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[dxvk] Fix unbound vertex buffer handling

Bit of a brain fart there; we can't just change the meaning
of bindingMask since it indirectly affetcs binding strides.
This commit is contained in:
Philip Rebohle 2019-05-08 00:27:13 +02:00
parent fb70de8852
commit 8029712aa4
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@ -3679,10 +3679,10 @@ namespace dxvk {
// Set buffer handles and offsets for active bindings
uint32_t bindingMask = 0;
uint32_t bindingDead = 0;
for (uint32_t i = 0; i < m_state.gp.state.ilBindingCount; i++) {
uint32_t binding = m_state.gp.state.ilBindings[i].binding;
bindingMask |= 1u << binding;
if (likely(m_state.vi.vertexBuffers[binding].defined())) {
auto vbo = m_state.vi.vertexBuffers[binding].getDescriptor();
@ -3690,20 +3690,24 @@ namespace dxvk {
buffers[binding] = vbo.buffer.buffer;
offsets[binding] = vbo.buffer.offset;
bindingMask |= 1u << binding;
m_cmd->trackResource(m_state.vi.vertexBuffers[binding].buffer());
} else {
buffers[binding] = m_device->dummyBufferHandle();
offsets[binding] = 0;
bindingDead |= 1u << binding;
}
}
// Adjust stride of inactive bindings if needed
if (m_state.vi.bindingMask != bindingMask) {
if (unlikely(m_state.vi.bindingMask != bindingMask)) {
m_flags.set(DxvkContextFlag::GpDirtyPipelineState);
m_state.vi.bindingMask = bindingMask;
}
// Actually bind all the vertex buffers
// Actually bind all the vertex buffers.
bindingMask |= bindingDead;
uint32_t bindingIndex = 0;
while (bindingMask) {