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https://github.com/doitsujin/dxvk.git
synced 2024-12-02 01:24:11 +01:00
[dxvk] Removed buffer stride stuff for now, we need a better solution
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@ -561,8 +561,7 @@ namespace dxvk {
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}
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m_context->bindVertexBuffer(
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StartSlot + i, dxvkBinding,
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binding.stride);
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StartSlot + i, dxvkBinding);
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}
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}
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@ -1286,6 +1285,7 @@ namespace dxvk {
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// TODO D3D11 docs aren't clear about what should happen
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// when there are undefined scissor rects for a viewport.
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// Figure out what it does on Windows.
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// FIXME Compute correct vertical position
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if (enableScissorTest && (i < m_state.rs.numScissors)) {
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const D3D11_RECT& sr = m_state.rs.scissors.at(i);
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@ -373,10 +373,12 @@ namespace dxvk {
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attributes.push_back(attrib);
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// Create vertex input binding description.
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// Create vertex input binding description. The
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// stride is dynamic state in D3D11 and will be
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// set by D3D11DeviceContext::IASetVertexBuffers.
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VkVertexInputBindingDescription binding;
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binding.binding = pInputElementDescs[i].InputSlot;
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binding.stride = 12;
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binding.stride = 0;
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binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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if (pInputElementDescs[i].InputSlotClass == D3D11_INPUT_PER_INSTANCE_DATA) {
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@ -183,17 +183,11 @@ namespace dxvk {
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void DxvkContext::bindVertexBuffer(
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uint32_t binding,
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const DxvkBufferBinding& buffer,
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uint32_t stride) {
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const DxvkBufferBinding& buffer) {
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if (m_state.vi.vertexBuffers.at(binding) != buffer) {
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m_state.vi.vertexBuffers.at(binding) = buffer;
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m_flags.set(DxvkContextFlag::GpDirtyVertexBuffers);
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}
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if (m_state.vi.vertexStrides.at(binding) != stride) {
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m_state.vi.vertexStrides.at(binding) = stride;
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m_flags.set(DxvkContextFlag::GpDirtyPipelineState);
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}
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}
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@ -140,8 +140,7 @@ namespace dxvk {
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*/
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void bindVertexBuffer(
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uint32_t binding,
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const DxvkBufferBinding& buffer,
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uint32_t stride);
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const DxvkBufferBinding& buffer);
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/**
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* \brief Clears subresources of a color image
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@ -42,8 +42,6 @@ namespace dxvk {
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std::array<DxvkBufferBinding,
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DxvkLimits::MaxNumVertexBindings> vertexBuffers;
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std::array<uint32_t,
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DxvkLimits::MaxNumVertexBindings> vertexStrides;
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};
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