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https://github.com/shadps4-emu/shadPS4.git
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hot-fix: apply vgt index offset to draw commands
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@@ -1111,7 +1111,8 @@ struct Liverpool {
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INSERT_PADDING_WORDS(2);
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std::array<ViewportScissor, NumViewports> viewport_scissors;
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std::array<ViewportDepth, NumViewports> viewport_depths;
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INSERT_PADDING_WORDS(0xA103 - 0xA0D4);
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INSERT_PADDING_WORDS(0xA102 - 0xA0D4);
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u32 index_offset;
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u32 primitive_restart_index;
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INSERT_PADDING_WORDS(1);
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BlendConstants blend_constants;
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@@ -1380,6 +1381,7 @@ static_assert(GFX6_3D_REG_INDEX(color_target_mask) == 0xA08E);
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static_assert(GFX6_3D_REG_INDEX(color_shader_mask) == 0xA08F);
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static_assert(GFX6_3D_REG_INDEX(generic_scissor) == 0xA090);
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static_assert(GFX6_3D_REG_INDEX(viewport_scissors) == 0xA094);
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static_assert(GFX6_3D_REG_INDEX(index_offset) == 0xA102);
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static_assert(GFX6_3D_REG_INDEX(primitive_restart_index) == 0xA103);
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static_assert(GFX6_3D_REG_INDEX(stencil_control) == 0xA10B);
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static_assert(GFX6_3D_REG_INDEX(viewports) == 0xA10F);
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@@ -200,7 +200,7 @@ void Rasterizer::Draw(bool is_indexed, u32 index_offset) {
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BeginRendering(*pipeline, state);
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UpdateDynamicState(*pipeline);
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const auto [vertex_offset, instance_offset] = vs_info.GetDrawOffsets();
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const auto [vertex_offset, instance_offset] = vs_info.GetDrawOffsets(regs);
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const auto cmdbuf = scheduler.CommandBuffer();
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cmdbuf.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline->Handle());
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