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Fix DrawArrays vertex buffer size (#4141)
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@ -142,6 +142,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_drawState.FirstIndex = firstIndex;
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_drawState.IndexCount = indexCount;
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_drawState.DrawFirstVertex = drawFirstVertex;
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_drawState.DrawVertexCount = drawVertexCount;
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_currentSpecState.SetHasConstantBufferDrawParameters(false);
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engine.UpdateState();
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@ -163,10 +165,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_instancedIndexCount = ibCount != 0 ? ibCount : indexCount;
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var drawState = _state.State.VertexBufferDrawState;
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_instancedDrawStateFirst = drawState.First;
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_instancedDrawStateCount = drawState.Count;
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_instancedDrawStateFirst = drawFirstVertex;
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_instancedDrawStateCount = drawVertexCount;
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_drawState.DrawIndexed = false;
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@ -415,6 +415,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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bool oldDrawIndexed = _drawState.DrawIndexed;
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_drawState.DrawIndexed = false;
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engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
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DrawEnd(engine, 0, 0, firstVertex, vertexCount);
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@ -526,8 +527,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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else
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{
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_state.State.VertexBufferDrawState.First = firstVertex;
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_state.State.VertexBufferDrawState.Count = count;
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_drawState.DrawFirstVertex = firstVertex;
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_drawState.DrawVertexCount = count;
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engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
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}
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@ -17,6 +17,16 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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public int IndexCount;
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/// <summary>
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/// First vertex used on non-indexed draws. This value is stored somewhere else on indexed draws.
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/// </summary>
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public int DrawFirstVertex;
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/// <summary>
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/// Vertex count used on non-indexed draws. Indexed draws have a index count instead.
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/// </summary>
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public int DrawVertexCount;
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/// <summary>
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/// Indicates if the next draw will be a indexed draw.
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/// </summary>
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@ -989,6 +989,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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bool drawIndexed = _drawState.DrawIndexed;
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bool drawIndirect = _drawState.DrawIndirect;
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int drawFirstVertex = _drawState.DrawFirstVertex;
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int drawVertexCount = _drawState.DrawVertexCount;
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uint vbEnableMask = 0;
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for (int index = 0; index < Constants.TotalVertexBuffers; index++)
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@ -1050,9 +1052,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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int firstInstance = (int)_state.State.FirstInstance;
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var drawState = _state.State.VertexBufferDrawState;
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size = Math.Min(vbSize, (ulong)((firstInstance + drawState.First + drawState.Count) * stride));
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size = Math.Min(vbSize, (ulong)((firstInstance + drawFirstVertex + drawVertexCount) * stride));
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}
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_pipeline.VertexBuffers[index] = new BufferPipelineDescriptor(_channel.MemoryManager.IsMapped(address), stride, divisor);
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