shithub: cstory

Download patch

ref: f6fe0537ed424851bc86836b0f27279cd939259a
parent: 9925c16b29650a3228c7bb801bd20bbc79c5cfb6
author: Clownacy <Clownacy@users.noreply.github.com>
date: Mon Jun 29 17:37:05 EDT 2020

Add vertex-batching to Wii U port

Should remove the last bit of lag that port has (like the Labyrinth
fight where you team-up with Curly)

--- a/src/Backends/Rendering/WiiU.cpp
+++ b/src/Backends/Rendering/WiiU.cpp
@@ -25,6 +25,15 @@
 #include "WiiUShaders/texture.gsh.h"
 #include "WiiUShaders/texture_colour_key.gsh.h"
 
+typedef enum RenderMode
+{
+	MODE_BLANK,
+	MODE_DRAW_SURFACE,
+	MODE_DRAW_SURFACE_WITH_TRANSPARENCY,
+	MODE_COLOUR_FILL,
+	MODE_DRAW_GLYPH
+} RenderMode;
+
 typedef struct RenderBackend_Surface
 {
 	GX2Texture texture;
@@ -62,6 +71,11 @@
 	Coordinate2D texture;
 } Vertex;
 
+typedef struct VertexBufferSlot
+{
+	Vertex vertices[4];
+} VertexBufferSlot;
+
 static WHBGfxShaderGroup texture_shader;
 static WHBGfxShaderGroup texture_colour_key_shader;
 static WHBGfxShaderGroup colour_fill_shader;
@@ -80,6 +94,90 @@
 static Viewport tv_viewport;
 static Viewport drc_viewport;
 
+static VertexBufferSlot *local_vertex_buffer;
+static unsigned long local_vertex_buffer_size;
+static unsigned long current_vertex_buffer_slot;
+
+static RenderMode last_render_mode;
+static RenderBackend_Surface *last_source_surface;
+static RenderBackend_Surface *last_destination_surface;
+
+static VertexBufferSlot* GetVertexBufferSlot(unsigned int slots_needed)
+{
+	// Check if buffer needs expanding
+	if (current_vertex_buffer_slot + slots_needed > local_vertex_buffer_size)
+	{
+		local_vertex_buffer_size = 1;
+
+		while (current_vertex_buffer_slot + slots_needed > local_vertex_buffer_size)
+			local_vertex_buffer_size <<= 1;
+
+		VertexBufferSlot *realloc_result = (VertexBufferSlot*)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
+
+		if (realloc_result != NULL)
+		{
+			local_vertex_buffer = realloc_result;
+		}
+		else
+		{
+			Backend_PrintError("Couldn't expand vertex buffer");
+			return NULL;
+		}
+	}
+
+	current_vertex_buffer_slot += slots_needed;
+
+	return &local_vertex_buffer[current_vertex_buffer_slot - slots_needed];
+}
+
+static void FlushVertexBuffer(void)
+{
+	static unsigned long vertex_buffer_size;
+	static unsigned int current_vertex_buffer = 0;
+
+	if (current_vertex_buffer_slot == 0)
+		return;
+
+	// Make sure the buffers aren't currently being used before we modify them
+	GX2DrawDone();
+
+	// Upload vertex buffer to VBO, growing it if necessary
+	if (local_vertex_buffer_size > vertex_buffer_size)
+	{
+		vertex_buffer_size = local_vertex_buffer_size;
+
+		GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+
+		vertex_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
+		                                          GX2R_RESOURCE_USAGE_CPU_READ |
+		                                          GX2R_RESOURCE_USAGE_CPU_WRITE |
+		                                          GX2R_RESOURCE_USAGE_GPU_READ);
+		vertex_buffer.elemSize = sizeof(VertexBufferSlot);
+		vertex_buffer.elemCount = vertex_buffer_size;
+
+		if (GX2RCreateBuffer(&vertex_buffer))
+		{
+			void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+
+			memcpy(vertex_pointer, local_vertex_buffer, vertex_buffer_size * sizeof(VertexBufferSlot));
+
+			GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+		}
+	}
+	else
+	{
+		void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+
+		memcpy(vertex_pointer, local_vertex_buffer, current_vertex_buffer_slot * sizeof(VertexBufferSlot));
+
+		GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+	}
+
+	GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4 * current_vertex_buffer_slot, 0, 1);
+
+	current_vertex_buffer_slot = 0;
+}
+
 static void CalculateViewport(unsigned int actual_screen_width, unsigned int actual_screen_height, Viewport *viewport)
 {
 	if ((float)actual_screen_width / (float)actual_screen_height > (float)framebuffer_surface->width / (float)framebuffer_surface->height)
@@ -136,80 +234,63 @@
 						WHBGfxInitShaderAttribute(&glyph_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
 						WHBGfxInitFetchShader(&glyph_shader);
 
