From a9c1dcf6565517b75ec33e935931249afdb3427c Mon Sep 17 00:00:00 2001 From: Stenzek Date: Wed, 1 Apr 2020 13:16:07 +1000 Subject: [PATCH] VertexManagerBase: Skip drawing objects with mismatched xf/bp stages Hardware tests have shown that if the number of texgens/channels do not match, you get garbage rendering. Presumably because the output registers from the XF stage are fed into the incorrect input registers for TEV/BP. Currently, this causes Dolphin to crash/generate invalid shaders with an assertion failure in the hardware backends. Instead, we log an error. Perhaps in the future we should just spit out all texgens/colors anyway from both stages, and let cross-stage optimization take care of DCE'ing it away. But doing so would require changing the UIDs and invalidating everyone's shader caches. --- Source/Core/VideoCommon/VertexManagerBase.cpp | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/Source/Core/VideoCommon/VertexManagerBase.cpp b/Source/Core/VideoCommon/VertexManagerBase.cpp index 7fcd4935c0..56f9f68b26 100644 --- a/Source/Core/VideoCommon/VertexManagerBase.cpp +++ b/Source/Core/VideoCommon/VertexManagerBase.cpp @@ -344,6 +344,17 @@ void VertexManagerBase::Flush() m_is_flushed = true; + if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens || + xfmem.numChan.numColorChans != bpmem.genMode.numcolchans) + { + ERROR_LOG(VIDEO, + "Mismatched configuration between XF and BP stages - %u/%u texgens, %u/%u colors. " + "Skipping draw. Please report on the issue tracker.", + xfmem.numTexGen.numTexGens, bpmem.genMode.numtexgens.Value(), + xfmem.numChan.numColorChans, bpmem.genMode.numcolchans.Value()); + return; + } + #if defined(_DEBUG) || defined(DEBUGFAST) PRIM_LOG("frame%d:\n texgen=%u, numchan=%u, dualtex=%u, ztex=%u, cole=%u, alpe=%u, ze=%u", g_ActiveConfig.iSaveTargetId, xfmem.numTexGen.numTexGens, xfmem.numChan.numColorChans,