VertexLoader: Fix wrong array being used if color 1 is present but color 0 isn't

This worked correctly on the JIT vertex loaders, and for the equivalent case with texture coordinates. I'm not aware of any games this affects (but libogc does mention a semi-related scenario at https://github.com/devkitPro/libogc/blob/6bc0317c7d52063c2d2b48b721520093c76432a9/gc/ogc/gx.h#L1855-L1857.)
This commit is contained in:
Pokechu22
2023-12-02 15:54:52 -08:00
parent 1ee6824324
commit 36796abc08
3 changed files with 20 additions and 0 deletions
+7
View File
@@ -149,9 +149,16 @@ void VertexLoader::CompileVertexTranslator()
VertexLoader_Color::GetFunction(m_VtxDesc.low.Color[i], m_VtxAttr.GetColorFormat(i));
if (pFunc != nullptr)
{
WriteCall(pFunc);
}
else
{
ASSERT(m_VtxDesc.low.Color[i] == VertexComponentFormat::NotPresent);
// Keep colIndex in sync if color 0 is absent but color 1 is present
if (i == 0 && m_VtxDesc.low.Color[1] != VertexComponentFormat::NotPresent)
WriteCall(VertexLoader_Color::GetDummyFunction());
}
if (m_VtxDesc.low.Color[i] != VertexComponentFormat::NotPresent)
{