vk_rasterizer: Skip index buffer setup when vertices are zero
Xenoblade 2 invokes a draw call with zero vertices. This is likely due to indirect drawing (glDrawArraysIndirect). This causes a crash in the staging buffer pool when trying to create a buffer with a size of zero. To workaround this, skip index buffer setup entirely when the number of indices is zero.
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@ -896,6 +896,9 @@ void RasterizerVulkan::SetupVertexArrays(FixedPipelineState::VertexInput& vertex
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void RasterizerVulkan::SetupIndexBuffer(BufferBindings& buffer_bindings, DrawParameters& params,
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void RasterizerVulkan::SetupIndexBuffer(BufferBindings& buffer_bindings, DrawParameters& params,
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bool is_indexed) {
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bool is_indexed) {
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if (params.num_vertices == 0) {
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return;
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}
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const auto& regs = system.GPU().Maxwell3D().regs;
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const auto& regs = system.GPU().Maxwell3D().regs;
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switch (regs.draw.topology) {
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switch (regs.draw.topology) {
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case Maxwell::PrimitiveTopology::Quads: {
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case Maxwell::PrimitiveTopology::Quads: {
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