Fix Wii U using an uninitialised vertex buffer
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c7cd67c410
commit
6803438358
1 changed files with 34 additions and 24 deletions
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@ -125,7 +125,7 @@ static VertexBufferSlot* GetVertexBufferSlot(void)
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static void FlushVertexBuffer(void)
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static void FlushVertexBuffer(void)
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{
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{
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static size_t vertex_buffer_size;
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static size_t vertex_buffer_size = 1;
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static size_t current_vertex_buffer = 0;
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static size_t current_vertex_buffer = 0;
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if (current_vertex_buffer_slot == 0)
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if (current_vertex_buffer_slot == 0)
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@ -141,11 +141,6 @@ static void FlushVertexBuffer(void)
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GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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vertex_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
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GX2R_RESOURCE_USAGE_CPU_READ |
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GX2R_RESOURCE_USAGE_CPU_WRITE |
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GX2R_RESOURCE_USAGE_GPU_READ);
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vertex_buffer.elemSize = sizeof(VertexBufferSlot);
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vertex_buffer.elemCount = vertex_buffer_size;
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vertex_buffer.elemCount = vertex_buffer_size;
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if (GX2RCreateBuffer(&vertex_buffer))
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if (GX2RCreateBuffer(&vertex_buffer))
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@ -210,37 +205,52 @@ RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t scree
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// Initialise sampler
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// Initialise sampler
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GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
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GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
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// Create framebuffer surface
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// Initialise vertex buffer
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framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
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vertex_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
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GX2R_RESOURCE_USAGE_CPU_READ |
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GX2R_RESOURCE_USAGE_CPU_WRITE |
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GX2R_RESOURCE_USAGE_GPU_READ);
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vertex_buffer.elemSize = sizeof(VertexBufferSlot);
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vertex_buffer.elemCount = 1;
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if (framebuffer_surface != NULL)
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if (GX2RCreateBuffer(&vertex_buffer))
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{
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{
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// From what I can tell, there isn't a 'global context' in GX2: instead there are context objects.
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// Create framebuffer surface
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// wut internally uses (and *switches to*) its own contexts, so we need to maintain one too,
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framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
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// and make sure we're always switching back to it when wut is done doing what it's doing.
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gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
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if (gx2_context != NULL)
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if (framebuffer_surface != NULL)
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{
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{
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memset(gx2_context, 0, sizeof(GX2ContextState));
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// From what I can tell, there isn't a 'global context' in GX2: instead there are context objects.
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GX2SetupContextStateEx(gx2_context, TRUE);
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// wut internally uses (and *switches to*) its own contexts, so we need to maintain one too,
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GX2SetContextState(gx2_context);
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// and make sure we're always switching back to it when wut is done doing what it's doing.
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gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
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// Disable depth-test (enabled by default for some reason)
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if (gx2_context != NULL)
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GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
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{
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memset(gx2_context, 0, sizeof(GX2ContextState));
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GX2SetupContextStateEx(gx2_context, TRUE);
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GX2SetContextState(gx2_context);
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return framebuffer_surface;
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// Disable depth-test (enabled by default for some reason)
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GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
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return framebuffer_surface;
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}
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else
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{
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Backend_PrintError("Couldn't allocate memory for the GX2 context");
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}
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RenderBackend_FreeSurface(framebuffer_surface);
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}
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}
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else
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else
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{
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{
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Backend_PrintError("Couldn't allocate memory for the GX2 context");
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Backend_PrintError("Couldn't create the framebuffer surface");
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}
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}
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RenderBackend_FreeSurface(framebuffer_surface);
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}
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}
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else
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else
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{
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{
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Backend_PrintError("Couldn't create the framebuffer surface");
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Backend_PrintError("Couldn't create the vertex buffer");
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}
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}
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WHBGfxFreeShaderGroup(&shader_group_glyph);
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WHBGfxFreeShaderGroup(&shader_group_glyph);
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