vkd3d: Emit vertex buffer sizes even when not using dynamic stride.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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@ -3790,10 +3790,22 @@ static void d3d12_command_list_update_dynamic_state(struct d3d12_command_list *l
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while (update_vbos)
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{
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range = vkd3d_bitmask_iter32_range(&update_vbos);
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VK_CALL(vkCmdBindVertexBuffers(list->vk_command_buffer,
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range.offset, range.count,
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dyn_state->vertex_buffers + range.offset,
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dyn_state->vertex_offsets + range.offset));
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if (list->device->device_info.extended_dynamic_state_features.extendedDynamicState)
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{
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VK_CALL(vkCmdBindVertexBuffers2EXT(list->vk_command_buffer,
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range.offset, range.count,
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dyn_state->vertex_buffers + range.offset,
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dyn_state->vertex_offsets + range.offset,
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dyn_state->vertex_sizes + range.offset,
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NULL));
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}
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else
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{
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VK_CALL(vkCmdBindVertexBuffers(list->vk_command_buffer,
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range.offset, range.count,
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dyn_state->vertex_buffers + range.offset,
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dyn_state->vertex_offsets + range.offset));
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}
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}
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}
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