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d3d12: Try to fix forced quad indexed buffer
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1 changed files with 4 additions and 6 deletions
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@ -543,9 +543,9 @@ std::pair<std::vector<D3D12_VERTEX_BUFFER_VIEW>, D3D12_INDEX_BUFFER_VIEW> D3D12G
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bufferMap[6 * i + 1] = indexList[4 * i + 1];
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bufferMap[6 * i + 2] = indexList[4 * i + 2];
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// Second triangle
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bufferMap[6 * i + 3] = indexList[4 * i];
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bufferMap[6 * i + 4] = indexList[4 * i + 2];
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bufferMap[6 * i + 5] = indexList[4 * i + 3];
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bufferMap[6 * i + 3] = indexList[4 * i + 2];
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bufferMap[6 * i + 4] = indexList[4 * i + 3];
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bufferMap[6 * i + 5] = indexList[4 * i];
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forcedIndexCount += 6;
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}
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}
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@ -911,9 +911,7 @@ void D3D12GSRender::ExecCMD()
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commandList->SetGraphicsRootSignature(m_rootSignature);
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if (m_indexed_array.m_count)
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{
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LoadVertexData(m_indexed_array.index_min, m_indexed_array.index_max - m_indexed_array.index_min + 1);
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}
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if (m_indexed_array.m_count || m_draw_array_count)
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{
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@ -1050,7 +1048,7 @@ void D3D12GSRender::ExecCMD()
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check(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
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m_indexed_array.Reset();
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WriteDepthBuffer();
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/* if (m_set_color_mask)
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