[Fix] (MG_Backend/DirectVulkan): replay client-memory multi-draw through the single-draw path - the batched shared index view cannot express per-draw client pointers and dropped the whole batch

This commit is contained in:
2026-08-10 21:58:06 -04:00
parent f5b8a505ed
commit 61b0532865
@@ -966,6 +966,29 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (drawcount <= 0) {
return;
}
// With no element-array buffer bound, every indices[i] is a client pointer into a
// separate CPU allocation, not an offset into one shared buffer. The batched payload
// below cannot express that: it carries ONE index-buffer view for the whole batch and
// turns each pointer into a firstIndex relative to it. Replay the sub-draws through
// the single-draw entry point instead - it snapshots each client range into its own
// transient slice, which is exactly what the unrolled draws this must match do.
// (The batch used to be built this way; the shared-view rewrite that added
// MultiDrawIndexedCmd left the client-memory shape addressing a view whose byte
// offset is a hardcoded 0, so UploadAndBindIndexBuffer saw a null client pointer,
// declined the whole batch and painted nothing.)
const auto& vao = *MG_State::pGLContext->GetBoundVertexArray();
if (vao.GetIndexBufferBindingSlot().GetBoundObject() == nullptr) {
for (GLsizei i = 0; i < drawcount; ++i) {
if (count[i] <= 0) {
continue;
}
DrawElementsBaseVertex(mode, count[i], type, indices[i],
basevertex != nullptr ? basevertex[i] : 0);
}
return;
}
MultiDrawIndexedCmd payload{};
payload.mode = mode;
payload.indexBufferView.indexType = type;