fix bug when rasterfont disappears sometimes

This commit is contained in:
degasus 2013-01-25 20:39:19 +01:00
parent 41b1128fdd
commit 13e9bb56f8
3 changed files with 60 additions and 51 deletions

View file

@ -380,7 +380,62 @@ Renderer::Renderer()
if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false;
glStencilFunc(GL_ALWAYS, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
glBlendColor(0, 0, 0, 0.5f);
glClearDepth(1.0f);
// this is a hack to work around an ati driver issue.
// usually this shouldn't be needed (and isn't allowed in core)
// but else glGenerateMipmaps wouldn't work always
glEnable(GL_TEXTURE_2D);
UpdateActiveConfig();
}
Renderer::~Renderer()
{
#if defined(HAVE_WX) && HAVE_WX
if (scrshotThread.joinable())
scrshotThread.join();
#endif
delete g_framebuffer_manager;
}
void Renderer::Shutdown()
{
g_Config.bRunning = false;
UpdateActiveConfig();
glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO);
glDeleteVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
s_ShowEFBCopyRegions_VBO = 0;
delete s_pfont;
s_pfont = 0;
s_ShowEFBCopyRegions_PS.Destroy();
s_ShowEFBCopyRegions_VS.Destroy();
}
void Renderer::Init()
{
s_pfont = new RasterFont();
PixelShaderCache::CompilePixelShader(s_ShowEFBCopyRegions_PS,
@ -411,57 +466,6 @@ Renderer::Renderer()
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*5, NULL);
glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB);
glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 3, GL_FLOAT, 0, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
glStencilFunc(GL_ALWAYS, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
glBlendColor(0, 0, 0, 0.5f);
glClearDepth(1.0f);
// this is a hack to work around an ati driver issue.
// usually this shouldn't be needed (and isn't allowed in core)
// but else glGenerateMipmaps wouldn't work always
glEnable(GL_TEXTURE_2D);
UpdateActiveConfig();
//return GL_REPORT_ERROR() == GL_NO_ERROR && bSuccess;
return;
}
Renderer::~Renderer()
{
g_Config.bRunning = false;
UpdateActiveConfig();
glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO);
glDeleteVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
s_ShowEFBCopyRegions_VBO = 0;
delete s_pfont;
s_pfont = 0;
s_ShowEFBCopyRegions_PS.Destroy();
s_ShowEFBCopyRegions_VS.Destroy();
#if defined(HAVE_WX) && HAVE_WX
if (scrshotThread.joinable())
scrshotThread.join();
#endif
delete g_framebuffer_manager;
}
// Create On-Screen-Messages

View file

@ -14,6 +14,9 @@ class Renderer : public ::Renderer
public:
Renderer();
~Renderer();
static void Init();
static void Shutdown();
void SetColorMask();
void SetBlendMode(bool forceUpdate);

View file

@ -202,6 +202,7 @@ void VideoBackend::Video_Prepare()
PixelShaderManager::Init();
ProgramShaderCache::Init();
PostProcessing::Init();
Renderer::Init();
GL_REPORT_ERRORD();
VertexLoaderManager::Init();
TextureConverter::Init();
@ -226,6 +227,7 @@ void VideoBackend::Shutdown()
// The following calls are NOT Thread Safe
// And need to be called from the video thread
Renderer::Shutdown();
TextureConverter::Shutdown();
VertexLoaderManager::Shutdown();
ProgramShaderCache::Shutdown();