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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.
This commit is contained in:
ReinUsesLisp 2020-06-08 20:24:16 -03:00
parent 6e122f0b2c
commit 7646f2c21d
1 changed files with 10 additions and 1 deletions

View File

@ -576,7 +576,16 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
(Maxwell::MaxConstBufferSize + device.GetUniformBufferAlignment()); (Maxwell::MaxConstBufferSize + device.GetUniformBufferAlignment());
// Prepare the vertex array. // Prepare the vertex array.
buffer_cache.Map(buffer_size); const bool invalidated = buffer_cache.Map(buffer_size);
if (invalidated) {
// When the stream buffer has been invalidated, we have to consider vertex buffers as dirty
auto& dirty = gpu.dirty.flags;
dirty[Dirty::VertexBuffers] = true;
for (int index = Dirty::VertexBuffer0; index <= Dirty::VertexBuffer31; ++index) {
dirty[index] = true;
}
}
// Prepare vertex array format. // Prepare vertex array format.
SetupVertexFormat(); SetupVertexFormat();