Clear global state tracking variables when the OpenGL context is (re)created

This commit is contained in:
Magnus Norddahl 2016-08-26 01:36:21 +02:00
parent f79c442df5
commit 960038bb81
5 changed files with 39 additions and 2 deletions

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@ -80,19 +80,44 @@ void FRenderState::Reset()
mDstBlend = GL_ONE_MINUS_SRC_ALPHA; mDstBlend = GL_ONE_MINUS_SRC_ALPHA;
mAlphaThreshold = 0.5f; mAlphaThreshold = 0.5f;
mBlendEquation = GL_FUNC_ADD; mBlendEquation = GL_FUNC_ADD;
mModelMatrixEnabled = false;
mTextureMatrixEnabled = false;
mObjectColor = 0xffffffff; mObjectColor = 0xffffffff;
mVertexBuffer = mCurrentVertexBuffer = NULL; mVertexBuffer = mCurrentVertexBuffer = NULL;
mColormapState = CM_DEFAULT; mColormapState = CM_DEFAULT;
mSoftLight = 0;
mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f;
mLightParms[3] = -1.f; mLightParms[3] = -1.f;
mSpecialEffect = EFF_NONE; mSpecialEffect = EFF_NONE;
mClipHeight = 0.f; mClipHeight = 0.f;
mClipHeightDirection = 0.f; mClipHeightDirection = 0.f;
mShaderTimer = 0.0f;
ClearClipSplit(); ClearClipSplit();
stSrcBlend = stDstBlend = -1; stSrcBlend = stDstBlend = -1;
stBlendEquation = -1; stBlendEquation = -1;
stAlphaThreshold = -1.f; stAlphaThreshold = -1.f;
stAlphaTest = 0;
mLastDepthClamp = true; mLastDepthClamp = true;
mInterpolationFactor = 0.0f;
mColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
mCameraPos.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGlowTop.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGlowBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mSplitTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mSplitBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mClipLine.Set(0.0f, 0.0f, 0.0f, 0.0f);
mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
mClipSplit[0] = mClipSplit[1] = 0.0f;
mEffectState = 0;
activeShader = nullptr;
mProjectionMatrix.loadIdentity();
mViewMatrix.loadIdentity();
mModelMatrix.loadIdentity();
mTextureMatrix.loadIdentity();
} }
//========================================================================== //==========================================================================

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@ -99,6 +99,11 @@ OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, int width, int height, int
// If wglSwapIntervalEXT is called after glBindFramebuffer in a frame the setting is not changed! // If wglSwapIntervalEXT is called after glBindFramebuffer in a frame the setting is not changed!
SetVSync(vid_vsync); SetVSync(vid_vsync);
// Make sure all global variables tracking OpenGL context state are reset..
FHardwareTexture::InitGlobalState();
FMaterial::InitGlobalState();
gl_RenderState.Reset();
GLRenderer = new FGLRenderer(this); GLRenderer = new FGLRenderer(this);
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256); memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
UpdatePalette (); UpdatePalette ();

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@ -48,11 +48,11 @@ private:
public: public:
static unsigned int lastbound[MAX_TEXTURES]; static unsigned int lastbound[MAX_TEXTURES];
static int lastactivetexture;
static int max_texturesize;
static int GetTexDimension(int value); static int GetTexDimension(int value);
static void InitGlobalState() { for (int i = 0; i < MAX_TEXTURES; i++) lastbound[i] = 0; }
private: private:
short texwidth, texheight; short texwidth, texheight;

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@ -669,6 +669,12 @@ static FMaterial *last;
static int lastclamp; static int lastclamp;
static int lasttrans; static int lasttrans;
void FMaterial::InitGlobalState()
{
last = nullptr;
lastclamp = 0;
lasttrans = 0;
}
void FMaterial::Bind(int clampmode, int translation) void FMaterial::Bind(int clampmode, int translation)
{ {

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@ -263,6 +263,7 @@ public:
static FMaterial *ValidateTexture(FTextureID no, bool expand, bool trans); static FMaterial *ValidateTexture(FTextureID no, bool expand, bool trans);
static void ClearLastTexture(); static void ClearLastTexture();
static void InitGlobalState();
}; };
#endif #endif