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- invalidate the render state after finishing a frame.
Last bound textures in particular may not be valid anymore in the next frame in movie playback.
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3 changed files with 10 additions and 0 deletions
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@ -465,5 +465,6 @@ void videoShowFrame(int32_t w)
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}
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twodpsp.Clear();
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twodgen.Clear();
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GLInterface.ResetFrame();
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}
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@ -204,6 +204,14 @@ FHardwareTexture* GLInstance::NewTexture()
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return new FHardwareTexture;
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}
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void GLInstance::ResetFrame()
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{
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GLState s;
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lastState = s; // Back to defaults.
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lastState.Style.BlendOp = -1; // invalidate. This forces a reset for the next operation
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}
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std::pair<size_t, BaseVertex *> GLInstance::AllocVertices(size_t num)
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{
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@ -215,6 +215,7 @@ public:
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void LoadVPXShader();
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void Draw2D(F2DDrawer* drawer);
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void DrawImGui(ImDrawData*);
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void ResetFrame();
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void Deinit();
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