Merge pull request #606 from Subv/base_vertex

GPU: Fixed the index offset and implement BaseVertex when doing indexed rendering.
This commit is contained in:
Sebastian Valle 2018-07-02 14:07:38 -05:00 committed by GitHub
commit 055f1546d7
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2 changed files with 15 additions and 8 deletions

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@ -412,14 +412,16 @@ void RasterizerOpenGL::DrawArrays() {
const GLenum primitive_mode{MaxwellToGL::PrimitiveTopology(regs.draw.topology)};
if (is_indexed) {
const GLint index_min{static_cast<GLint>(regs.index_array.first)};
const GLint index_max{static_cast<GLint>(regs.index_array.first + regs.index_array.count)};
glDrawRangeElementsBaseVertex(primitive_mode, index_min, index_max, regs.index_array.count,
MaxwellToGL::IndexFormat(regs.index_array.format),
reinterpret_cast<const void*>(index_buffer_offset),
-index_min);
const GLint base_vertex{static_cast<GLint>(regs.vb_element_base)};
// Adjust the index buffer offset so it points to the first desired index.
index_buffer_offset += regs.index_array.first * regs.index_array.FormatSizeInBytes();
glDrawElementsBaseVertex(primitive_mode, regs.index_array.count,
MaxwellToGL::IndexFormat(regs.index_array.format),
reinterpret_cast<const void*>(index_buffer_offset), base_vertex);
} else {
glDrawArrays(primitive_mode, 0, regs.vertex_buffer.count);
glDrawArrays(primitive_mode, regs.vertex_buffer.first, regs.vertex_buffer.count);
}
// Disable scissor test