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authorBastien Bouclet2019-10-20 09:33:04 +0200
committerBastien Bouclet2019-10-25 19:13:40 +0200
commite9b1df95ffeff6f63d29786060bad70f1f89cea0 (patch)
tree9739f2af455740c486594acace3df218c4896cdc /backends/platform/3ds/sprite.cpp
parentaaed15d308ddca2eefb9fdb11ca3b8174b97f4cd (diff)
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3DS: Upload the textures to VRAM in a separate frame
So rendering waits for the textures to finish uploading before using them. Fixes glitchy mouse pointer in Riven.
Diffstat (limited to 'backends/platform/3ds/sprite.cpp')
-rw-r--r--backends/platform/3ds/sprite.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/backends/platform/3ds/sprite.cpp b/backends/platform/3ds/sprite.cpp
index 78082f3027..b2785e2c2d 100644
--- a/backends/platform/3ds/sprite.cpp
+++ b/backends/platform/3ds/sprite.cpp
@@ -100,13 +100,15 @@ void Sprite::convertToInPlace(const Graphics::PixelFormat &dstFormat, const byte
//
}
-void Sprite::render() {
+void Sprite::transfer() {
if (dirtyPixels) {
dirtyPixels = false;
GSPGPU_FlushDataCache(pixels, w * h * format.bytesPerPixel);
C3D_SyncDisplayTransfer((u32*)pixels, GX_BUFFER_DIM(w, h), (u32*)texture.data, GX_BUFFER_DIM(w, h), TEXTURE_TRANSFER_FLAGS);
-// gspWaitForPPF();
}
+}
+
+void Sprite::render() {
C3D_TexBind(0, &texture);
C3D_BufInfo *bufInfo = C3D_GetBufInfo();