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RasterizerGL: Ignore invalid/unset vertex attributes.

This should make the es2gears example not crash anymore.
This commit is contained in:
Subv 2018-08-11 20:36:40 -05:00
parent 403dfd68fc
commit 2dad1204e8
2 changed files with 11 additions and 1 deletions

View file

@ -93,6 +93,7 @@ public:
struct VertexAttribute {
enum class Size : u32 {
Invalid = 0x0,
Size_32_32_32_32 = 0x01,
Size_32_32_32 = 0x02,
Size_16_16_16_16 = 0x03,
@ -257,6 +258,10 @@ public:
bool IsNormalized() const {
return (type == Type::SignedNorm) || (type == Type::UnsignedNorm);
}
bool IsValid() const {
return size != Size::Invalid;
}
};
enum class PrimitiveTopology : u32 {

View file

@ -161,11 +161,16 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
// assume every shader uses them all.
for (unsigned index = 0; index < 16; ++index) {
auto& attrib = regs.vertex_attrib_format[index];
// Ignore invalid attributes.
if (!attrib.IsValid())
continue;
auto& buffer = regs.vertex_array[attrib.buffer];
LOG_TRACE(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
attrib.offset.Value(), attrib.IsNormalized());
auto& buffer = regs.vertex_array[attrib.buffer];
ASSERT(buffer.IsEnabled());
glEnableVertexAttribArray(index);