mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
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:
parent
1517cba8ca
commit
d6a24b4a5b
1 changed files with 3 additions and 0 deletions
|
@ -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: {
|
||||||
|
|
Loading…
Reference in a new issue