Be a little more correct about when draw id is written;
@@ -580,17 +580,19 @@ next:
if (!req->instanced) { break; }
}
+ // The final draw id isn't known until the batch is fully resolved and all the potential flushes
+ // have occurred, so we have to do this weird thing where we map the draw id buffer early on but
+ // write the ids much later.
+ uint8_t* ids = NULL;
+
if (req->vertexCount > 0 && (!req->instanced || !batch)) {
*(req->vertices) = lovrGraphicsMapBuffer(STREAM_VERTEX, req->vertexCount);
- uint8_t* ids = lovrGraphicsMapBuffer(STREAM_DRAWID, req->vertexCount);
+ ids = lovrGraphicsMapBuffer(STREAM_DRAWID, req->vertexCount);
if (req->indexCount > 0) {
*(req->indices) = lovrGraphicsMapBuffer(STREAM_INDEX, req->indexCount);
*(req->baseVertex) = state.head[STREAM_VERTEX];
}
-
- // The final draw id isn't known until all the maps are done, since they could flush and reset the id
- memset(ids, (batch && state.batchCount > 0) ? batch->drawCount : 0, req->vertexCount * sizeof(uint8_t));
}
// Start a new batch
@@ -652,6 +654,10 @@ next:
// Cursors
if (!req->instanced || batch->drawCount == 0) {
+ if (ids) {
+ memset(ids, batch->drawCount, req->vertexCount * sizeof(uint8_t));
+ }
+
batch->draw.rangeCount += batch->indexed ? req->indexCount : req->vertexCount;
state.head[STREAM_VERTEX] += req->vertexCount;
state.head[STREAM_DRAWID] += req->vertexCount;
