AnyPS5/core
Tyler Westerberg a3cba2d1ff fix(agc-driver): move indices far past every vertex fetch's records to the first zero vertex
Goat Simulator 3 draws a triangle list whose indices are all 0xffffffff
with primitive restart off. Each fetch past a descriptor's records reads
zeros (out-of-bounds select 0 or 1), but the zero-padded vertex copies
were sized to the highest index: 160 GiB, which vkAllocateMemory refused.
When the highest index is at least 64Ki vertices past the largest
per-vertex record count, the draw now uses a copy of its indices with
every index past that count moved to it. Each attribute reads zeros
there as at the original index; only the vertex index the shader sees
changes, so indices closer to the records are left as they are.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 03:42:49 -04:00
..
Decoder fix(png): bound transparency chunk detection to the input 2026-10-10 09:28:30 +08:00
libs fix(agc-driver): move indices far past every vertex fetch's records to the first zero vertex 2026-10-12 03:42:49 -04:00
relinker Merge pull request #3854 from aryan0078/fix/relinker-debug-module 2026-10-12 20:27:31 +13:00
shader/recompiler Merge pull request #3895 from CouchRiv/fix-shader-vcmpx-f32-family 2026-10-12 19:39:34 +13:00