diff --git a/GPU/Common/DrawEngineCommon.cpp b/GPU/Common/DrawEngineCommon.cpp index 873d1f0394..9bc3ff54d5 100644 --- a/GPU/Common/DrawEngineCommon.cpp +++ b/GPU/Common/DrawEngineCommon.cpp @@ -724,7 +724,7 @@ int DrawEngineCommon::ExtendNonIndexedPrim(const uint32_t *cmd, const uint32_t * } // vertTypeID is the vertex type but with the UVGen mode smashed into the top bits. -void DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) { +bool DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) { if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawVerts_ >= MAX_DEFERRED_DRAW_VERTS || numDrawInds_ >= MAX_DEFERRED_DRAW_INDS || vertexCountInDrawCalls_ + vertexCount > VERTEX_BUFFER_MAX) { DispatchFlush(); } @@ -752,7 +752,7 @@ void DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimiti // Check that we have enough vertices to form the requested primitive. if (vertexCount < 3 && ((vertexCount < 2 && prim > 0) || (prim > GE_PRIM_LINE_STRIP && prim != GE_PRIM_RECTANGLES))) - return; + return false; bool applySkin = (vertTypeID & GE_VTYPE_WEIGHT_MASK) && decOptions_.applySkinInDecode; @@ -800,6 +800,7 @@ void DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimiti gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); DispatchFlush(); } + return true; } void DrawEngineCommon::DecodeVerts(u8 *dest) { diff --git a/GPU/Common/DrawEngineCommon.h b/GPU/Common/DrawEngineCommon.h index 8e0ca0596b..a10e9f1cde 100644 --- a/GPU/Common/DrawEngineCommon.h +++ b/GPU/Common/DrawEngineCommon.h @@ -112,7 +112,7 @@ public: } int ExtendNonIndexedPrim(const uint32_t *cmd, const uint32_t *stall, u32 vertTypeID, int cullMode, int *bytesRead, bool isTriangle); - void SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead); + bool SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead); template void SubmitCurve(const void *control_points, const void *indices, Surface &surface, u32 vertType, int *bytesRead, const char *scope); void ClearSplineBezierWeights(); diff --git a/GPU/GPUCommonHW.cpp b/GPU/GPUCommonHW.cpp index bd2badce38..452cc9c6ac 100644 --- a/GPU/GPUCommonHW.cpp +++ b/GPU/GPUCommonHW.cpp @@ -987,7 +987,9 @@ void GPUCommonHW::Execute_Prim(u32 op, u32 diff) { int cullMode = gstate.getCullMode(); uint32_t vertTypeID = GetVertTypeID(vertexType, gstate.getUVGenMode(), g_Config.bSoftwareSkinning); - drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, cullMode, &bytesRead); + if (!drawEngineCommon_->SubmitPrim(verts, inds, prim, count, vertTypeID, cullMode, &bytesRead)) { + canExtend = false; + } // After drawing, we advance the vertexAddr (when non indexed) or indexAddr (when indexed). // Some games rely on this, they don't bother reloading VADDR and IADDR. // The VADDR/IADDR registers are NOT updated.