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authorPierre Bourdon <delroth@gmail.com>2016-01-30 13:11:07 +0100
committerPierre Bourdon <delroth@gmail.com>2016-01-30 13:11:07 +0100
commitcf20ff48aa84750e0c8b549d9d4ce846d76a1f47 (patch)
tree3a0708b1c149c9ddf50f779a0c298c80cb011eb8 /Source/Core/VideoCommon/TextureCacheBase.cpp
parent9da8593cf4f9a472c99a74156741bc229147e81e (diff)
parent74b772c3be4a724c12094c08d26466fdbb4f841b (diff)
Merge pull request #3480 from phire/memory_stride_too_small
Avoid the "Memory stride too small" assert
Diffstat (limited to 'Source/Core/VideoCommon/TextureCacheBase.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureCacheBase.cpp15
1 files changed, 15 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp
index 74676f4d5b..f3f05984e4 100644
--- a/Source/Core/VideoCommon/TextureCacheBase.cpp
+++ b/Source/Core/VideoCommon/TextureCacheBase.cpp
@@ -1115,6 +1115,21 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFo
}
}
+ if (dstStride < bytes_per_row)
+ {
+ // This kind of efb copy results in a scrambled image.
+ // I'm pretty sure no game actually wants to do this, it might be caused by a
+ // programming bug in the game, or a CPU/Bounding box emulation issue with dolphin.
+ // The copy_to_ram code path above handles this "correctly" and scrambles the image
+ // but the copy_to_vram code path just saves and uses unscrambled texture instead.
+
+ // To avoid a "incorrect" result, we simply skip doing the copy_to_vram code path
+ // so if the game does try to use the scrambled texture, dolphin will grab the scrambled
+ // texture (or black if copy_to_ram is also disabled) out of ram.
+ ERROR_LOG(VIDEO, "Memory stride too small (%i < %i)", dstStride, bytes_per_row);
+ copy_to_vram = false;
+ }
+
// Invalidate all textures that overlap the range of our efb copy.
// Unless our efb copy has a weird stride, then we want avoid invalidating textures which
// we might be able to do a partial texture update on.