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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-02 09:03:37 +00:00

Move rameBufferList().setBufferChanged() call to the top of gDPFillRectangle.

This commit is contained in:
Sergey Lipskiy 2015-04-09 20:32:43 +06:00
parent 0abba005d6
commit 7e3688d6a0

View File

@ -774,6 +774,7 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry )
++lry;
} else if (lry == uly)
++lry;
if (gDP.depthImageAddress == gDP.colorImage.address) {
// Game may use depth texture as auxilary color texture. Example: Mario Tennis
// If color is not depth clear color, that is most likely the case
@ -789,6 +790,8 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry )
return;
}
frameBufferList().setBufferChanged();
f32 fillColor[4];
gDPGetFillColor(fillColor);
if (gDP.otherMode.cycleType == G_CYC_FILL) {
@ -806,7 +809,6 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry )
render.drawRect(ulx, uly, lrx, lry, fillColor);
frameBufferList().setBufferChanged();
if (gDP.otherMode.cycleType == G_CYC_FILL) {
if (lry > (u32)gDP.scissor.lry)
gDP.colorImage.height = (u32)max(gDP.colorImage.height, (u32)gDP.scissor.lry);