This should fix the bugs introduced by my last commit please retest the games that where showing graphical glitches.
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ee72852491
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53b62ab169
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@ -238,7 +238,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, flo
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return 0;
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SetRenderStates();
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D3D::SetStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
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D3D::ChangeStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
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float vpWidth = 1;
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float vpHeight = 1;
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@ -203,6 +203,7 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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{
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memcpy(pIndices, PIBuffer, PDataSize * sizeof(u16));
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}
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m_index_buffers[m_current_index_buffer]->Unlock();
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if(m_current_stride != stride || m_vertex_buffer_cursor == 0)
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{
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m_current_stride = stride;
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@ -212,7 +213,7 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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{
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D3D::SetIndices(m_index_buffers[m_current_index_buffer]);
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}
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m_index_buffers[m_current_index_buffer]->Unlock();
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}
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void VertexManager::DrawVertexBuffer(int stride)
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@ -363,7 +364,14 @@ void VertexManager::vFlush()
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}
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PrepareDrawBuffers(stride);
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g_nativeVertexFmt->SetupVertexPointers();
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if(m_buffers_count){ DrawVertexBuffer(stride);} else { DrawVertexArray(stride);}
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if(m_buffers_count)
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{
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DrawVertexBuffer(stride);
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}
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else
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{
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DrawVertexArray(stride);
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}
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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@ -376,7 +384,14 @@ void VertexManager::vFlush()
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}
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// update alpha only
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g_renderer->ApplyState(true);
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if(m_buffers_count){ DrawVertexBuffer(stride);} else { DrawVertexArray(stride);}
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if(m_buffers_count)
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{
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DrawVertexBuffer(stride);
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}
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else
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{
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DrawVertexArray(stride);
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}
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g_renderer->RestoreState();
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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@ -150,10 +150,10 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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u8* pVertices = NULL;
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u16* pIndices = NULL;
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int vertex_data_size = IndexGenerator::GetNumVerts() * stride;
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int triangle_index_size = IndexGenerator::GetTriangleindexLen() * sizeof(u16);
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int line_index_size = IndexGenerator::GetLineindexLen() * sizeof(u16);
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int point_index_size = IndexGenerator::GetPointindexLen() * sizeof(u16);
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int index_data_size = triangle_index_size + line_index_size + point_index_size;
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int triangle_index_size = IndexGenerator::GetTriangleindexLen();
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int line_index_size = IndexGenerator::GetLineindexLen();
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int point_index_size = IndexGenerator::GetPointindexLen();
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int index_data_size = (triangle_index_size + line_index_size + point_index_size) * sizeof(u16);
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GLbitfield LockMode = GL_MAP_WRITE_BIT;
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m_vertex_buffer_cursor--;
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m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
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@ -206,17 +206,17 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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{
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if(triangle_index_size)
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{
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memcpy(pIndices, TIBuffer, triangle_index_size);
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memcpy(pIndices, TIBuffer, triangle_index_size * sizeof(u16));
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pIndices += triangle_index_size;
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}
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if(line_index_size)
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{
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memcpy(pIndices, LIBuffer, line_index_size);
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memcpy(pIndices, LIBuffer, line_index_size * sizeof(u16));
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pIndices += line_index_size;
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}
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if(point_index_size)
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{
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memcpy(pIndices, PIBuffer, point_index_size);
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memcpy(pIndices, PIBuffer, point_index_size * sizeof(u16));
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}
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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}
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@ -224,14 +224,17 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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{
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if(triangle_index_size)
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{
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triangle_index_size *= sizeof(u16);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor, triangle_index_size, TIBuffer);
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}
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if(line_index_size)
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{
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line_index_size *= sizeof(u16);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor + triangle_index_size, line_index_size, LIBuffer);
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}
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if(point_index_size)
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{
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point_index_size *= sizeof(u16);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor + triangle_index_size + line_index_size, point_index_size, PIBuffer);
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}
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}
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