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RasterizerGL: Ignore invalid/unset vertex attributes.
This should make the es2gears example not crash anymore.
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403dfd68fc
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2 changed files with 11 additions and 1 deletions
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@ -93,6 +93,7 @@ public:
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struct VertexAttribute {
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enum class Size : u32 {
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Invalid = 0x0,
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Size_32_32_32_32 = 0x01,
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Size_32_32_32 = 0x02,
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Size_16_16_16_16 = 0x03,
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@ -257,6 +258,10 @@ public:
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bool IsNormalized() const {
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return (type == Type::SignedNorm) || (type == Type::UnsignedNorm);
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}
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bool IsValid() const {
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return size != Size::Invalid;
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}
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};
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enum class PrimitiveTopology : u32 {
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@ -161,11 +161,16 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
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// assume every shader uses them all.
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for (unsigned index = 0; index < 16; ++index) {
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auto& attrib = regs.vertex_attrib_format[index];
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// Ignore invalid attributes.
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if (!attrib.IsValid())
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continue;
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auto& buffer = regs.vertex_array[attrib.buffer];
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LOG_TRACE(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
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index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
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attrib.offset.Value(), attrib.IsNormalized());
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auto& buffer = regs.vertex_array[attrib.buffer];
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ASSERT(buffer.IsEnabled());
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glEnableVertexAttribArray(index);
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