Safety check that doesn't fix crazy taxi

This commit is contained in:
Henrik Rydgård 2023-10-09 21:10:53 +02:00
parent ced821169e
commit 10bc6b4cd8
3 changed files with 7 additions and 4 deletions

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@ -724,7 +724,7 @@ int DrawEngineCommon::ExtendNonIndexedPrim(const uint32_t *cmd, const uint32_t *
}
// vertTypeID is the vertex type but with the UVGen mode smashed into the top bits.
void DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) {
bool DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) {
if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawVerts_ >= MAX_DEFERRED_DRAW_VERTS || numDrawInds_ >= MAX_DEFERRED_DRAW_INDS || vertexCountInDrawCalls_ + vertexCount > VERTEX_BUFFER_MAX) {
DispatchFlush();
}
@ -752,7 +752,7 @@ void DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimiti
// Check that we have enough vertices to form the requested primitive.
if (vertexCount < 3 && ((vertexCount < 2 && prim > 0) || (prim > GE_PRIM_LINE_STRIP && prim != GE_PRIM_RECTANGLES)))
return;
return false;
bool applySkin = (vertTypeID & GE_VTYPE_WEIGHT_MASK) && decOptions_.applySkinInDecode;
@ -800,6 +800,7 @@ void DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimiti
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
DispatchFlush();
}
return true;
}
void DrawEngineCommon::DecodeVerts(u8 *dest) {

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@ -112,7 +112,7 @@ public:
}
int ExtendNonIndexedPrim(const uint32_t *cmd, const uint32_t *stall, u32 vertTypeID, int cullMode, int *bytesRead, bool isTriangle);
void SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead);
bool SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead);
template<class Surface>
void SubmitCurve(const void *control_points, const void *indices, Surface &surface, u32 vertType, int *bytesRead, const char *scope);
void ClearSplineBezierWeights();

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@ -987,7 +987,9 @@ void GPUCommonHW::Execute_Prim(u32 op, u32 diff) {
int cullMode = gstate.getCullMode();
uint32_t vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode(), g_Config.bSoftwareSkinning);
drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, cullMode, &bytesRead);
if (!drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, cullMode, &bytesRead)) {
canExtend = false;
}
// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
// Some games rely on this, they don't bother reloading VADDR and IADDR.
// The VADDR/IADDR registers are NOT updated.