Common: Persistent-mapped stream buffer implementation

This commit is contained in:
Connor McLaughlin
2019-11-07 00:08:13 +10:00
parent ff8cef4da3
commit 26c22f003f
3 changed files with 270 additions and 33 deletions

View File

@ -756,14 +756,14 @@ void GPU_HW_OpenGL::FlushRender()
if (m_batch.NeedsTwoPassRendering())
{
SetDrawState(BatchRenderMode::OnlyTransparent);
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, vertex_count);
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], m_batch_base_vertex, vertex_count);
SetDrawState(BatchRenderMode::OnlyOpaque);
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, vertex_count);
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], m_batch_base_vertex, vertex_count);
}
else
{
SetDrawState(m_batch.GetRenderMode());
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, vertex_count);
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], m_batch_base_vertex, vertex_count);
}
}