vulkan: fix some crashes relating to memory mngmt

This commit is contained in:
niki
2022-08-27 17:37:02 +02:00
parent 77f75648e8
commit 7a67983b3d
2 changed files with 17 additions and 2 deletions
-2
View File
@@ -424,8 +424,6 @@ void Graphics::drawQuads(int start, int count, const VertexAttributes& attribute
}
void Graphics::setColor(Colorf c) {
flushBatchedDraws();
c.r = std::min(std::max(c.r, 0.0f), 1.0f);
c.g = std::min(std::max(c.g, 0.0f), 1.0f);
c.b = std::min(std::max(c.b, 0.0f), 1.0f);
+17
View File
@@ -346,7 +346,10 @@ const Shader::UniformInfo* Shader::getUniformInfo(BuiltinUniform builtin) const
void Shader::sendTextures(const UniformInfo* info, graphics::Texture** textures, int count) {
for (unsigned i = 0; i < count; i++) {
auto oldTexture = info->textures[i];
info->textures[i] = textures[i];
info->textures[i]->retain();
oldTexture->release();
}
}
@@ -616,6 +619,7 @@ void Shader::compileShaders() {
auto tex = vgfx->getDefaultTexture();
for (int i = 0; i < info.count; i++) {
info.textures[i] = tex;
tex->retain();
}
}
// fixme
@@ -696,12 +700,22 @@ void Shader::setVideoTextures(graphics::Texture* ytexture, graphics::Texture* cb
// if the shader doesn't actually use these textures they might get optimized out
// in that case this function becomes a noop.
if (builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_Y] != nullptr) {
auto oldTexture = builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_Y]->textures[0];
ytexture->retain();
oldTexture->release();
builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_Y]->textures[0] = ytexture;
}
if (builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CB] != nullptr) {
auto oldTexture = builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CB]->textures[0];
cbtexture->retain();
oldTexture->release();
builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CB]->textures[0] = cbtexture;
}
if (builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CR] != nullptr) {
auto oldTexture = builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CR]->textures[0];
crtexture->retain();
oldTexture->release();
builtinUniformInfo[BUILTIN_TEXTURE_VIDEO_CR]->textures[0] = crtexture;
}
}
@@ -719,6 +733,9 @@ void Shader::setMainTex(graphics::Texture* texture) {
// if the shader doesn't actually use the texture it might get optimized out
// in that case this function becomes a noop.
if (builtinUniformInfo[BUILTIN_TEXTURE_MAIN] != nullptr) {
auto oldTexture = builtinUniformInfo[BUILTIN_TEXTURE_MAIN]->textures[0];
texture->retain();
oldTexture->release();
builtinUniformInfo[BUILTIN_TEXTURE_MAIN]->textures[0] = texture;
}
}