Avoid some duplicate code in Wii U flush function
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6803438358
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9458d2aea7
1 changed files with 5 additions and 14 deletions
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@ -143,23 +143,14 @@ static void FlushVertexBuffer(void)
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vertex_buffer.elemCount = vertex_buffer_size;
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if (GX2RCreateBuffer(&vertex_buffer))
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{
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void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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memcpy(vertex_pointer, local_vertex_buffer, vertex_buffer_size * sizeof(VertexBufferSlot));
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GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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}
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GX2RCreateBuffer(&vertex_buffer); // We're basically screwed if this fails
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}
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else
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{
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void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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memcpy(vertex_pointer, local_vertex_buffer, current_vertex_buffer_slot * sizeof(VertexBufferSlot));
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void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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}
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memcpy(vertex_pointer, local_vertex_buffer, current_vertex_buffer_slot * sizeof(VertexBufferSlot));
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GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4 * current_vertex_buffer_slot, 0, 1);
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