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- fix wipe screen when using -loadgame
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parent
037b69c8a7
commit
8853872bb4
2 changed files with 26 additions and 9 deletions
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@ -716,11 +716,12 @@ void VulkanFrameBuffer::UpdatePalette()
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FTexture *VulkanFrameBuffer::WipeStartScreen()
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{
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const auto &viewport = screen->mScreenViewport;
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auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
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SetViewportRects(nullptr);
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auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
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auto systex = static_cast<VkHardwareTexture*>(tex->GetSystemTexture());
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systex->CreateWipeTexture(viewport.width, viewport.height, "WipeStartScreen");
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systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeStartScreen");
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return tex;
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}
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@ -731,11 +732,10 @@ FTexture *VulkanFrameBuffer::WipeEndScreen()
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Draw2D();
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Clear2D();
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const auto &viewport = screen->mScreenViewport;
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auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
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auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
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auto systex = static_cast<VkHardwareTexture*>(tex->GetSystemTexture());
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systex->CreateWipeTexture(viewport.width, viewport.height, "WipeEndScreen");
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systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeEndScreen");
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return tex;
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}
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@ -382,8 +382,25 @@ void VkHardwareTexture::CreateWipeTexture(int w, int h, const char *name)
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{
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// hwrenderer asked image data from a frame buffer that was never written into. Let's give it that..
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// (ideally the hwrenderer wouldn't do this, but the calling code is too complex for me to fix)
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VkImageTransition transition;
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transition.addImage(&mImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, true);
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transition.execute(fb->GetTransferCommands());
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VkImageTransition transition0;
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transition0.addImage(&mImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
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transition0.execute(fb->GetTransferCommands());
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VkImageSubresourceRange range = {};
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range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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range.layerCount = 1;
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range.levelCount = 1;
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VkClearColorValue value = {};
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value.float32[0] = 0.0f;
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value.float32[1] = 0.0f;
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value.float32[2] = 0.0f;
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value.float32[3] = 1.0f;
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fb->GetTransferCommands()->clearColorImage(mImage.Image->image, mImage.Layout, &value, 1, &range);
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VkImageTransition transition1;
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transition1.addImage(&mImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false);
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transition1.execute(fb->GetTransferCommands());
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}
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}
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