Same deal for screen textures

This commit is contained in:
Jaime Passos 2020-01-25 21:46:52 -03:00
parent c219a170da
commit 647107a220

View file

@ -83,16 +83,10 @@ static GLfloat modelMatrix[16];
static GLfloat projMatrix[16];
static GLint viewport[4];
// Yay for arbitrary numbers! NextTexAvail is buggy for some reason.
// Sryder: NextTexAvail is broken for these because palette changes or changes to the texture filter or antialiasing
// flush all of the stored textures, leaving them unavailable at times such as between levels
// These need to start at 0 and be set to their number, and be reset to 0 when deleted so that intel GPUs
// can know when the textures aren't there, as textures are always considered resident in their virtual memory
// TODO: Store them in a more normal way
#define SCRTEX_SCREENTEXTURE 4294967295U
#define SCRTEX_STARTSCREENWIPE 4294967294U
#define SCRTEX_ENDSCREENWIPE 4294967293U
#define SCRTEX_FINALSCREENTEXTURE 4294967292U
static GLuint screentexture = 0;
static GLuint startScreenWipe = 0;
static GLuint endScreenWipe = 0;
@ -3012,7 +3006,7 @@ EXPORT void HWRAPI(StartScreenWipe) (void)
// Create screen texture
if (firstTime)
startScreenWipe = SCRTEX_STARTSCREENWIPE;
pglGenTextures(1, &startScreenWipe);
pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
if (firstTime)
@ -3043,7 +3037,7 @@ EXPORT void HWRAPI(EndScreenWipe)(void)
// Create screen texture
if (firstTime)
endScreenWipe = SCRTEX_ENDSCREENWIPE;
pglGenTextures(1, &endScreenWipe);
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
if (firstTime)
@ -3214,7 +3208,7 @@ EXPORT void HWRAPI(MakeScreenTexture) (void)
// Create screen texture
if (firstTime)
screentexture = SCRTEX_SCREENTEXTURE;
pglGenTextures(1, &screentexture);
pglBindTexture(GL_TEXTURE_2D, screentexture);
if (firstTime)
@ -3244,7 +3238,7 @@ EXPORT void HWRAPI(MakeScreenFinalTexture) (void)
// Create screen texture
if (firstTime)
finalScreenTexture = SCRTEX_FINALSCREENTEXTURE;
pglGenTextures(1, &finalScreenTexture);
pglBindTexture(GL_TEXTURE_2D, finalScreenTexture);
if (firstTime)