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Fix instanced indexed inline draw index count (#3389)
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@ -135,14 +135,16 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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_instancedDrawPending = true;
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int ibCount = _drawState.IbStreamer.InlineIndexCount;
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_instancedIndexed = _drawState.DrawIndexed;
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_instancedIndexedInline = _drawState.IbStreamer.HasInlineIndexData;
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_instancedIndexedInline = ibCount != 0;
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_instancedFirstIndex = firstIndex;
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_instancedFirstVertex = (int)_state.State.FirstVertex;
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_instancedFirstInstance = (int)_state.State.FirstInstance;
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_instancedIndexCount = indexCount;
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_instancedIndexCount = ibCount != 0 ? ibCount : indexCount;
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var drawState = _state.State.VertexBufferDrawState;
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@ -453,22 +455,18 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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_instancedDrawPending = false;
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if (_instancedIndexedInline)
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bool indexedInline = _instancedIndexedInline;
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if (_instancedIndexed || indexedInline)
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{
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if (indexedInline)
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{
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int inlineIndexCount = _drawState.IbStreamer.GetAndResetInlineIndexCount();
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BufferRange br = new BufferRange(_drawState.IbStreamer.GetInlineIndexBuffer(), 0, inlineIndexCount * 4);
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_channel.BufferManager.SetIndexBuffer(br, IndexType.UInt);
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_context.Renderer.Pipeline.DrawIndexed(
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inlineIndexCount,
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_instanceIndex + 1,
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_instancedFirstIndex,
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_instancedFirstVertex,
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_instancedFirstInstance);
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}
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else if (_instancedIndexed)
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{
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_context.Renderer.Pipeline.DrawIndexed(
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_instancedIndexCount,
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_instanceIndex + 1,
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@ -20,6 +20,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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public bool HasInlineIndexData => _inlineIndexCount != 0;
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/// <summary>
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/// Total numbers of indices that have been pushed.
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/// </summary>
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public int InlineIndexCount => _inlineIndexCount;
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/// <summary>
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/// Gets the handle for the host buffer currently holding the inline index buffer data.
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/// </summary>
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