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https://github.com/blawar/GLideN64.git
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Correct FrameBufferList::removeBuffers : remove all buffers with given width.
Fixed issue with Pokemon Stadium, which set zero VI height before interlace mode switch.
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parent
3ac4f2ddb1
commit
4ff13a30e6
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@ -422,11 +422,11 @@ void FrameBufferList::removeBuffer(u32 _address )
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}
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}
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void FrameBufferList::removeBuffers(u32 _width, u32 _height)
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void FrameBufferList::removeBuffers(u32 _width)
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{
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m_pCurrent = NULL;
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for (FrameBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter) {
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while (iter->m_width == _width && iter->m_height == _height) {
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while (iter->m_width == _width) {
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iter = m_list.erase(iter);
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if (iter == m_list.end())
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return;
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@ -50,7 +50,7 @@ public:
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void destroy();
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void saveBuffer(u32 _address, u16 _format, u16 _size, u16 _width, u16 _height, bool _cfb);
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void removeBuffer(u32 _address);
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void removeBuffers(u32 _width, u32 _height);
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void removeBuffers(u32 _width);
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void attachDepthBuffer();
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FrameBuffer * findBuffer(u32 _startAddress);
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FrameBuffer * findTmpBuffer(u32 _address);
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4
VI.cpp
4
VI.cpp
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@ -67,8 +67,8 @@ void VI_UpdateSize()
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// const int divot = ((*REG.VI_STATUS) >> 4) & 1;
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if (config.frameBufferEmulation.enable && (interlacedPrev != VI.interlaced || widthPrev != VI.width || heightPrev != VI.height)) {
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frameBufferList().removeBuffers(widthPrev, heightPrev);
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frameBufferList().removeBuffers(VI.width, VI.height);
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frameBufferList().removeBuffers(widthPrev);
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frameBufferList().removeBuffers(VI.width);
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depthBufferList().destroy();
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depthBufferList().init();
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}
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