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synced 2025-01-11 00:39:09 +01:00
Always set vertex stride for unbound buffers
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f4f658e3b7
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@ -43,9 +43,9 @@ namespace skyline::gpu::interconnect::maxwell3d {
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megaBufferBinding = {};
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if (ctx.gpu.traits.supportsNullDescriptor)
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builder.SetVertexBuffer(index, BufferBinding{});
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builder.SetVertexBuffer(index, BufferBinding{}, ctx.gpu.traits.supportsExtendedDynamicState, engine->vertexStream.format.stride);
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else
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builder.SetVertexBuffer(index, {ctx.gpu.megaBufferAllocator.Allocate(ctx.executor.cycle, 0).buffer});
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builder.SetVertexBuffer(index, {ctx.gpu.megaBufferAllocator.Allocate(ctx.executor.cycle, 0).buffer}, ctx.gpu.traits.supportsExtendedDynamicState, engine->vertexStream.format.stride);
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}
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bool VertexBufferState::Refresh(InterconnectContext &ctx, StateUpdateBuilder &builder) {
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@ -55,9 +55,9 @@ namespace skyline::gpu::interconnect::maxwell3d {
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megaBufferBinding = newMegaBufferBinding;
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if (megaBufferBinding)
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builder.SetVertexBuffer(index, megaBufferBinding);
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builder.SetVertexBuffer(index, megaBufferBinding, ctx.gpu.traits.supportsExtendedDynamicState, engine->vertexStream.format.stride);
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else
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builder.SetVertexBuffer(index, *view);
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builder.SetVertexBuffer(index, *view, ctx.gpu.traits.supportsExtendedDynamicState, engine->vertexStream.format.stride);
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}
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}
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return false;
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