AnyPS5/docs/dev
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
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ARCHITECTURE.md Merge pull request #419 from MichonGoddijn231849/feat/msaa-targets 2026-10-12 00:01:37 +02:00
BUILD.md Merge pull request #3836 from nyavana/docs/libs-build-testing-refresh-20261011 2026-10-12 00:09:13 +02:00
CONVENTIONS.md refactor(docs): separated user and dev in docs + compatibility file 2026-09-28 22:58:17 +03:00
HW_ORACLE.md feat(shader): follow FP16_OVFL in every f16 result 2026-10-10 04:32:38 -03:00
PROGRESS.md fix(progress): match stub calls across whitespace 2026-10-11 15:06:06 +03:00
TechnicalDebt.md 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