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| author | 2020-04-28 02:24:33 -0300 | |
|---|---|---|
| committer | 2020-04-28 02:24:33 -0300 | |
| commit | d6a24b4a5b285217fa044a39741f2cdb40d8e966 (patch) | |
| tree | 2b98fbed32ffd6a565e64489ab007fd4b1b8f94d /src/video_core/macro_interpreter.cpp | |
| parent | Merge pull request #3766 from ReinUsesLisp/renderpass-cache-key (diff) | |
| download | yuzu-d6a24b4a5b285217fa044a39741f2cdb40d8e966.tar.gz yuzu-d6a24b4a5b285217fa044a39741f2cdb40d8e966.tar.xz yuzu-d6a24b4a5b285217fa044a39741f2cdb40d8e966.zip | |
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.
Diffstat (limited to 'src/video_core/macro_interpreter.cpp')
0 files changed, 0 insertions, 0 deletions