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Add comment trying to clarify shutdown of GPU_GLES, restore the wipe, minor tweaks. Should help #10652
This reverts commit 10be0cad96
.
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adc9beefc6
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@ -701,7 +701,7 @@ void DrawEngineCommon::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim,
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dhash = __rotl(dhash ^ (u32)(uintptr_t)inds, 13);
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dhash = __rotl(dhash ^ (u32)vertType, 13);
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dhash = __rotl(dhash ^ (u32)vertexCount, 13);
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dcid_ = dhash ^ (u32)prim;;
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dcid_ = dhash ^ (u32)prim;
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}
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if (inds) {
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@ -120,6 +120,12 @@ GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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}
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GPU_GLES::~GPU_GLES() {
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GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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render->Wipe();
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// If we're here during app shutdown (exiting the Windows app in-game, for example)
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// everything should already be cleared since DeviceLost has been run.
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framebufferManagerGL_->DestroyAllFBOs();
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shaderManagerGL_->ClearCache(true);
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depalShaderCache_.Clear();
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@ -231,7 +231,7 @@ GLuint ShaderStageToOpenGL(ShaderStage stage) {
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class OpenGLShaderModule : public ShaderModule {
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public:
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OpenGLShaderModule(GLRenderManager *render, ShaderStage stage) : render_(render), stage_(stage) {
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ILOG("Shader module created (%p)", this);
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DLOG("Shader module created (%p)", this);
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glstage_ = ShaderStageToOpenGL(stage);
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}
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@ -297,7 +297,7 @@ public:
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OpenGLPipeline(GLRenderManager *render) : render_(render) {
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}
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~OpenGLPipeline() {
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ILOG("OpenGLPipeline released");
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DLOG("OpenGLPipeline released");
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for (auto &iter : shaders) {
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iter->Release();
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}
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@ -633,7 +633,6 @@ OpenGLTexture::OpenGLTexture(GLRenderManager *render, const TextureDesc &desc) :
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bool genMips = false;
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if ((int)desc.initData.size() < desc.mipLevels && desc.generateMips) {
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ILOG("Generating mipmaps");
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// Assumes the texture is bound for editing
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genMips = true;
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generatedMips_ = true;
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