GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine.
Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails.
This commit is contained in:
parent
cbec739e7b
commit
bf310a41b8
@ -19,6 +19,14 @@ void Maxwell3D::WriteReg(u32 method, u32 value) {
|
||||
#define MAXWELL3D_REG_INDEX(field_name) (offsetof(Regs, field_name) / sizeof(u32))
|
||||
|
||||
switch (method) {
|
||||
case MAXWELL3D_REG_INDEX(code_address.code_address_high):
|
||||
case MAXWELL3D_REG_INDEX(code_address.code_address_low): {
|
||||
// Note: For some reason games (like Puyo Puyo Tetris) seem to write 0 to the CODE_ADDRESS
|
||||
// register, we do not currently know if that's intended or a bug, so we assert it lest
|
||||
// stuff breaks in other places (like the shader address calculation).
|
||||
ASSERT_MSG(regs.code_address.CodeAddress() == 0, "Unexpected CODE_ADDRESS register value.");
|
||||
break;
|
||||
}
|
||||
case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): {
|
||||
DrawArrays();
|
||||
break;
|
||||
|
Loading…
Reference in New Issue
Block a user