ref: 0aba8888bb88fec40271083275e0fb68ba3eea96
parent: 90f729158aef0f3e7ecba2cd3d7f30b0c8ba0471
author: Clownacy <Clownacy@users.noreply.github.com>
date: Tue Apr 21 08:58:31 EDT 2020
Wii U: Update colour in PrepareToDrawGlyphs
--- a/src/Backends/Rendering/WiiU.cpp
+++ b/src/Backends/Rendering/WiiU.cpp
@@ -55,7 +55,6 @@
static GX2ContextState *gx2_context;
static RenderBackend_Surface *glyph_destination_surface;
-static const unsigned char *glyph_colour_channels;
RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_width, int screen_height, bool fullscreen)
{
@@ -582,8 +581,11 @@
return;
glyph_destination_surface = destination_surface;
- glyph_colour_channels = colour_channels;
+ // Set the colour
+ const float uniform_colours[4] = {colour_channels[0] / 255.0f, colour_channels[1] / 255.0f, colour_channels[2] / 255.0f, 1.0f};
+ GX2SetPixelUniformReg(glyph_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
+
// Enable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
}
@@ -655,10 +657,6 @@
GX2SetPixelTexture(&glyph->texture, shader->pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
-
- // Set the colour
- const float uniform_colours[4] = {glyph_colour_channels[0] / 255.0f, glyph_colour_channels[1] / 255.0f, glyph_colour_channels[2] / 255.0f, 1.0f};
- GX2SetPixelUniformReg(glyph_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);