1
0
Fork 0
forked from suyu/suyu

Merge pull request #1023 from Subv/invalid_attribs

RasterizerGL: Ignore invalid/unset vertex attributes.
This commit is contained in:
bunnei 2018-08-11 22:18:40 -04:00 committed by GitHub
commit d37da52cb3
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
2 changed files with 11 additions and 1 deletions

View file

@ -93,6 +93,7 @@ public:
struct VertexAttribute { struct VertexAttribute {
enum class Size : u32 { enum class Size : u32 {
Invalid = 0x0,
Size_32_32_32_32 = 0x01, Size_32_32_32_32 = 0x01,
Size_32_32_32 = 0x02, Size_32_32_32 = 0x02,
Size_16_16_16_16 = 0x03, Size_16_16_16_16 = 0x03,
@ -257,6 +258,10 @@ public:
bool IsNormalized() const { bool IsNormalized() const {
return (type == Type::SignedNorm) || (type == Type::UnsignedNorm); return (type == Type::SignedNorm) || (type == Type::UnsignedNorm);
} }
bool IsValid() const {
return size != Size::Invalid;
}
}; };
enum class PrimitiveTopology : u32 { 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. // assume every shader uses them all.
for (unsigned index = 0; index < 16; ++index) { for (unsigned index = 0; index < 16; ++index) {
auto& attrib = regs.vertex_attrib_format[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={}", LOG_TRACE(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(), index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
attrib.offset.Value(), attrib.IsNormalized()); attrib.offset.Value(), attrib.IsNormalized());
auto& buffer = regs.vertex_array[attrib.buffer];
ASSERT(buffer.IsEnabled()); ASSERT(buffer.IsEnabled());
glEnableVertexAttribArray(index); glEnableVertexAttribArray(index);