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https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-30 13:24:16 +01:00
handle all cases more robustly
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d04071d6b3
commit
b80c6f7534
@ -777,18 +777,29 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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}
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OGLTexture temp_tex;
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if (need_texture_barrier && GLES) {
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if (need_texture_barrier) {
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temp_tex.Create();
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AllocateSurfaceTexture(temp_tex.handle, GetFormatTuple(color_surface->pixel_format),
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color_surface->GetScaledWidth(), color_surface->GetScaledHeight());
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glCopyImageSubData(color_surface->texture.handle, GL_TEXTURE_2D, 0, 0, 0, 0,
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temp_tex.handle, GL_TEXTURE_2D, 0, 0, 0, 0, color_surface->GetScaledWidth(),
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color_surface->GetScaledHeight(), 1);
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for (std::size_t mip{0}; mip <= color_surface->max_level; ++mip) {
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glCopyImageSubData(color_surface->texture.handle, GL_TEXTURE_2D, mip, 0, 0, 0,
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temp_tex.handle, GL_TEXTURE_2D, mip, 0, 0, 0,
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color_surface->GetScaledWidth() >> mip,
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color_surface->GetScaledHeight() >> mip, 1);
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}
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for (auto& unit : state.texture_units) {
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if (unit.texture_2d == color_surface->texture.handle)
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if (unit.texture_2d == color_surface->texture.handle) {
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unit.texture_2d = temp_tex.handle;
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}
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}
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for (auto shadow_unit : {&state.image_shadow_texture_nx, &state.image_shadow_texture_ny,
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&state.image_shadow_texture_nz, &state.image_shadow_texture_px,
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&state.image_shadow_texture_py, &state.image_shadow_texture_pz}) {
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if (*shadow_unit == color_surface->texture.handle) {
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*shadow_unit = temp_tex.handle;
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}
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}
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}
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// Sync and bind the shader
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if (shader_dirty) {
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@ -864,10 +875,6 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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GL_TEXTURE_UPDATE_BARRIER_BIT | GL_FRAMEBUFFER_BARRIER_BIT);
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}
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if (need_texture_barrier && GLAD_GL_ARB_texture_barrier) {
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glTextureBarrier();
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}
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// Mark framebuffer surfaces as dirty
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Common::Rectangle<u32> draw_rect_unscaled{draw_rect.left / res_scale, draw_rect.top / res_scale,
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draw_rect.right / res_scale,
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