Flush Wii U vertex buffers when stuff happens

You know, this 50-character commit name limit is really annoying.
This commit is contained in:
Clownacy 2020-09-14 23:47:52 +01:00
parent e96ee6ed89
commit 27b3980a56

View file

@ -517,6 +517,19 @@ void RenderBackend_FreeSurface(RenderBackend_Surface *surface)
{ {
if (surface != NULL) if (surface != NULL)
{ {
// Flush the vertex buffer if we're about to destroy its texture
if (&surface->texture == last_source_texture)
{
FlushVertexBuffer();
last_source_texture = NULL;
}
if (&surface->texture == last_destination_texture)
{
FlushVertexBuffer();
last_destination_texture = NULL;
}
if (surface->render_target) if (surface->render_target)
GX2RDestroySurfaceEx(&surface->colour_buffer.surface, (GX2RResourceFlags)0); GX2RDestroySurfaceEx(&surface->colour_buffer.surface, (GX2RResourceFlags)0);
@ -539,6 +552,10 @@ void RenderBackend_RestoreSurface(RenderBackend_Surface *surface)
void RenderBackend_UploadSurface(RenderBackend_Surface *surface, const unsigned char *pixels, size_t width, size_t height) void RenderBackend_UploadSurface(RenderBackend_Surface *surface, const unsigned char *pixels, size_t width, size_t height)
{ {
// Flush the vertex buffer if we're about to modify its texture
if (&surface->texture == last_source_texture || &surface->texture == last_destination_texture)
FlushVertexBuffer();
// Convert from RGB24 to RGBA32, and upload it to the GPU texture // Convert from RGB24 to RGBA32, and upload it to the GPU texture
unsigned char *buffer = (unsigned char*)GX2RLockSurfaceEx(&surface->texture.surface, 0, (GX2RResourceFlags)0); unsigned char *buffer = (unsigned char*)GX2RLockSurfaceEx(&surface->texture.surface, 0, (GX2RResourceFlags)0);