D3D: Using start index and base vertex instead of buffer offsets
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@ -127,13 +127,17 @@ void VertexManager::Draw(u32 stride)
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u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
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u32 indices = IndexGenerator::GetIndexLen();
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D3D::context->IASetVertexBuffers(0, 1, &m_buffers[m_currentBuffer], &stride, &m_vertexDrawOffset);
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D3D::context->IASetIndexBuffer(m_buffers[m_currentBuffer], DXGI_FORMAT_R16_UINT, m_indexDrawOffset);
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u32 zero = 0;
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D3D::context->IASetVertexBuffers(0, 1, &m_buffers[m_currentBuffer], &stride, &zero);
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D3D::context->IASetIndexBuffer(m_buffers[m_currentBuffer], DXGI_FORMAT_R16_UINT, 0);
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u32 baseVertex = m_vertexDrawOffset / stride;
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u32 startIndex = m_indexDrawOffset / sizeof(u16);
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if (current_primitive_type == PRIMITIVE_TRIANGLES)
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{
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::context->DrawIndexed(indices, 0, 0);
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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}
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else if (current_primitive_type == PRIMITIVE_LINES)
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@ -153,7 +157,7 @@ void VertexManager::Draw(u32 stride)
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{
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((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::context->DrawIndexed(indices, 0, 0);
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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D3D::context->GSSetShader(nullptr, nullptr, 0);
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@ -177,7 +181,7 @@ void VertexManager::Draw(u32 stride)
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{
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((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D::context->DrawIndexed(indices, 0, 0);
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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D3D::context->GSSetShader(nullptr, nullptr, 0);
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