Fix vertex buffer size when switching between inline and state draw parameters (#6101)
* Fix vertex buffer size when switching between inline and state draw parameters * Format whitespace
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@@ -103,6 +103,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <param name="argument">Method call argument</param>
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public void DrawEnd(ThreedClass engine, int argument)
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{
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_drawState.DrawUsesEngineState = true;
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DrawEnd(
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engine,
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_state.State.IndexBufferState.First,
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@@ -205,10 +207,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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else
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{
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#pragma warning disable IDE0059 // Remove unnecessary value assignment
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var drawState = _state.State.VertexBufferDrawState;
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#pragma warning restore IDE0059
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DrawImpl(engine, drawVertexCount, 1, 0, drawFirstVertex, firstInstance, indexed: false);
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}
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@@ -379,6 +377,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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bool oldDrawIndexed = _drawState.DrawIndexed;
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_drawState.DrawIndexed = true;
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_drawState.DrawUsesEngineState = false;
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engine.ForceStateDirty(IndexBufferCountMethodOffset * 4);
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DrawEnd(engine, firstIndex, indexCount, 0, 0);
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@@ -424,6 +423,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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bool oldDrawIndexed = _drawState.DrawIndexed;
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_drawState.DrawIndexed = false;
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_drawState.DrawUsesEngineState = false;
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engine.ForceStateDirty(VertexBufferFirstMethodOffset * 4);
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DrawEnd(engine, 0, 0, firstVertex, vertexCount);
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@@ -544,6 +544,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_state.State.FirstInstance = (uint)firstInstance;
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_drawState.DrawIndexed = indexed;
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_drawState.DrawUsesEngineState = true;
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_currentSpecState.SetHasConstantBufferDrawParameters(true);
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engine.UpdateState();
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@@ -676,6 +677,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_drawState.DrawIndexed = indexed;
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_drawState.DrawIndirect = true;
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_drawState.DrawUsesEngineState = true;
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_currentSpecState.SetHasConstantBufferDrawParameters(true);
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engine.UpdateState();
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