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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.
1d1930beea/source/maxwell/gpu_3d_vbo.cpp (L62-L63)
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@ -1259,7 +1259,8 @@ public:
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GPUVAddr LimitAddress() const {
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return static_cast<GPUVAddr>((static_cast<GPUVAddr>(limit_high) << 32) |
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limit_low);
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limit_low) +
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1;
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}
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} vertex_array_limit[NumVertexArrays];
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@ -185,8 +185,12 @@ void RasterizerOpenGL::SetupVertexBuffer() {
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const GPUVAddr start = vertex_array.StartAddress();
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const GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
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ASSERT(end > start);
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const u64 size = end - start + 1;
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ASSERT(end >= start);
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const u64 size = end - start;
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if (size == 0) {
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glBindVertexBuffer(static_cast<GLuint>(index), 0, 0, vertex_array.stride);
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continue;
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}
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const auto [vertex_buffer, vertex_buffer_offset] = buffer_cache.UploadMemory(start, size);
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glBindVertexBuffer(static_cast<GLuint>(index), vertex_buffer, vertex_buffer_offset,
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vertex_array.stride);
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@ -310,8 +314,8 @@ std::size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
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const GPUVAddr start = regs.vertex_array[index].StartAddress();
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const GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
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ASSERT(end > start);
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size += end - start + 1;
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size += end - start;
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ASSERT(end >= start);
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}
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return size;
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@ -834,8 +834,8 @@ void RasterizerVulkan::SetupVertexArrays(FixedPipelineState::VertexInput& vertex
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const GPUVAddr start{vertex_array.StartAddress()};
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const GPUVAddr end{regs.vertex_array_limit[index].LimitAddress()};
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ASSERT(end > start);
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const std::size_t size{end - start + 1};
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ASSERT(end >= start);
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const std::size_t size{end - start};
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const auto [buffer, offset] = buffer_cache.UploadMemory(start, size);
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buffer_bindings.AddVertexBinding(buffer, offset);
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}
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@ -1179,7 +1179,7 @@ std::size_t RasterizerVulkan::CalculateVertexArraysSize() const {
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const GPUVAddr end{regs.vertex_array_limit[index].LimitAddress()};
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DEBUG_ASSERT(end >= start);
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size += (end - start + 1) * regs.vertex_array[index].enable;
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size += (end - start) * regs.vertex_array[index].enable;
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}
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return size;
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}
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