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-rw-r--r--src/video_core/engines/draw_manager.cpp16
-rw-r--r--src/video_core/engines/maxwell_3d.cpp4
-rw-r--r--src/video_core/engines/maxwell_3d.h5
3 files changed, 20 insertions, 5 deletions
diff --git a/src/video_core/engines/draw_manager.cpp b/src/video_core/engines/draw_manager.cpp
index 038e5a2e69..974a9a6e9a 100644
--- a/src/video_core/engines/draw_manager.cpp
+++ b/src/video_core/engines/draw_manager.cpp
@@ -72,11 +72,19 @@ void Maxwell3D::DrawManager::Clear(Maxwell3D& maxwell3d, u32 layer_count) {
}
}
-void Maxwell3D::DrawManager::DrawDeferred(Maxwell3D& maxwell3d) {
+void Maxwell3D::DrawManager::DrawDeferred(Maxwell3D& maxwell3d, bool loop_continues) {
if (draw_state.draw_mode != DrawMode::Instance || draw_state.instance_count == 0) {
+ if (!loop_continues) {
+ draw_state.drawn_instances = 0;
+ }
return;
}
- DrawEnd(maxwell3d, draw_state.instance_count + 1, true);
+ // The first draw of a batch also covers the loop's first instance; a batch that continues a
+ // loop split by a register write draws only the instances after the ones already drawn.
+ const bool continued = draw_state.drawn_instances != 0;
+ DrawEnd(maxwell3d, draw_state.instance_count + (continued ? 0 : 1), true);
+ draw_state.drawn_instances =
+ loop_continues ? draw_state.drawn_instances + draw_state.instance_count : 0;
draw_state.instance_count = 0;
}
@@ -121,6 +129,7 @@ void Maxwell3D::DrawManager::DrawArrayInstanced(Maxwell3D& maxwell3d, Maxwell3D:
draw_state.vertex_buffer.count = vertex_count;
if (!subsequent) {
draw_state.instance_count = 1;
+ draw_state.drawn_instances = 0;
}
draw_state.base_instance = draw_state.instance_count - 1;
draw_state.draw_mode = DrawMode::Instance;
@@ -220,6 +229,9 @@ void Maxwell3D::DrawManager::DrawEnd(Maxwell3D& maxwell3d, u32 instance_count, b
[[fallthrough]];
case DrawMode::General:
draw_state.base_instance = maxwell3d.regs.global_base_instance_index;
+ if (draw_state.draw_mode == DrawMode::Instance && draw_state.drawn_instances != 0) {
+ draw_state.base_instance += draw_state.drawn_instances + 1;
+ }
draw_state.base_index = maxwell3d.regs.global_base_vertex_index;
if (draw_state.draw_indexed) {
draw_state.index_buffer = maxwell3d.regs.index_buffer;
diff --git a/src/video_core/engines/maxwell_3d.cpp b/src/video_core/engines/maxwell_3d.cpp
index 9731f54584..4ef7d42979 100644
--- a/src/video_core/engines/maxwell_3d.cpp
+++ b/src/video_core/engines/maxwell_3d.cpp
@@ -342,7 +342,7 @@ void Maxwell3D::ProcessDirtyRegisters(u32 method, u32 argument) {
// the state they were begun with: NVN's draw macros reset the base instance (and its copy in
// c[0][0x644]) right after the loop, before the macro returns.
if (draw_manager.HasDeferredDraw() && !DrawManager::IsInstanceLoopMethod(method)) [[unlikely]] {
- draw_manager.DrawDeferred(*this);
+ draw_manager.DrawDeferred(*this, true);
}
regs.reg_array[method] = argument;
for (auto const& table : dirty.tables)
@@ -537,7 +537,7 @@ void Maxwell3D::CallMultiMethod(Core::System& system, u32 method, const u32* bas
}
// As in ProcessDirtyRegisters: the paths below write without it.
if (draw_manager.HasDeferredDraw() && !DrawManager::IsInstanceLoopMethod(method)) [[unlikely]] {
- draw_manager.DrawDeferred(*this);
+ draw_manager.DrawDeferred(*this, true);
}
switch (method) {
case MAXWELL3D_REG_INDEX(const_buffer.buffer):
diff --git a/src/video_core/engines/maxwell_3d.h b/src/video_core/engines/maxwell_3d.h
index af0e37978e..c5d1eb3230 100644
--- a/src/video_core/engines/maxwell_3d.h
+++ b/src/video_core/engines/maxwell_3d.h
@@ -3069,6 +3069,8 @@ public:
Maxwell3D::Regs::IndexBuffer index_buffer;
u32 base_instance{};
u32 instance_count{};
+ /// Deferred instances already drawn by flushes in the middle of the current loop.
+ u32 drawn_instances{};
std::vector<u8> inline_index_draw_indexes;
};
struct DrawTextureState {
@@ -3095,7 +3097,8 @@ public:
};
void ProcessMethodCall(Maxwell3D& maxwell3d, u32 method, u32 argument);
void Clear(Maxwell3D& maxwell3d, u32 layer_count);
- void DrawDeferred(Maxwell3D& maxwell3d);
+ /// Draws the waiting instances. loop_continues is set when the loop goes on afterwards.
+ void DrawDeferred(Maxwell3D& maxwell3d, bool loop_continues = false);
/// Instances after the first wait to be drawn together (DrawDeferred).
[[nodiscard]] bool HasDeferredDraw() const noexcept {
return draw_state.draw_mode == DrawMode::Instance && draw_state.instance_count != 0;