This should fix the bugs introduced by my last commit please retest the games that where showing graphical glitches.

This commit is contained in:
rodolfoosvaldobogado 2012-11-10 11:37:08 -03:00
parent ee72852491
commit 53b62ab169
3 changed files with 29 additions and 11 deletions

View File

@ -238,7 +238,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, flo
return 0;
SetRenderStates();
D3D::SetStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
D3D::ChangeStreamSource(0, m_pVB, 0, sizeof(FONT2DVERTEX));
float vpWidth = 1;
float vpHeight = 1;

View File

@ -203,6 +203,7 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
{
memcpy(pIndices, PIBuffer, PDataSize * sizeof(u16));
}
m_index_buffers[m_current_index_buffer]->Unlock();
if(m_current_stride != stride || m_vertex_buffer_cursor == 0)
{
m_current_stride = stride;
@ -212,7 +213,7 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
{
D3D::SetIndices(m_index_buffers[m_current_index_buffer]);
}
m_index_buffers[m_current_index_buffer]->Unlock();
}
void VertexManager::DrawVertexBuffer(int stride)
@ -363,7 +364,14 @@ void VertexManager::vFlush()
}
PrepareDrawBuffers(stride);
g_nativeVertexFmt->SetupVertexPointers();
if(m_buffers_count){ DrawVertexBuffer(stride);} else { DrawVertexArray(stride);}
if(m_buffers_count)
{
DrawVertexBuffer(stride);
}
else
{
DrawVertexArray(stride);
}
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
@ -376,7 +384,14 @@ void VertexManager::vFlush()
}
// update alpha only
g_renderer->ApplyState(true);
if(m_buffers_count){ DrawVertexBuffer(stride);} else { DrawVertexArray(stride);}
if(m_buffers_count)
{
DrawVertexBuffer(stride);
}
else
{
DrawVertexArray(stride);
}
g_renderer->RestoreState();
}
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);

View File

@ -150,10 +150,10 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
u8* pVertices = NULL;
u16* pIndices = NULL;
int vertex_data_size = IndexGenerator::GetNumVerts() * stride;
int triangle_index_size = IndexGenerator::GetTriangleindexLen() * sizeof(u16);
int line_index_size = IndexGenerator::GetLineindexLen() * sizeof(u16);
int point_index_size = IndexGenerator::GetPointindexLen() * sizeof(u16);
int index_data_size = triangle_index_size + line_index_size + point_index_size;
int triangle_index_size = IndexGenerator::GetTriangleindexLen();
int line_index_size = IndexGenerator::GetLineindexLen();
int point_index_size = IndexGenerator::GetPointindexLen();
int index_data_size = (triangle_index_size + line_index_size + point_index_size) * sizeof(u16);
GLbitfield LockMode = GL_MAP_WRITE_BIT;
m_vertex_buffer_cursor--;
m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
@ -206,17 +206,17 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
{
if(triangle_index_size)
{
memcpy(pIndices, TIBuffer, triangle_index_size);
memcpy(pIndices, TIBuffer, triangle_index_size * sizeof(u16));
pIndices += triangle_index_size;
}
if(line_index_size)
{
memcpy(pIndices, LIBuffer, line_index_size);
memcpy(pIndices, LIBuffer, line_index_size * sizeof(u16));
pIndices += line_index_size;
}
if(point_index_size)
{
memcpy(pIndices, PIBuffer, point_index_size);
memcpy(pIndices, PIBuffer, point_index_size * sizeof(u16));
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
@ -224,14 +224,17 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
{
if(triangle_index_size)
{
triangle_index_size *= sizeof(u16);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor, triangle_index_size, TIBuffer);
}
if(line_index_size)
{
line_index_size *= sizeof(u16);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor + triangle_index_size, line_index_size, LIBuffer);
}
if(point_index_size)
{
point_index_size *= sizeof(u16);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer_cursor + triangle_index_size + line_index_size, point_index_size, PIBuffer);
}
}