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Align index buffe size when vertex_buffer_unified_memory enable
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@ -168,7 +168,7 @@ void BufferCacheRuntime::BindIndexBuffer(Buffer& buffer, u32 offset, u32 size) {
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if (has_unified_vertex_buffers) {
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if (has_unified_vertex_buffers) {
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buffer.MakeResident(GL_READ_ONLY);
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buffer.MakeResident(GL_READ_ONLY);
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glBufferAddressRangeNV(GL_ELEMENT_ARRAY_ADDRESS_NV, 0, buffer.HostGpuAddr() + offset,
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glBufferAddressRangeNV(GL_ELEMENT_ARRAY_ADDRESS_NV, 0, buffer.HostGpuAddr() + offset,
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static_cast<GLsizeiptr>(size));
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static_cast<GLsizeiptr>(Common::AlignUp(size, 4)));
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} else {
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} else {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.Handle());
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.Handle());
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index_buffer_offset = offset;
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index_buffer_offset = offset;
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