AnyPS5/core/libs
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
..
nid feat(nid): patch NIDs in Mach-O libraries 2026-10-09 15:40:29 +03:00
prx 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
tests Merge pull request #4111 from jdmagic/fix/kernel-close-net-sockets 2026-10-12 20:28:00 +13:00
CMakeLists.txt fix(libs): keep thread_local objects with destructors out of module teardown on Windows (#4029) 2026-10-12 18:25:29 +13:00
HitLog.hpp
…
SceShaders.hpp
…
SceTypes.hpp Merge pull request #3876 from CnRJay/feat/savedata-convert 2026-10-12 00:43:58 +02:00