d3d12: Try to fix forced quad indexed buffer

This commit is contained in:
vlj 2015-05-25 00:54:43 +02:00 committed by Vincent Lejeune
parent 232c97cc82
commit b8073b4e75

View file

@ -543,9 +543,9 @@ std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> D3D12G
bufferMap[6 * i + 1] = indexList[4 * i + 1];
bufferMap[6 * i + 2] = indexList[4 * i + 2];
// Second triangle
bufferMap[6 * i + 3] = indexList[4 * i];
bufferMap[6 * i + 4] = indexList[4 * i + 2];
bufferMap[6 * i + 5] = indexList[4 * i + 3];
bufferMap[6 * i + 3] = indexList[4 * i + 2];
bufferMap[6 * i + 4] = indexList[4 * i + 3];
bufferMap[6 * i + 5] = indexList[4 * i];
forcedIndexCount += 6;
}
}
@ -911,9 +911,7 @@ void D3D12GSRender::ExecCMD()
commandList->SetGraphicsRootSignature(m_rootSignature);
if (m_indexed_array.m_count)
{
LoadVertexData(m_indexed_array.index_min, m_indexed_array.index_max - m_indexed_array.index_min + 1);
}
if (m_indexed_array.m_count || m_draw_array_count)
{
@ -1050,7 +1048,7 @@ void D3D12GSRender::ExecCMD()
check(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
m_indexed_array.Reset();
WriteDepthBuffer();
/* if (m_set_color_mask)