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GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine.

Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails.
This commit is contained in:
Subv 2018-03-16 19:24:41 -05:00
parent cbec739e7b
commit bf310a41b8
1 changed files with 8 additions and 0 deletions

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@ -19,6 +19,14 @@ void Maxwell3D::WriteReg(u32 method, u32 value) {
#define MAXWELL3D_REG_INDEX(field_name) (offsetof(Regs, field_name) / sizeof(u32)) #define MAXWELL3D_REG_INDEX(field_name) (offsetof(Regs, field_name) / sizeof(u32))
switch (method) { switch (method) {
case MAXWELL3D_REG_INDEX(code_address.code_address_high):
case MAXWELL3D_REG_INDEX(code_address.code_address_low): {
// Note: For some reason games (like Puyo Puyo Tetris) seem to write 0 to the CODE_ADDRESS
// register, we do not currently know if that's intended or a bug, so we assert it lest
// stuff breaks in other places (like the shader address calculation).
ASSERT_MSG(regs.code_address.CodeAddress() == 0, "Unexpected CODE_ADDRESS register value.");
break;
}
case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): { case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): {
DrawArrays(); DrawArrays();
break; break;