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@@ -240,7 +240,7 @@ public:
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
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);
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);
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- m_m_texture2dData = (uint8_t*)malloc(m_texture2dSize*m_texture2dSize*4);
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+ m_texture2dData = (uint8_t*)malloc(m_texture2dSize*m_texture2dSize*4);
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m_rr = rand()%255;
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m_rr = rand()%255;
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m_gg = rand()%255;
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m_gg = rand()%255;
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@@ -255,13 +255,13 @@ public:
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virtual int shutdown() BX_OVERRIDE
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virtual int shutdown() BX_OVERRIDE
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{
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{
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- // m_m_texture2dData is managed from main thread, and it's passed to renderer
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+ // m_texture2dData is managed from main thread, and it's passed to renderer
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// just as MemoryRef. At this point render might be using it. We must wait
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// just as MemoryRef. At this point render might be using it. We must wait
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// previous frame to finish before we can free it.
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// previous frame to finish before we can free it.
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bgfx::frame();
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bgfx::frame();
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// Cleanup.
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// Cleanup.
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- free(m_m_texture2dData);
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+ free(m_texture2dData);
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
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{
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{
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@@ -380,7 +380,7 @@ public:
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const uint16_t tx = rand()%(m_texture2dSize-tw);
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const uint16_t tx = rand()%(m_texture2dSize-tw);
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const uint16_t ty = rand()%(m_texture2dSize-th);
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const uint16_t ty = rand()%(m_texture2dSize-th);
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- uint8_t* dst = &m_m_texture2dData[(ty*m_texture2dSize+tx)*4];
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+ uint8_t* dst = &m_texture2dData[(ty*m_texture2dSize+tx)*4];
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uint8_t* next = dst + pitch;
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uint8_t* next = dst + pitch;
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// Using makeRef to pass texture memory without copying.
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// Using makeRef to pass texture memory without copying.
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@@ -537,7 +537,7 @@ public:
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return false;
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return false;
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}
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}
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- uint8_t* m_m_texture2dData;
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+ uint8_t* m_texture2dData;
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uint32_t m_width;
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uint32_t m_width;
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uint32_t m_height;
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uint32_t m_height;
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