D3D11: Implement basic primitive restart.
D3D11 handles primitive restart similarly to OpenGL's fixed index,
with a couple differences. It can't be toggled off, so we need to
restrict the max element index (handled in a prior patch), and
for smaller buffer types we need to rewrite the index data.
BUG=angleproject:597
Change-Id: Ib890ce9b3f5511784138ea3953a384b1c483ca9e
Reviewed-on: https://chromium-review.googlesource.com/309639
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/tests/perf_tests/IndexDataManagerTest.cpp b/src/tests/perf_tests/IndexDataManagerTest.cpp
index 31f94db..40ca085 100644
--- a/src/tests/perf_tests/IndexDataManagerTest.cpp
+++ b/src/tests/perf_tests/IndexDataManagerTest.cpp
@@ -159,7 +159,8 @@
{
mIndexBuffer.getIndexRange(GL_UNSIGNED_SHORT, 0, mIndexCount, false,
&translatedIndexData.indexRange);
- mIndexDataManager.prepareIndexData(GL_UNSIGNED_SHORT, mIndexCount, &mIndexBuffer, nullptr, &translatedIndexData, &sourceIndexData);
+ mIndexDataManager.prepareIndexData(GL_UNSIGNED_SHORT, mIndexCount, &mIndexBuffer, nullptr,
+ &translatedIndexData, &sourceIndexData, false);
}
if (mTimer->getElapsedTime() >= 5.0)