mirror of
https://git.h3cjp.net/H3cJP/yuzu.git
synced 2024-11-14 12:32:52 +00:00
RasterizerGL: Ignore invalid/unset vertex attributes.
This should make the es2gears example not crash anymore.
This commit is contained in:
parent
403dfd68fc
commit
2dad1204e8
|
@ -93,6 +93,7 @@ public:
|
|||
|
||||
struct VertexAttribute {
|
||||
enum class Size : u32 {
|
||||
Invalid = 0x0,
|
||||
Size_32_32_32_32 = 0x01,
|
||||
Size_32_32_32 = 0x02,
|
||||
Size_16_16_16_16 = 0x03,
|
||||
|
@ -257,6 +258,10 @@ public:
|
|||
bool IsNormalized() const {
|
||||
return (type == Type::SignedNorm) || (type == Type::UnsignedNorm);
|
||||
}
|
||||
|
||||
bool IsValid() const {
|
||||
return size != Size::Invalid;
|
||||
}
|
||||
};
|
||||
|
||||
enum class PrimitiveTopology : u32 {
|
||||
|
|
|
@ -161,11 +161,16 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
|
|||
// assume every shader uses them all.
|
||||
for (unsigned index = 0; index < 16; ++index) {
|
||||
auto& attrib = regs.vertex_attrib_format[index];
|
||||
|
||||
// Ignore invalid attributes.
|
||||
if (!attrib.IsValid())
|
||||
continue;
|
||||
|
||||
auto& buffer = regs.vertex_array[attrib.buffer];
|
||||
LOG_TRACE(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
|
||||
index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
|
||||
attrib.offset.Value(), attrib.IsNormalized());
|
||||
|
||||
auto& buffer = regs.vertex_array[attrib.buffer];
|
||||
ASSERT(buffer.IsEnabled());
|
||||
|
||||
glEnableVertexAttribArray(index);
|
||||
|
|
Loading…
Reference in a new issue