Align index buffe size when vertex_buffer_unified_memory enable
This commit is contained in:
parent
16080b6e4e
commit
92b1f8d5da
|
@ -168,7 +168,7 @@ void BufferCacheRuntime::BindIndexBuffer(Buffer& buffer, u32 offset, u32 size) {
|
||||||
if (has_unified_vertex_buffers) {
|
if (has_unified_vertex_buffers) {
|
||||||
buffer.MakeResident(GL_READ_ONLY);
|
buffer.MakeResident(GL_READ_ONLY);
|
||||||
glBufferAddressRangeNV(GL_ELEMENT_ARRAY_ADDRESS_NV, 0, buffer.HostGpuAddr() + offset,
|
glBufferAddressRangeNV(GL_ELEMENT_ARRAY_ADDRESS_NV, 0, buffer.HostGpuAddr() + offset,
|
||||||
static_cast<GLsizeiptr>(size));
|
static_cast<GLsizeiptr>(Common::AlignUp(size, 4)));
|
||||||
} else {
|
} else {
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.Handle());
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.Handle());
|
||||||
index_buffer_offset = offset;
|
index_buffer_offset = offset;
|
||||||
|
|
Reference in New Issue