GPU:
- Fix crash that can occur when changing the framebuffer size. (Regression from r5395.)
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d8a6112049
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da90bfec30
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@ -6090,7 +6090,7 @@ void GPUSubsystem::SetColorFormat(const NDSColorFormat outputFormat, void *clien
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//this->_displayInfo.colorFormat = outputFormat;
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this->_displayInfo.colorFormat = NDSColorFormat_BGR555_Rev;
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this->_displayInfo.pixelBytes = (outputFormat == NDSColorFormat_BGR555_Rev) ? sizeof(u16) : sizeof(u32);
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this->_displayInfo.pixelBytes = (outputFormat == NDSColorFormat_BGR555_Rev) ? sizeof(u16) : sizeof(FragmentColor);
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this->_AllocateFramebuffers(this->_displayInfo.colorFormat, this->_displayInfo.customWidth, this->_displayInfo.customHeight, clientNativeBuffer, clientCustomBuffer);
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}
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@ -6149,6 +6149,14 @@ void GPUSubsystem::_AllocateFramebuffers(NDSColorFormat outputFormat, size_t w,
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this->_customVRAM = newCustomVRAM;
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this->_customVRAMBlank = newCustomVRAM + (newCustomVRAMBlockSize * 4);
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this->_displayInfo.nativeBuffer[NDSDisplayID_Main] = (this->_displayMain->GetEngine()->GetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.masterNativeBuffer : (u8 *)this->_displayInfo.masterNativeBuffer + (GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * this->_displayInfo.pixelBytes);
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this->_displayInfo.nativeBuffer[NDSDisplayID_Touch] = (this->_displayTouch->GetEngine()->GetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.masterNativeBuffer : (u8 *)this->_displayInfo.masterNativeBuffer + (GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * this->_displayInfo.pixelBytes);
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this->_displayInfo.customBuffer[NDSDisplayID_Main] = (this->_displayMain->GetEngine()->GetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.masterCustomBuffer : (u8 *)this->_displayInfo.masterCustomBuffer + (w * h * this->_displayInfo.pixelBytes);
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this->_displayInfo.customBuffer[NDSDisplayID_Touch] = (this->_displayTouch->GetEngine()->GetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.masterCustomBuffer : (u8 *)this->_displayInfo.masterCustomBuffer + (w * h * this->_displayInfo.pixelBytes);
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this->_displayInfo.renderedBuffer[NDSDisplayID_Main] = (this->_displayInfo.didPerformCustomRender[NDSDisplayID_Main]) ? this->_displayInfo.customBuffer[NDSDisplayID_Main] : this->_displayInfo.nativeBuffer[NDSDisplayID_Main];
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this->_displayInfo.renderedBuffer[NDSDisplayID_Touch] = (this->_displayInfo.didPerformCustomRender[NDSDisplayID_Touch]) ? this->_displayInfo.customBuffer[NDSDisplayID_Touch] : this->_displayInfo.nativeBuffer[NDSDisplayID_Touch];
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this->_engineMain->SetCustomFramebufferSize(w, h);
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this->_engineSub->SetCustomFramebufferSize(w, h);
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BaseRenderer->SetFramebufferSize(w, h); // Since BaseRenderer is persistent, we need to update this manually.
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@ -6158,14 +6166,6 @@ void GPUSubsystem::_AllocateFramebuffers(NDSColorFormat outputFormat, size_t w,
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CurrentRenderer->SetFramebufferSize(w, h);
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}
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this->_displayInfo.nativeBuffer[NDSDisplayID_Main] = (this->_displayMain->GetEngine()->GetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.masterNativeBuffer : (u8 *)this->_displayInfo.masterNativeBuffer + (GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * this->_displayInfo.pixelBytes);
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this->_displayInfo.nativeBuffer[NDSDisplayID_Touch] = (this->_displayTouch->GetEngine()->GetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.masterNativeBuffer : (u8 *)this->_displayInfo.masterNativeBuffer + (GPU_FRAMEBUFFER_NATIVE_WIDTH * GPU_FRAMEBUFFER_NATIVE_HEIGHT * this->_displayInfo.pixelBytes);
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this->_displayInfo.customBuffer[NDSDisplayID_Main] = (this->_displayMain->GetEngine()->GetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.masterCustomBuffer : (u8 *)this->_displayInfo.masterCustomBuffer + (w * h * this->_displayInfo.pixelBytes);
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this->_displayInfo.customBuffer[NDSDisplayID_Touch] = (this->_displayTouch->GetEngine()->GetDisplayByID() == NDSDisplayID_Main) ? this->_displayInfo.masterCustomBuffer : (u8 *)this->_displayInfo.masterCustomBuffer + (w * h * this->_displayInfo.pixelBytes);
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this->_displayInfo.renderedBuffer[NDSDisplayID_Main] = (this->_displayInfo.didPerformCustomRender[NDSDisplayID_Main]) ? this->_displayInfo.customBuffer[NDSDisplayID_Main] : this->_displayInfo.nativeBuffer[NDSDisplayID_Main];
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this->_displayInfo.renderedBuffer[NDSDisplayID_Touch] = (this->_displayInfo.didPerformCustomRender[NDSDisplayID_Touch]) ? this->_displayInfo.customBuffer[NDSDisplayID_Touch] : this->_displayInfo.nativeBuffer[NDSDisplayID_Touch];
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free_aligned(oldCustomFramebuffer);
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free_aligned(oldCustomVRAM);
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}
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