GFX3D:
- Fix possible invalid memory access crashes when Y-sorting, most notably, in Super Mario 64 adventure mode. Using std::stable_sort() instead of std::sort() should have little to no performance impact since we're not sorting a lot of elements here. (Regression from r2436.)
This commit is contained in:
parent
3abfa637b4
commit
928004e13e
|
@ -2095,8 +2095,7 @@ static bool gfx3d_ysort_compare(int num1, int num2)
|
|||
//make sure we respect the game's ordering in cases of complete ties
|
||||
//this makes it a stable sort.
|
||||
//this must be a stable sort or else advance wars DOR will flicker in the main map mode
|
||||
if (num1 < num2) return true;
|
||||
else return false;
|
||||
return (num1 < num2);
|
||||
}
|
||||
|
||||
static void gfx3d_doFlush()
|
||||
|
@ -2187,13 +2186,13 @@ static void gfx3d_doFlush()
|
|||
//now we have to sort the opaque polys by y-value.
|
||||
//(test case: harvest moon island of happiness character cretor UI)
|
||||
//should this be done after clipping??
|
||||
std::sort(gfx3d.indexlist.list, gfx3d.indexlist.list + opaqueCount, gfx3d_ysort_compare);
|
||||
std::stable_sort(gfx3d.indexlist.list, gfx3d.indexlist.list + opaqueCount, gfx3d_ysort_compare);
|
||||
|
||||
if(!gfx3d.state.sortmode)
|
||||
{
|
||||
//if we are autosorting translucent polys, we need to do this also
|
||||
//TODO - this is unverified behavior. need a test case
|
||||
std::sort(gfx3d.indexlist.list + opaqueCount, gfx3d.indexlist.list + polycount, gfx3d_ysort_compare);
|
||||
std::stable_sort(gfx3d.indexlist.list + opaqueCount, gfx3d.indexlist.list + polycount, gfx3d_ysort_compare);
|
||||
}
|
||||
|
||||
//switch to the new lists
|
||||
|
|
Loading…
Reference in New Issue