IndexGenerator: Fix off-by-one in GetRemainingIndices
Fixes https://bugs.dolphin-emu.org/issues/13136.
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@ -328,13 +328,21 @@ 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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max_index = max_index - 1;
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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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if (m_base_index > max_index) [[unlikely]]
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{
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