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	gl_rasterizer: Use the least generic OpenGL draw function possible
This may help some implementations.
This commit is contained in:
		| @@ -611,7 +611,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) { | ||||
|  | ||||
|     // Setup shaders and their used resources. | ||||
|     texture_cache.GuardSamplers(true); | ||||
|     const auto primitive_mode = MaxwellToGL::PrimitiveTopology(gpu.regs.draw.topology); | ||||
|     const GLenum primitive_mode = MaxwellToGL::PrimitiveTopology(gpu.regs.draw.topology); | ||||
|     SetupShaders(primitive_mode); | ||||
|     texture_cache.GuardSamplers(false); | ||||
|  | ||||
| @@ -642,18 +642,38 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) { | ||||
|     const GLsizei num_instances = | ||||
|         static_cast<GLsizei>(is_instanced ? gpu.mme_draw.instance_count : 1); | ||||
|     if (is_indexed) { | ||||
|         const GLenum index_format = MaxwellToGL::IndexFormat(gpu.regs.index_array.format); | ||||
|         const GLint base_vertex = static_cast<GLint>(gpu.regs.vb_element_base); | ||||
|         const GLsizei num_vertices = static_cast<GLsizei>(gpu.regs.index_array.count); | ||||
|         glDrawElementsInstancedBaseVertexBaseInstance( | ||||
|             primitive_mode, num_vertices, index_format, | ||||
|             reinterpret_cast<const void*>(index_buffer_offset), num_instances, base_vertex, | ||||
|             base_instance); | ||||
|         const GLvoid* offset = reinterpret_cast<const GLvoid*>(index_buffer_offset); | ||||
|         const GLenum format = MaxwellToGL::IndexFormat(gpu.regs.index_array.format); | ||||
|         if (num_instances == 1 && base_instance == 0 && base_vertex == 0) { | ||||
|             glDrawElements(primitive_mode, num_vertices, format, offset); | ||||
|         } else if (num_instances == 1 && base_instance == 0) { | ||||
|             glDrawElementsBaseVertex(primitive_mode, num_vertices, format, offset, base_vertex); | ||||
|         } else if (base_vertex == 0 && base_instance == 0) { | ||||
|             glDrawElementsInstanced(primitive_mode, num_vertices, format, offset, num_instances); | ||||
|         } else if (base_vertex == 0) { | ||||
|             glDrawElementsInstancedBaseInstance(primitive_mode, num_vertices, format, offset, | ||||
|                                                 num_instances, base_instance); | ||||
|         } else if (base_instance == 0) { | ||||
|             glDrawElementsInstancedBaseVertex(primitive_mode, num_vertices, format, offset, | ||||
|                                               num_instances, base_vertex); | ||||
|         } else { | ||||
|             glDrawElementsInstancedBaseVertexBaseInstance(primitive_mode, num_vertices, format, | ||||
|                                                           offset, num_instances, base_vertex, | ||||
|                                                           base_instance); | ||||
|         } | ||||
|     } else { | ||||
|         const GLint base_vertex = static_cast<GLint>(gpu.regs.vertex_buffer.first); | ||||
|         const GLsizei num_vertices = static_cast<GLsizei>(gpu.regs.vertex_buffer.count); | ||||
|         glDrawArraysInstancedBaseInstance(primitive_mode, base_vertex, num_vertices, num_instances, | ||||
|                                           base_instance); | ||||
|         if (num_instances == 1 && base_instance == 0) { | ||||
|             glDrawArrays(primitive_mode, base_vertex, num_vertices); | ||||
|         } else if (base_instance == 0) { | ||||
|             glDrawArraysInstanced(primitive_mode, base_vertex, num_vertices, num_instances); | ||||
|         } else { | ||||
|             glDrawArraysInstancedBaseInstance(primitive_mode, base_vertex, num_vertices, | ||||
|                                               num_instances, base_instance); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
|   | ||||
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