diff options
| author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-04-19 01:25:52 -0300 |
|---|---|---|
| committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-04-21 19:55:44 -0300 |
| commit | 0bbae63300fc83505d34f5ca3f9a5be10e42d7c7 (patch) | |
| tree | a7a1b11034b64ca73adea93260efe0d98bc30707 /src/video_core/renderer_opengl/gl_rasterizer.cpp | |
| parent | f293b1561132cbdf70551201a219ef5e5fc62338 (diff) | |
gl_rasterizer: Fix buffers without size
On NVN buffers can be enabled but have no size. According to deko3d and
the behavior we see in Animal Crossing: New Horizons these buffers get
the special address of 0x1000 and limit themselves to 0xfff.
Implement buffers without a size by binding a null buffer to OpenGL
without a side.
https://github.com/devkitPro/deko3d/blob/1d1930beea093b5a663419e93b0649719a3ca5da/source/maxwell/gpu_3d_vbo.cpp#L62-L63
Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
| -rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 175374f0d..1c3b3b644 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -185,8 +185,12 @@ void RasterizerOpenGL::SetupVertexBuffer() { const GPUVAddr start = vertex_array.StartAddress(); const GPUVAddr end = regs.vertex_array_limit[index].LimitAddress(); - ASSERT(end > start); - const u64 size = end - start + 1; + ASSERT(end >= start); + const u64 size = end - start; + if (size == 0) { + glBindVertexBuffer(static_cast<GLuint>(index), 0, 0, vertex_array.stride); + continue; + } const auto [vertex_buffer, vertex_buffer_offset] = buffer_cache.UploadMemory(start, size); glBindVertexBuffer(static_cast<GLuint>(index), vertex_buffer, vertex_buffer_offset, vertex_array.stride); @@ -310,8 +314,8 @@ std::size_t RasterizerOpenGL::CalculateVertexArraysSize() const { const GPUVAddr start = regs.vertex_array[index].StartAddress(); const GPUVAddr end = regs.vertex_array_limit[index].LimitAddress(); - ASSERT(end > start); - size += end - start + 1; + size += end - start; + ASSERT(end >= start); } return size; |
