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In cases where the vertex element size is smaller than the vertex buffer stride, the previous calculation could end up 1 too low. This would result in the GPU using index 0 instead of the maximum index for those elements, which would be visible as intermittent distorted triangles. NOTE: This is a candidate for the 9.1 branch. Reviewed-by: Alex Deucher <alexander.deucher@amd.com> |
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| mesa | ||
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