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Draw: Actually use the index offset parameter.
I'm not sure we need it, but having a param used only on one backend is confusing.
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3aa8287b74
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ddd3af2297
3 changed files with 3 additions and 3 deletions
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@ -946,7 +946,7 @@ void D3D9Context::DrawIndexed(int vertexCount, int offset) {
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curPipeline_->inputLayout->Apply(device_);
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device_->SetStreamSource(0, curVBuffers_[0]->vbuffer_, curVBufferOffsets_[0], curPipeline_->inputLayout->GetStride(0));
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device_->SetIndices(curIBuffer_->ibuffer_);
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device_->DrawIndexedPrimitive(curPipeline_->prim, 0, 0, vertexCount, 0, vertexCount / curPipeline_->primDivisor);
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device_->DrawIndexedPrimitive(curPipeline_->prim, 0, 0, vertexCount, offset, vertexCount / curPipeline_->primDivisor);
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}
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void D3D9Context::DrawUP(const void *vdata, int vertexCount) {
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@ -1083,7 +1083,7 @@ void OpenGLContext::DrawIndexed(int vertexCount, int offset) {
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ApplySamplers();
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renderManager_.BindVertexBuffer(curPipeline_->inputLayout->inputLayout_, curVBuffers_[0]->buffer_, curVBufferOffsets_[0]);
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renderManager_.BindIndexBuffer(curIBuffer_->buffer_);
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renderManager_.DrawIndexed(curPipeline_->prim, vertexCount, GL_UNSIGNED_INT, (void *)(intptr_t)curIBufferOffset_);
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renderManager_.DrawIndexed(curPipeline_->prim, vertexCount, GL_UNSIGNED_INT, (void *)((intptr_t)curIBufferOffset_ + offset * sizeof(uint32_t)));
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}
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void OpenGLContext::DrawUP(const void *vdata, int vertexCount) {
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@ -1258,7 +1258,7 @@ void VKContext::DrawIndexed(int vertexCount, int offset) {
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renderManager_.BindPipeline(curPipeline_->vkpipeline);
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ApplyDynamicState();
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renderManager_.DrawIndexed(pipelineLayout_, descSet, 1, &ubo_offset, vulkanVbuf, (int)vbBindOffset, vulkanIbuf, (int)ibBindOffset, vertexCount, 1, VK_INDEX_TYPE_UINT32);
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renderManager_.DrawIndexed(pipelineLayout_, descSet, 1, &ubo_offset, vulkanVbuf, (int)vbBindOffset, vulkanIbuf, (int)ibBindOffset + offset * sizeof(uint32_t), vertexCount, 1, VK_INDEX_TYPE_UINT32);
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}
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void VKContext::DrawUP(const void *vdata, int vertexCount) {
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