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gl_rasterizer: Implement indexed vertex mode.
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5 changed files with 92 additions and 23 deletions
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@ -165,6 +165,7 @@ void Maxwell3D::ProcessQueryGet() {
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void Maxwell3D::DrawArrays() {
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LOG_DEBUG(HW_GPU, "called, topology=%d, count=%d", regs.draw.topology.Value(),
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regs.vertex_buffer.count);
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ASSERT_MSG(!(regs.index_array.count && regs.vertex_buffer.count), "Both indexed and direct?");
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auto debug_context = Core::System::GetInstance().GetGPUDebugContext();
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@ -176,7 +177,8 @@ void Maxwell3D::DrawArrays() {
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debug_context->OnEvent(Tegra::DebugContext::Event::FinishedPrimitiveBatch, nullptr);
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}
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VideoCore::g_renderer->Rasterizer()->AccelerateDrawBatch(false /*is_indexed*/);
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const bool is_indexed{regs.index_array.count && !regs.vertex_buffer.count};
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VideoCore::g_renderer->Rasterizer()->AccelerateDrawBatch(is_indexed);
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}
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void Maxwell3D::ProcessCBBind(Regs::ShaderStage stage) {
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