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Merge pull request #1173 from lioncash/batch

maxwell3d: Move FinishedPrimitiveBatch event after AcceleratedDrawBatch()
This commit is contained in:
bunnei 2018-08-25 10:59:54 -04:00 committed by GitHub
commit be2f1eabd7
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1 changed files with 4 additions and 4 deletions

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@ -218,10 +218,6 @@ void Maxwell3D::DrawArrays() {
debug_context->OnEvent(Tegra::DebugContext::Event::IncomingPrimitiveBatch, nullptr); debug_context->OnEvent(Tegra::DebugContext::Event::IncomingPrimitiveBatch, nullptr);
} }
if (debug_context) {
debug_context->OnEvent(Tegra::DebugContext::Event::FinishedPrimitiveBatch, nullptr);
}
// Both instance configuration registers can not be set at the same time. // Both instance configuration registers can not be set at the same time.
ASSERT_MSG(!regs.draw.instance_next || !regs.draw.instance_cont, ASSERT_MSG(!regs.draw.instance_next || !regs.draw.instance_cont,
"Illegal combination of instancing parameters"); "Illegal combination of instancing parameters");
@ -237,6 +233,10 @@ void Maxwell3D::DrawArrays() {
const bool is_indexed{regs.index_array.count && !regs.vertex_buffer.count}; const bool is_indexed{regs.index_array.count && !regs.vertex_buffer.count};
rasterizer.AccelerateDrawBatch(is_indexed); rasterizer.AccelerateDrawBatch(is_indexed);
if (debug_context) {
debug_context->OnEvent(Tegra::DebugContext::Event::FinishedPrimitiveBatch, nullptr);
}
// TODO(bunnei): Below, we reset vertex count so that we can use these registers to determine if // TODO(bunnei): Below, we reset vertex count so that we can use these registers to determine if
// the game is trying to draw indexed or direct mode. This needs to be verified on HW still - // the game is trying to draw indexed or direct mode. This needs to be verified on HW still -
// it's possible that it is incorrect and that there is some other register used to specify the // it's possible that it is incorrect and that there is some other register used to specify the