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[d3d9] Respect vertex buffer offset when dynamically uploading geometry
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@ -5246,7 +5246,7 @@ namespace dxvk {
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auto* vbo = GetCommonBuffer(m_state.vertexBuffers[i].vertexBuffer);
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auto* vbo = GetCommonBuffer(m_state.vertexBuffers[i].vertexBuffer);
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const uint32_t vertexStride = m_state.vertexDecl->GetSize(i);
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const uint32_t vertexStride = m_state.vertexDecl->GetSize(i);
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uint32_t offset = (BaseVertexIndex + FirstVertexIndex) * vertexStride;
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uint32_t offset = (BaseVertexIndex + FirstVertexIndex) * vertexStride + m_state.vertexBuffers[i].offset;
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uint8_t* data = reinterpret_cast<uint8_t*>(upSlice.mapPtr) + vboUPBufferOffsets[i];
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uint8_t* data = reinterpret_cast<uint8_t*>(upSlice.mapPtr) + vboUPBufferOffsets[i];
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uint8_t* src = reinterpret_cast<uint8_t*>(vbo->GetMappedSlice().mapPtr) + offset;
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uint8_t* src = reinterpret_cast<uint8_t*>(vbo->GetMappedSlice().mapPtr) + offset;
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