consistently usage of buffer pointers

This commit is contained in:
degasus
2013-02-21 12:36:29 +01:00
parent a849bb5242
commit 76e6085e31
5 changed files with 22 additions and 18 deletions

View File

@ -104,7 +104,7 @@ void VertexManager::LoadBuffers()
{
D3D11_MAPPED_SUBRESOURCE map;
UINT vSize = UINT(s_pCurBufferPointer - LocalVBuffer);
UINT vSize = UINT(s_pCurBufferPointer - s_pBaseBufferPointer);
D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE)
{
@ -116,7 +116,7 @@ void VertexManager::LoadBuffers()
D3D::context->Map(m_vertexBuffers[m_activeVertexBuffer], 0, MapType, 0, &map);
memcpy((u8*)map.pData + m_vertexBufferCursor, LocalVBuffer, vSize);
memcpy((u8*)map.pData + m_vertexBufferCursor, s_pBaseBufferPointer, vSize);
D3D::context->Unmap(m_vertexBuffers[m_activeVertexBuffer], 0);
m_vertexDrawOffset = m_vertexBufferCursor;
m_vertexBufferCursor += vSize;
@ -211,7 +211,7 @@ void VertexManager::Draw(UINT stride)
void VertexManager::vFlush()
{
if (LocalVBuffer == s_pCurBufferPointer) return;
if (s_pBaseBufferPointer == s_pCurBufferPointer) return;
if (Flushed) return;
Flushed=true;
VideoFifo_CheckEFBAccess();