- extended 2D buffer lifetime to the end of the frame
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387aef27ad
commit
ed606b8ed3
3 changed files with 16 additions and 1 deletions
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@ -528,13 +528,15 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
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offset = osave;
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}
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static TArray<RefCountedPtr<DShape2DBufferInfo>> buffersToDestroy;
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void DShape2D::OnDestroy() {
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if (lastParms) delete lastParms;
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lastParms = nullptr;
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mIndices.Reset();
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mVertices.Reset();
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mCoords.Reset();
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bufferInfo = nullptr;
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buffersToDestroy.Push(std::move(bufferInfo));
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}
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//==========================================================================
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@ -1082,6 +1084,17 @@ void F2DDrawer::Clear()
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screenFade = 1.f;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void F2DDrawer::OnFrameDone()
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{
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buffersToDestroy.Clear();
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}
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F2DVertexBuffer::F2DVertexBuffer()
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{
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mVertexBuffer = screen->CreateVertexBuffer();
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