Fixed crashes on loading after 53ada26

This commit is contained in:
korenkonder
2024-06-26 14:59:56 +03:00
parent 6ff8fc178c
commit 5815df61f1
+26 -26
View File
@@ -502,29 +502,6 @@ sprite_width(), sprite_height(), screen_x_offset(), screen_y_offset(), screen_wi
obj_batch_ubo.Create(sizeof(obj_batch_shader_data));
obj_skinning_ubo.Create(sizeof(obj_skinning_shader_data));
static const uint8_t empty_texture_data[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static const void* empty_texture_2d_array[] = {
empty_texture_data,
};
empty_texture_2d = texture_load_tex_2d(texture_id(0x2F, 0),
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_2d_array, false);
static const void* empty_texture_cube_map_array[] = {
empty_texture_data,
empty_texture_data,
empty_texture_data,
empty_texture_data,
empty_texture_data,
empty_texture_data,
};
empty_texture_cube_map = texture_load_tex_cube_map(texture_id(0x2F, 1),
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_cube_map_array);
static const vec4 border_color = 0.0f;
glGenSamplers(18, samplers);
@@ -623,9 +600,6 @@ render_context::~render_context() {
glDeleteSamplers(4, render_samplers);
glDeleteSamplers(18, samplers);
texture_release(empty_texture_cube_map);
texture_release(empty_texture_2d);
obj_skinning_ubo.Destroy();
obj_batch_ubo.Destroy();
obj_scene_ubo.Destroy();
@@ -743,9 +717,35 @@ void render_context::free() {
screen_buffer.Free();
render_buffer.Free();
reflect_buffer.Free();
texture_release(empty_texture_cube_map);
texture_release(empty_texture_2d);
}
void render_context::init() {
static const uint8_t empty_texture_data[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static const void* empty_texture_2d_array[] = {
empty_texture_data,
};
empty_texture_2d = texture_load_tex_2d(texture_id(0x2F, 0),
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_2d_array, false);
static const void* empty_texture_cube_map_array[] = {
empty_texture_data,
empty_texture_data,
empty_texture_data,
empty_texture_data,
empty_texture_data,
empty_texture_data,
};
empty_texture_cube_map = texture_load_tex_cube_map(texture_id(0x2F, 1),
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_cube_map_array);
auto init_copy_buffer = [&](RenderTexture& src, RenderTexture& dst) {
dst.Init(src.GetWidth(),
src.GetHeight(), 0, src.color_texture->internal_format,