vk_rasterizer: Skip index buffer setup when vertices are zero
Xenoblade 2 invokes a draw call with zero vertices. This is likely due to indirect drawing (glDrawArraysIndirect). This causes a crash in the staging buffer pool when trying to create a buffer with a size of zero. To workaround this, skip index buffer setup entirely when the number of indices is zero.
This commit is contained in:
		@@ -896,6 +896,9 @@ void RasterizerVulkan::SetupVertexArrays(FixedPipelineState::VertexInput& vertex
 | 
			
		||||
 | 
			
		||||
void RasterizerVulkan::SetupIndexBuffer(BufferBindings& buffer_bindings, DrawParameters& params,
 | 
			
		||||
                                        bool is_indexed) {
 | 
			
		||||
    if (params.num_vertices == 0) {
 | 
			
		||||
        return;
 | 
			
		||||
    }
 | 
			
		||||
    const auto& regs = system.GPU().Maxwell3D().regs;
 | 
			
		||||
    switch (regs.draw.topology) {
 | 
			
		||||
    case Maxwell::PrimitiveTopology::Quads: {
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user