Merge pull request #3480 from phire/memory_stride_too_small

Avoid the "Memory stride too small" assert
This commit is contained in:
Pierre Bourdon 2016-01-30 13:11:07 +01:00
commit cf20ff48aa
1 changed files with 15 additions and 0 deletions

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@ -1115,6 +1115,21 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFo
} }
} }
if (dstStride < bytes_per_row)
{
// This kind of efb copy results in a scrambled image.
// I'm pretty sure no game actually wants to do this, it might be caused by a
// programming bug in the game, or a CPU/Bounding box emulation issue with dolphin.
// The copy_to_ram code path above handles this "correctly" and scrambles the image
// but the copy_to_vram code path just saves and uses unscrambled texture instead.
// To avoid a "incorrect" result, we simply skip doing the copy_to_vram code path
// so if the game does try to use the scrambled texture, dolphin will grab the scrambled
// texture (or black if copy_to_ram is also disabled) out of ram.
ERROR_LOG(VIDEO, "Memory stride too small (%i < %i)", dstStride, bytes_per_row);
copy_to_vram = false;
}
// Invalidate all textures that overlap the range of our efb copy. // Invalidate all textures that overlap the range of our efb copy.
// Unless our efb copy has a weird stride, then we want avoid invalidating textures which // Unless our efb copy has a weird stride, then we want avoid invalidating textures which
// we might be able to do a partial texture update on. // we might be able to do a partial texture update on.