Merge pull request #11402 from Pokechu22/too-many-indices
IndexGenerator: Fix off-by-one in GetRemainingIndices
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cc14d60bbb
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@ -328,12 +328,29 @@ void IndexGenerator::AddExternalIndices(const u16* indices, u32 num_indices, u32
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u32 IndexGenerator::GetRemainingIndices(OpcodeDecoder::Primitive primitive) const
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{
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u32 max_index = USHRT_MAX;
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u32 max_index = UINT16_MAX;
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if (g_Config.UseVSForLinePointExpand() && primitive >= OpcodeDecoder::Primitive::GX_DRAW_LINES)
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max_index >>= 2;
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// -1 is reserved for primitive restart
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// Although we reserve UINT16_MAX for primitive restart, we aren't allowed to use that as an
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// actual index. But, the maximum number of vertices a game can send is UINT16_MAX, so up to
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// 0xffff indices will be used by the game. These indices would be 0x0000 through 0xfffe,
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// and since m_base_index gets incremented for each index used, after that m_base_index
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// would be 0xffff and no indices remain. If a game uses 0xfffe vertices, assuming m_base_index
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// started at 0 it would end at 0xfffe and one more index could be used. So, we do not need to
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// subtract 1 from max_index to correctly reserve one index for primitive restart.
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//
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// Pocoyo Racing uses a draw command with 0xffff vertices, which previously caused issues; see
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// https://bugs.dolphin-emu.org/issues/13136 for details.
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return max_index - m_base_index - 1;
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if (m_base_index > max_index) [[unlikely]]
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{
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PanicAlertFmt("GetRemainingIndices would overflow; we've already written too many indices? "
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"base index {} > max index {}",
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m_base_index, max_index);
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return 0;
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}
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return max_index - m_base_index;
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}
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@ -140,26 +140,11 @@ DataReader VertexManagerBase::PrepareForAdditionalData(OpcodeDecoder::Primitive
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}
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// Check for size in buffer, if the buffer gets full, call Flush()
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if (!m_is_flushed &&
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(count > m_index_generator.GetRemainingIndices(primitive) ||
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count > GetRemainingIndices(primitive) || needed_vertex_bytes > GetRemainingSize()))
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if (!m_is_flushed && (count > m_index_generator.GetRemainingIndices(primitive) ||
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count > GetRemainingIndices(primitive) ||
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needed_vertex_bytes > GetRemainingSize())) [[unlikely]]
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{
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Flush();
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if (count > m_index_generator.GetRemainingIndices(primitive))
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{
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ERROR_LOG_FMT(VIDEO, "Too little remaining index values. Use 32-bit or reset them on flush.");
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}
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if (count > GetRemainingIndices(primitive))
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{
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ERROR_LOG_FMT(VIDEO, "VertexManager: Buffer not large enough for all indices! "
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"Increase MAXIBUFFERSIZE or we need primitive breaking after all.");
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}
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if (needed_vertex_bytes > GetRemainingSize())
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{
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ERROR_LOG_FMT(VIDEO, "VertexManager: Buffer not large enough for all vertices! "
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"Increase MAXVBUFFERSIZE or we need primitive breaking after all.");
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}
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}
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m_cull_all = cullall;
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@ -182,6 +167,23 @@ DataReader VertexManagerBase::PrepareForAdditionalData(OpcodeDecoder::Primitive
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m_is_flushed = false;
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}
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// Now that we've reset the buffer, there should be enough space. It's possible that we still
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// won't have enough space in a few rare cases, such as vertex shader line/point expansion with a
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// ton of lines in one draw command, in which case we will either need to add support for
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// splitting a single draw command into multiple draws or using bigger indices.
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ASSERT_MSG(VIDEO, count <= m_index_generator.GetRemainingIndices(primitive),
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"VertexManager: Too few remaining index values ({} > {}). "
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"32-bit indices or primitive breaking needed.",
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count, m_index_generator.GetRemainingIndices(primitive));
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ASSERT_MSG(VIDEO, count <= GetRemainingIndices(primitive),
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"VertexManager: Buffer not large enough for all indices! ({} > {}) "
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"Increase MAXIBUFFERSIZE or we need primitive breaking after all.",
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count, GetRemainingIndices(primitive));
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ASSERT_MSG(VIDEO, needed_vertex_bytes <= GetRemainingSize(),
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"VertexManager: Buffer not large enough for all vertices! ({} > {}) "
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"Increase MAXVBUFFERSIZE or we need primitive breaking after all.",
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needed_vertex_bytes, GetRemainingSize());
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return DataReader(m_cur_buffer_pointer, m_end_buffer_pointer);
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}
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