ActivateTopScissor doesn't belong in UIContext::Begin.

This commit is contained in:
Henrik Rydgård committed 2018-12-18 10:37:39 +01:00
1 parent 2d01db805e
commit 260fd3c9ee
4 files changed
+4 -9

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+2 -6
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@@ -1165,11 +1165,6 @@ void EmuScreen::preRender() {
using namespace Draw;
DrawContext *draw = screenManager()->getDrawContext();
draw->BeginFrame();
// Let's be consistent for the entire frame. We skip the UI texture if we don't need it.
hasVisibleUI_ = hasVisibleUI();
if (hasVisibleUI_) {
screenManager()->getUIContext()->BeginFrame();
}
// Here we do NOT bind the backbuffer or clear the screen, unless non-buffered.
// The emuscreen is different than the others - we really want to allow the game to render to framebuffers
// before we ever bind the backbuffer for rendering. On mobile GPUs, switching back and forth between render
@@ -1268,7 +1263,8 @@ void EmuScreen::render() {
if (invalid_)
return;
if (hasVisibleUI_) {
if (hasVisibleUI()) {
screenManager()->getUIContext()->BeginFrame();
renderUI();
}
-1
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@@ -80,7 +80,6 @@ private:
bool invalid_;
bool quit_;
bool stopRender_ = false;
bool hasVisibleUI_ = true;
std::string errorMessage_;
// If set, pauses at the end of the frame.
+1 -1
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@@ -38,12 +38,12 @@ void UIContext::BeginFrame() {
FLOG("Failed to load ui_atlas.zim");
}
}
ActivateTopScissor();
}
void UIContext::Begin() {
draw_->BindSamplerStates(0, 1, &sampler_);
draw_->BindTexture(0, uitexture_->GetTexture());
ActivateTopScissor();
UIBegin(ui_pipeline_);
}
+1 -1
View File
@@ -78,9 +78,9 @@ void UIScreen::preRender() {
return;
}
draw->BeginFrame();
screenManager()->getUIContext()->BeginFrame();
// Bind and clear the back buffer
draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 });
screenManager()->getUIContext()->BeginFrame();
Draw::Viewport viewport;
viewport.TopLeftX = 0;