mirror of https://github.com/PCSX2/pcsx2.git
gsdx mipmap: improve robustness to avoid potential crash
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@ -516,12 +516,23 @@ void GSRendererHW::Draw()
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TEX0 = GetTex0Layer(lod);
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// FIXME: previous round lod is likely wrong. Following code is a workaround until it is done properly
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// Ratchet & Clank set an address of 0 on invalid layer. Address 0 will be really awkward
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// for a mipmap layer. So use it to avoid invalid data
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if (TEX0.TBP0 == 0) {
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GL_INS("Warning invalid lod %d", lod);
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lod++;
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if (lod < mxl) {
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lod++;
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} else {
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lod--;
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}
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TEX0 = GetTex0Layer(lod);
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// Experience: will people complain more about missing or invalid texture ? The bets are open :)
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if (TEX0.TBP0 == 0) {
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fprintf(stderr, "Invalid mipmap layer\n");
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throw GSDXRecoverableError();
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}
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}
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MIP_CLAMP.MINU >>= lod;
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@ -3120,7 +3120,10 @@ GIFRegTEX0 GSState::GetTex0Layer(int lod)
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TEX0.TBW = m_context->MIPTBP2.TBW6;
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break;
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default:
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__assume(0);
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fprintf(stderr, "GetTex0Layer bad parameter. Fix your code!\n");
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lod = 6;
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TEX0.TBP0 = m_context->MIPTBP2.TBP6;
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TEX0.TBW = m_context->MIPTBP2.TBW6;
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}
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// Correct the texture size
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