d3d12: Do not use array size to get vertex buffer element count.

This commit is contained in:
Vincent Lejeune 2015-09-26 19:39:44 +02:00
parent f898ebff3f
commit 703b1636c8
3 changed files with 7 additions and 6 deletions

View File

@ -168,7 +168,7 @@ bool overlaps(const std::pair<size_t, size_t> &range1, const std::pair<size_t, s
}
static
std::vector<VertexBufferFormat> FormatVertexData(const RSXVertexData *m_vertex_data, size_t base_offset)
std::vector<VertexBufferFormat> FormatVertexData(const RSXVertexData *m_vertex_data, size_t *vertex_data_size, size_t base_offset)
{
std::vector<VertexBufferFormat> Result;
for (size_t i = 0; i < 32; ++i)
@ -176,7 +176,7 @@ std::vector<VertexBufferFormat> FormatVertexData(const RSXVertexData *m_vertex_d
const RSXVertexData &vertexData = m_vertex_data[i];
if (!vertexData.IsEnabled()) continue;
size_t elementCount = vertexData.data.size() / (vertexData.size * vertexData.GetTypeSize());
size_t elementCount = vertex_data_size[i] / (vertexData.size * vertexData.GetTypeSize());
// If there is a single element, stride is 0, use the size of element instead
size_t stride = vertexData.stride;
size_t elementSize = vertexData.GetTypeSize();
@ -281,7 +281,7 @@ isContained(const std::vector<std::pair<u32, u32> > &ranges, const std::pair<u32
std::vector<D3D12_VERTEX_BUFFER_VIEW> D3D12GSRender::UploadVertexBuffers(bool indexed_draw)
{
std::vector<D3D12_VERTEX_BUFFER_VIEW> result;
const std::vector<VertexBufferFormat> &vertexBufferFormat = FormatVertexData(m_vertex_data, m_vertex_data_base_offset);
const std::vector<VertexBufferFormat> &vertexBufferFormat = FormatVertexData(m_vertex_data, m_vertexBufferSize, m_vertex_data_base_offset);
m_IASet = getIALayout(m_device.Get(), vertexBufferFormat, m_vertex_data, m_vertex_data_base_offset);
const u32 data_offset = indexed_draw ? 0 : m_draw_array_first;

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@ -475,7 +475,6 @@ void D3D12GSRender::Draw()
std::chrono::time_point<std::chrono::system_clock> vertexIndexDurationStart = std::chrono::system_clock::now();
// Init vertex count
// TODO: Very hackish, clean this
if (m_indexed_array.m_count)
{
for (u32 i = 0; i < m_vertex_count; ++i)
@ -484,7 +483,7 @@ void D3D12GSRender::Draw()
if (!m_vertex_data[i].addr) continue;
const u32 tsize = m_vertex_data[i].GetTypeSize();
m_vertex_data[i].data.resize((m_indexed_array.index_min + m_indexed_array.index_max - m_indexed_array.index_min + 1) * tsize * m_vertex_data[i].size);
m_vertexBufferSize[i] = (m_indexed_array.index_min + m_indexed_array.index_max - m_indexed_array.index_min + 1) * tsize * m_vertex_data[i].size;
}
}
else
@ -495,7 +494,7 @@ void D3D12GSRender::Draw()
if (!m_vertex_data[i].addr) continue;
const u32 tsize = m_vertex_data[i].GetTypeSize();
m_vertex_data[i].data.resize((m_draw_array_first + m_draw_array_count) * tsize * m_vertex_data[i].size);
m_vertexBufferSize[i] = (m_draw_array_first + m_draw_array_count) * tsize * m_vertex_data[i].size;
}
}

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@ -232,6 +232,8 @@ private:
PipelineStateObjectCache m_cachePSO;
std::pair<ID3D12PipelineState *, size_t> *m_PSO;
size_t m_vertexBufferSize[32];
struct
{
size_t m_drawCallDuration;