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-rw-r--r--Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs1
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs9
2 files changed, 10 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs
index 82aff204..a060c6c9 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs
@@ -312,6 +312,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
bool oldDrawIndexed = _drawState.DrawIndexed;
_drawState.DrawIndexed = true;
+ engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
DrawEnd(engine, firstIndex, indexCount);
diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs
index 52637c20..5478704a 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Threed/ThreedClass.cs
@@ -144,6 +144,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
}
/// <summary>
+ /// Marks the specified register offset as dirty, forcing the associated state to update on the next draw.
+ /// </summary>
+ /// <param name="offset">Register offset</param>
+ public void ForceStateDirty(int offset)
+ {
+ _stateUpdater.SetDirty(offset);
+ }
+
+ /// <summary>
/// Forces the shaders to be rebound on the next draw.
/// </summary>
public void ForceShaderUpdate()