mirror of https://github.com/xemu-project/xemu.git
nv2a: Increase MAX_BATCH_LENGTH beyond highest known retail use
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@ -1467,7 +1467,18 @@
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#define NV2A_NUM_SUBCHANNELS 8
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#define NV2A_CACHE1_SIZE 128
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#define NV2A_MAX_BATCH_LENGTH 0x1FFFF
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/* This is a multi-use limit. Testing on an Xbox 1.0, it is possible to send
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* arrays of at least 0x0FFFFF elements without issue, however sending
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* NV097_DRAW_ARRAYS with a start value > 0xFFFF raises an exception implying
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* that there may be a vertex limit. Since xemu uses batch length for vertex
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* elements in NV097_INLINE_ARRAY the size should ideally be high enough to
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* accommodate 0xFFFF vertices with maximum attributes specified.
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*
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* Retail games are known to send at least 0x410FA elements in a single draw, so
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* a somewhat larger value is selected to balance memory use with real-world
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* limits.
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*/
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#define NV2A_MAX_BATCH_LENGTH 0x07FFFF
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#define NV2A_VERTEXSHADER_ATTRIBUTES 16
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#define NV2A_MAX_TEXTURES 4
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@ -2692,7 +2692,11 @@ DEF_METHOD(NV097, DRAW_ARRAYS)
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int32_t count = GET_MASK(parameter, NV097_DRAW_ARRAYS_COUNT) + 1;
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if (pg->inline_elements_length) {
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/* FIXME: Determine HW behavior for overflow case. */
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/* FIXME: HW throws an exception if the start index is > 0xFFFF. This
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* would prevent this assert from firing for any reasonable choice of
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* NV2A_MAX_BATCH_LENGTH (which must be larger to accommodate
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* NV097_INLINE_ARRAY anyway)
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*/
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assert((pg->inline_elements_length + count) < NV2A_MAX_BATCH_LENGTH);
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assert(!pg->draw_arrays_prevent_connect);
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