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Safety check that doesn't fix crazy taxi
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@ -724,7 +724,7 @@ int DrawEngineCommon::ExtendNonIndexedPrim(const uint32_t *cmd, const uint32_t *
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}
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// vertTypeID is the vertex type but with the UVGen mode smashed into the top bits.
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void DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) {
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bool DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) {
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if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawVerts_ >= MAX_DEFERRED_DRAW_VERTS || numDrawInds_ >= MAX_DEFERRED_DRAW_INDS || vertexCountInDrawCalls_ + vertexCount > VERTEX_BUFFER_MAX) {
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DispatchFlush();
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}
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@ -752,7 +752,7 @@ void DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimiti
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// Check that we have enough vertices to form the requested primitive.
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if (vertexCount < 3 && ((vertexCount < 2 && prim > 0) || (prim > GE_PRIM_LINE_STRIP && prim != GE_PRIM_RECTANGLES)))
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return;
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return false;
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bool applySkin = (vertTypeID & GE_VTYPE_WEIGHT_MASK) && decOptions_.applySkinInDecode;
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@ -800,6 +800,7 @@ void DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimiti
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gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
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DispatchFlush();
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}
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return true;
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}
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void DrawEngineCommon::DecodeVerts(u8 *dest) {
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@ -112,7 +112,7 @@ public:
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}
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int ExtendNonIndexedPrim(const uint32_t *cmd, const uint32_t *stall, u32 vertTypeID, int cullMode, int *bytesRead, bool isTriangle);
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void SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead);
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bool SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead);
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template<class Surface>
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void SubmitCurve(const void *control_points, const void *indices, Surface &surface, u32 vertType, int *bytesRead, const char *scope);
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void ClearSplineBezierWeights();
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@ -987,7 +987,9 @@ void GPUCommonHW::Execute_Prim(u32 op, u32 diff) {
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int cullMode = gstate.getCullMode();
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uint32_t vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode(), g_Config.bSoftwareSkinning);
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drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, cullMode, &bytesRead);
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if (!drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, cullMode, &bytesRead)) {
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canExtend = false;
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}
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// After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed).
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// Some games rely on this, they don't bother reloading VADDR and IADDR.
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// The VADDR/IADDR registers are NOT updated.
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