mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-05 13:18:01 +03:00
Fixed crashes on loading after 53ada26
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+26
-26
@@ -502,29 +502,6 @@ sprite_width(), sprite_height(), screen_x_offset(), screen_y_offset(), screen_wi
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obj_batch_ubo.Create(sizeof(obj_batch_shader_data));
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obj_skinning_ubo.Create(sizeof(obj_skinning_shader_data));
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static const uint8_t empty_texture_data[] = {
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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};
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static const void* empty_texture_2d_array[] = {
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empty_texture_data,
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};
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empty_texture_2d = texture_load_tex_2d(texture_id(0x2F, 0),
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_2d_array, false);
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static const void* empty_texture_cube_map_array[] = {
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empty_texture_data,
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empty_texture_data,
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empty_texture_data,
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empty_texture_data,
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empty_texture_data,
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empty_texture_data,
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};
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empty_texture_cube_map = texture_load_tex_cube_map(texture_id(0x2F, 1),
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_cube_map_array);
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static const vec4 border_color = 0.0f;
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glGenSamplers(18, samplers);
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@@ -623,9 +600,6 @@ render_context::~render_context() {
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glDeleteSamplers(4, render_samplers);
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glDeleteSamplers(18, samplers);
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texture_release(empty_texture_cube_map);
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texture_release(empty_texture_2d);
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obj_skinning_ubo.Destroy();
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obj_batch_ubo.Destroy();
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obj_scene_ubo.Destroy();
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@@ -743,9 +717,35 @@ void render_context::free() {
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screen_buffer.Free();
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render_buffer.Free();
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reflect_buffer.Free();
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texture_release(empty_texture_cube_map);
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texture_release(empty_texture_2d);
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}
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void render_context::init() {
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static const uint8_t empty_texture_data[] = {
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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};
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static const void* empty_texture_2d_array[] = {
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empty_texture_data,
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};
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empty_texture_2d = texture_load_tex_2d(texture_id(0x2F, 0),
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_2d_array, false);
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static const void* empty_texture_cube_map_array[] = {
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empty_texture_data,
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empty_texture_data,
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empty_texture_data,
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empty_texture_data,
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empty_texture_data,
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empty_texture_data,
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};
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empty_texture_cube_map = texture_load_tex_cube_map(texture_id(0x2F, 1),
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_cube_map_array);
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auto init_copy_buffer = [&](RenderTexture& src, RenderTexture& dst) {
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dst.Init(src.GetWidth(),
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src.GetHeight(), 0, src.color_texture->internal_format,
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