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Handle quad and quad strip primitive types using triangle fans
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cdeeac163f
commit
f90ee9b707
1 changed files with 195 additions and 25 deletions
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@ -273,30 +273,82 @@ namespace Ryujinx.Graphics.OpenGL
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PrepareForDraw();
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PrepareForDraw();
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if (_primitiveType == PrimitiveType.Quads)
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{
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DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance);
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}
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else if (_primitiveType == PrimitiveType.QuadStrip)
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{
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DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance);
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}
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else
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{
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DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance);
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}
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}
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private void DrawQuadsImpl(
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int vertexCount,
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int instanceCount,
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int firstVertex,
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int firstInstance)
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{
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// TODO: Instanced rendering.
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int quadsCount = vertexCount / 4;
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int[] firsts = new int[quadsCount];
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int[] counts = new int[quadsCount];
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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firsts[quadIndex] = firstVertex + quadIndex * 4;
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counts[quadIndex] = 4;
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}
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GL.MultiDrawArrays(
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PrimitiveType.TriangleFan,
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firsts,
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counts,
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quadsCount);
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}
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private void DrawQuadStripImpl(
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int vertexCount,
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int instanceCount,
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int firstVertex,
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int firstInstance)
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{
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// TODO: Instanced rendering.
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int quadsCount = (vertexCount - 2) / 2;
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int[] firsts = new int[quadsCount];
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int[] counts = new int[quadsCount];
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firsts[0] = firstVertex;
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counts[0] = 4;
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for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
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{
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firsts[quadIndex] = firstVertex + quadIndex * 2;
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counts[quadIndex] = 4;
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}
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GL.MultiDrawArrays(
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PrimitiveType.TriangleFan,
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firsts,
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counts,
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quadsCount);
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}
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private void DrawImpl(
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int vertexCount,
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int instanceCount,
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int firstVertex,
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int firstInstance)
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{
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if (firstInstance == 0 && instanceCount == 1)
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if (firstInstance == 0 && instanceCount == 1)
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{
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{
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if (_primitiveType == PrimitiveType.Quads)
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GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
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{
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for (int offset = 0; offset < vertexCount; offset += 4)
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{
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GL.DrawArrays(PrimitiveType.TriangleFan, firstVertex + offset, 4);
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}
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}
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else if (_primitiveType == PrimitiveType.QuadStrip)
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{
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GL.DrawArrays(PrimitiveType.TriangleFan, firstVertex, 4);
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for (int offset = 2; offset < vertexCount; offset += 2)
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{
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GL.DrawArrays(PrimitiveType.TriangleFan, firstVertex + offset, 4);
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}
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}
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else
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{
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GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
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}
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// GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
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}
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}
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else if (firstInstance == 0)
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else if (firstInstance == 0)
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{
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{
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@ -329,14 +381,132 @@ namespace Ryujinx.Graphics.OpenGL
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int firstIndexOffset = firstIndex;
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int firstIndexOffset = firstIndex;
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int indexElemSize = 1;
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switch (_elementsType)
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switch (_elementsType)
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{
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{
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case DrawElementsType.UnsignedShort: firstIndexOffset *= 2; break;
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case DrawElementsType.UnsignedShort: indexElemSize = 2; break;
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case DrawElementsType.UnsignedInt: firstIndexOffset *= 4; break;
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case DrawElementsType.UnsignedInt: indexElemSize = 4; break;
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}
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}
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IntPtr indexBaseOffset = _indexBaseOffset + firstIndexOffset;
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IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize;
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if (_primitiveType == PrimitiveType.Quads)
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{
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DrawQuadsIndexedImpl(
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indexCount,
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instanceCount,
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indexBaseOffset,
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indexElemSize,
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firstVertex,
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firstInstance);
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}
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else if (_primitiveType == PrimitiveType.QuadStrip)
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{
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DrawQuadStripIndexedImpl(
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indexCount,
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instanceCount,
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indexBaseOffset,
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indexElemSize,
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firstVertex,
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firstInstance);
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}
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else
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{
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DrawIndexedImpl(
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indexCount,
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instanceCount,
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indexBaseOffset,
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indexElemSize,
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firstVertex,
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firstInstance);
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}
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}
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private void DrawQuadsIndexedImpl(
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int indexCount,
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int instanceCount,
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IntPtr indexBaseOffset,
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int indexElemSize,
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int firstVertex,
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int firstInstance)
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{
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// TODO: Instanced rendering.
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int quadsCount = indexCount / 4;
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IntPtr[] indices = new IntPtr[quadsCount];
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int[] counts = new int[quadsCount];
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int[] baseVertices = new int[quadsCount];
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for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++)
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{
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indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize;
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counts[quadIndex] = 4;
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baseVertices[quadIndex] = firstVertex;
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}
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GL.MultiDrawElementsBaseVertex(
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PrimitiveType.TriangleFan,
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counts,
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_elementsType,
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indices,
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quadsCount,
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baseVertices);
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}
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private void DrawQuadStripIndexedImpl(
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int indexCount,
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int instanceCount,
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IntPtr indexBaseOffset,
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int indexElemSize,
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int firstVertex,
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int firstInstance)
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{
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// TODO: Instanced rendering.
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int quadsCount = (indexCount - 2) / 2;
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IntPtr[] indices = new IntPtr[quadsCount];
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int[] counts = new int[quadsCount];
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int[] baseVertices = new int[quadsCount];
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indices[0] = indexBaseOffset;
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counts[0] = 4;
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baseVertices[0] = firstVertex;
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for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++)
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{
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indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize;
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counts[quadIndex] = 4;
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baseVertices[quadIndex] = firstVertex;
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}
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GL.MultiDrawElementsBaseVertex(
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PrimitiveType.TriangleFan,
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counts,
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_elementsType,
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indices,
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quadsCount,
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baseVertices);
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}
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private void DrawIndexedImpl(
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int indexCount,
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int instanceCount,
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IntPtr indexBaseOffset,
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int indexElemSize,
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int firstVertex,
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int firstInstance)
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{
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if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
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if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1)
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{
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{
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GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);
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GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset);
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