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maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
The start and finish events should likely not be right after one another like this, otherwise the batch will appear to complete immediately
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1 changed files with 4 additions and 4 deletions
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@ -218,10 +218,6 @@ void Maxwell3D::DrawArrays() {
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debug_context->OnEvent(Tegra::DebugContext::Event::IncomingPrimitiveBatch, nullptr);
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}
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if (debug_context) {
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debug_context->OnEvent(Tegra::DebugContext::Event::FinishedPrimitiveBatch, nullptr);
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}
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// Both instance configuration registers can not be set at the same time.
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ASSERT_MSG(!regs.draw.instance_next || !regs.draw.instance_cont,
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"Illegal combination of instancing parameters");
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@ -237,6 +233,10 @@ void Maxwell3D::DrawArrays() {
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const bool is_indexed{regs.index_array.count && !regs.vertex_buffer.count};
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rasterizer.AccelerateDrawBatch(is_indexed);
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if (debug_context) {
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debug_context->OnEvent(Tegra::DebugContext::Event::FinishedPrimitiveBatch, nullptr);
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}
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// TODO(bunnei): Below, we reset vertex count so that we can use these registers to determine if
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// the game is trying to draw indexed or direct mode. This needs to be verified on HW still -
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// it's possible that it is incorrect and that there is some other register used to specify the
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