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vk_rasterizer: Skip index buffer setup when vertices are zero

Xenoblade 2 invokes a draw call with zero vertices.
This is likely due to indirect drawing (glDrawArraysIndirect).

This causes a crash in the staging buffer pool when trying to create a
buffer with a size of zero. To workaround this, skip index buffer setup
entirely when the number of indices is zero.
This commit is contained in:
ReinUsesLisp 2020-04-28 02:24:33 -03:00
parent 1517cba8ca
commit d6a24b4a5b
1 changed files with 3 additions and 0 deletions

View File

@ -896,6 +896,9 @@ void RasterizerVulkan::SetupVertexArrays(FixedPipelineState::VertexInput& vertex
void RasterizerVulkan::SetupIndexBuffer(BufferBindings& buffer_bindings, DrawParameters& params, void RasterizerVulkan::SetupIndexBuffer(BufferBindings& buffer_bindings, DrawParameters& params,
bool is_indexed) { bool is_indexed) {
if (params.num_vertices == 0) {
return;
}
const auto& regs = system.GPU().Maxwell3D().regs; const auto& regs = system.GPU().Maxwell3D().regs;
switch (regs.draw.topology) { switch (regs.draw.topology) {
case Maxwell::PrimitiveTopology::Quads: { case Maxwell::PrimitiveTopology::Quads: {