwellToGL::PrimitiveTopology(regs.draw.topology)};
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if (is_indexed) {
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const GLint index_min{static_cast<GLint>(regs.index_array.first)};
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const GLint index_max{static_cast<GLint>(regs.index_array.first + regs.index_array.count)};
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glDrawRangeElementsBaseVertex(primitive_mode, index_min, index_max, regs.index_array.count,
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const GLint base_vertex{static_cast<GLint>(regs.vb_element_base)};
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// Adjust the index buffer offset so it points to the first desired index.
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index_buffer_offset += regs.index_array.first * regs.index_array.FormatSizeInBytes();
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glDrawElementsBaseVertex(primitive_mode, regs.index_array.count,
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MaxwellToGL::IndexFormat(regs.index_array.format),
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reinterpret_cast<const void*>(index_buffer_offset),
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-index_min);
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reinterpret_cast<const void*>(index_buffer_offset), base_vertex);
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} else {
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glDrawArrays(primitive_mode, 0, regs.vertex_buffer.count);
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glDrawArrays(primitive_mode, regs.vertex_buffer.first, regs.vertex_buffer.count);
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}
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// Disable scissor test
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