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synced 2026-03-20 05:21:08 +00:00
feature: .NET 10 (ryubing/ryujinx!214)
See merge request ryubing/ryujinx!214
This commit is contained in:
@@ -56,7 +56,7 @@ namespace Ryujinx.Graphics.OpenGL
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minVertexCount = vertexCount;
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}
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GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (nint)vb.Buffer.Offset, vb.Stride);
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GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle, (nint)vb.Buffer.Offset, vb.Stride);
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GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
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_vertexBuffersInUse |= 1u << bindingIndex;
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}
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@@ -134,19 +134,19 @@ namespace Ryujinx.Graphics.OpenGL
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public void SetIndexBuffer(BufferRange range)
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{
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_indexBuffer = range;
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, range.Handle.ToInt32());
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, range.Handle);
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}
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public void SetRangeOfIndexBuffer()
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{
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Buffer.Resize(_tempIndexBuffer, _indexBuffer.Size);
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Buffer.Copy(_indexBuffer.Handle, _tempIndexBuffer, _indexBuffer.Offset, 0, _indexBuffer.Size);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tempIndexBuffer.ToInt32());
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tempIndexBuffer);
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}
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public void RestoreIndexBuffer()
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{
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _indexBuffer.Handle.ToInt32());
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _indexBuffer.Handle);
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}
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public void PreDraw(int vertexCount)
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@@ -188,7 +188,7 @@ namespace Ryujinx.Graphics.OpenGL
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Buffer.Copy(vb.Buffer.Handle, tempVertexBuffer, vb.Buffer.Offset, currentTempVbOffset, vb.Buffer.Size);
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Buffer.Clear(tempVertexBuffer, currentTempVbOffset + vb.Buffer.Size, requiredSize - vb.Buffer.Size, 0);
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GL.BindVertexBuffer(vbIndex, tempVertexBuffer.ToInt32(), (nint)currentTempVbOffset, vb.Stride);
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GL.BindVertexBuffer(vbIndex, tempVertexBuffer, (nint)currentTempVbOffset, vb.Stride);
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currentTempVbOffset += requiredSize;
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_vertexBuffersLimited |= 1u << vbIndex;
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@@ -234,7 +234,7 @@ namespace Ryujinx.Graphics.OpenGL
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ref VertexBufferDescriptor vb = ref _vertexBuffers[vbIndex];
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GL.BindVertexBuffer(vbIndex, vb.Buffer.Handle.ToInt32(), (nint)vb.Buffer.Offset, vb.Stride);
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GL.BindVertexBuffer(vbIndex, vb.Buffer.Handle, (nint)vb.Buffer.Offset, vb.Stride);
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buffersLimited &= ~(1u << vbIndex);
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}
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