maxwell_3d: Reset vertex counts after drawing.
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				| @ -208,6 +208,16 @@ void Maxwell3D::DrawArrays() { | ||||
| 
 | ||||
|     const bool is_indexed{regs.index_array.count && !regs.vertex_buffer.count}; | ||||
|     VideoCore::g_renderer->Rasterizer()->AccelerateDrawBatch(is_indexed); | ||||
| 
 | ||||
|     // TODO(bunnei): Below, we reset vertex count so that we can use these registers to determine if
 | ||||
|     // the game is trying to draw indexed or direct mode. This needs to be verified on HW still -
 | ||||
|     // it's possible that it is incorrect and that there is some other register used to specify the
 | ||||
|     // drawing mode.
 | ||||
|     if (is_indexed) { | ||||
|         regs.index_array.count = 0; | ||||
|     } else { | ||||
|         regs.vertex_buffer.count = 0; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void Maxwell3D::ProcessCBBind(Regs::ShaderStage stage) { | ||||
|  | ||||
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