Fix missing vertex counting in draws (use index count to approx)
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@@ -541,7 +541,7 @@ void GPUContextDX11::DrawIndexedInstanced(uint32 indicesCount, uint32 instanceCo
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{
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onDrawCall();
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_context->DrawIndexedInstanced(indicesCount, instanceCount, startIndex, startVertex, startInstance);
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RENDER_STAT_DRAW_CALL(0, indicesCount / 3 * instanceCount);
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RENDER_STAT_DRAW_CALL(indicesCount * instanceCount, indicesCount / 3 * instanceCount);
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}
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void GPUContextDX11::DrawInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs)
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@@ -1246,7 +1246,7 @@ void GPUContextDX12::DrawIndexedInstanced(uint32 indicesCount, uint32 instanceCo
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{
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OnDrawCall();
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_commandList->DrawIndexedInstanced(indicesCount, instanceCount, startIndex, startVertex, startInstance);
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RENDER_STAT_DRAW_CALL(0, indicesCount / 3 * instanceCount);
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RENDER_STAT_DRAW_CALL(indicesCount * instanceCount, indicesCount / 3 * instanceCount);
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}
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void GPUContextDX12::DrawInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs)
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@@ -1277,7 +1277,7 @@ void GPUContextVulkan::DrawIndexedInstanced(uint32 indicesCount, uint32 instance
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OnDrawCall();
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const auto cmdBuffer = _cmdBufferManager->GetCmdBuffer();
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vkCmdDrawIndexed(cmdBuffer->GetHandle(), indicesCount, instanceCount, startIndex, startVertex, startInstance);
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RENDER_STAT_DRAW_CALL(0, indicesCount / 3 * instanceCount);
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RENDER_STAT_DRAW_CALL(indicesCount * instanceCount, indicesCount / 3 * instanceCount);
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}
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void GPUContextVulkan::DrawInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs)
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