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gl_rasterizer: Mark vertex buffers as dirty after buffer cache invalidation
Vertex buffers bindings become invalid after the stream buffer is invalidated. We were originally doing this, but it got lost at some point. - Fixes Animal Crossing: New Horizons, but it affects everything.
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1 changed files with 10 additions and 1 deletions
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@ -576,7 +576,16 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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(Maxwell::MaxConstBufferSize + device.GetUniformBufferAlignment());
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(Maxwell::MaxConstBufferSize + device.GetUniformBufferAlignment());
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// Prepare the vertex array.
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// Prepare the vertex array.
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buffer_cache.Map(buffer_size);
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const bool invalidated = buffer_cache.Map(buffer_size);
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if (invalidated) {
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// When the stream buffer has been invalidated, we have to consider vertex buffers as dirty
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auto& dirty = gpu.dirty.flags;
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dirty[Dirty::VertexBuffers] = true;
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for (int index = Dirty::VertexBuffer0; index <= Dirty::VertexBuffer31; ++index) {
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dirty[index] = true;
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}
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}
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// Prepare vertex array format.
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// Prepare vertex array format.
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SetupVertexFormat();
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SetupVertexFormat();
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