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Fix draw indexed flag not being cleared for instanced draws, also avoid state updates in the middle of a indexed draw
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23b8a86d35
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@ -26,29 +26,35 @@ namespace Ryujinx.Graphics.Gpu.Engine
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private void DrawEnd(GpuState state, int argument)
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private void DrawEnd(GpuState state, int argument)
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{
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{
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if (_instancedDrawPending)
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{
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_drawIndexed = false;
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return;
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}
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UpdateState(state);
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UpdateState(state);
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bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;
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bool instanced = _vsUsesInstanceId || _isAnyVbInstanced;
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if (instanced)
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if (instanced)
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{
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{
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if (!_instancedDrawPending)
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_instancedDrawPending = true;
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{
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_instancedDrawPending = true;
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_instancedIndexed = _drawIndexed;
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_instancedIndexed = _drawIndexed;
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_instancedFirstIndex = _firstIndex;
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_instancedFirstIndex = _firstIndex;
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_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_instancedFirstVertex = state.Get<int>(MethodOffset.FirstVertex);
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_instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);
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_instancedFirstInstance = state.Get<int>(MethodOffset.FirstInstance);
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_instancedIndexCount = _indexCount;
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_instancedIndexCount = _indexCount;
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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var drawState = state.Get<VertexBufferDrawState>(MethodOffset.VertexBufferDrawState);
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_instancedDrawStateFirst = drawState.First;
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_instancedDrawStateFirst = drawState.First;
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_instancedDrawStateCount = drawState.Count;
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_instancedDrawStateCount = drawState.Count;
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}
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_drawIndexed = false;
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return;
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return;
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}
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}
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