-						// Initialise vertex position buffer
-						vertex_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
-						                                          GX2R_RESOURCE_USAGE_CPU_READ |
-						                                          GX2R_RESOURCE_USAGE_CPU_WRITE |
-						                                          GX2R_RESOURCE_USAGE_GPU_READ);
-						vertex_buffer.elemSize = sizeof(Vertex);
-						vertex_buffer.elemCount = 4;
+						// Initialise sampler
+						GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
 
-						if (GX2RCreateBuffer(&vertex_buffer))
+						// Create framebuffer surface
+						framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
+
+						if (framebuffer_surface != NULL)
 						{
-							// Initialise sampler
-							GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
+							// Create a 'context' (this voodoo magic can be used to undo `GX2SetColorBuffer`,
+							// allowing us to draw to the screen once again)
+							gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
 
-							// Create framebuffer surface
-							framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
-
-							if (framebuffer_surface != NULL)
+							if (gx2_context != NULL)
 							{
-								// Create a 'context' (this voodoo magic can be used to undo `GX2SetColorBuffer`,
-								// allowing us to draw to the screen once again)
-								gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
+								memset(gx2_context, 0, sizeof(GX2ContextState));
+								GX2SetupContextStateEx(gx2_context, TRUE);
+								GX2SetContextState(gx2_context);
 
-								if (gx2_context != NULL)
+								// Disable depth-test (enabled by default for some reason)
+								GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
+
+								// Calculate centred viewports
+								switch (GX2GetSystemTVScanMode())
 								{
-									memset(gx2_context, 0, sizeof(GX2ContextState));
-									GX2SetupContextStateEx(gx2_context, TRUE);
-									GX2SetContextState(gx2_context);
+									// For now, we have to match WUT's broken behaviour (its `GX2TVScanMode`
+									// enum is missing values, and the rest are off-by-one)
+									//case GX2_TV_SCAN_MODE_576I:
+									case GX2_TV_SCAN_MODE_480I:	// Actually 576i
+									case GX2_TV_SCAN_MODE_480P:	// Actually 480i
+										CalculateViewport(854, 480, &tv_viewport);
+										break;
 
-									// Disable depth-test (enabled by default for some reason)
-									GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
+									case GX2_TV_SCAN_MODE_720P:	// Actually 480p
+									default:	// Funnel the *real* 1080p into this
+										CalculateViewport(1280, 720, &tv_viewport);
+										break;
 
-									// Calculate centred viewports
-									switch (GX2GetSystemTVScanMode())
-									{
-										// For now, we have to match WUT's broken behaviour (its `GX2TVScanMode`
-										// enum is missing values, and the rest are off-by-one)
-										//case GX2_TV_SCAN_MODE_576I:
-										case GX2_TV_SCAN_MODE_480I:	// Actually 576i
-										case GX2_TV_SCAN_MODE_480P:	// Actually 480i
-											CalculateViewport(854, 480, &tv_viewport);
-											break;
-
-										case GX2_TV_SCAN_MODE_720P:	// Actually 480p
-										default:	// Funnel the *real* 1080p into this
-											CalculateViewport(1280, 720, &tv_viewport);
-											break;
-
-										case GX2_TV_SCAN_MODE_1080I:	// Actually invalid
-										case GX2_TV_SCAN_MODE_1080P:	// Actually 1080i
-											CalculateViewport(1920, 1080, &tv_viewport);
-											break;
-									}
-
-									CalculateViewport(854, 480, &drc_viewport);
-
-									return framebuffer_surface;
+									case GX2_TV_SCAN_MODE_1080I:	// Actually invalid
+									case GX2_TV_SCAN_MODE_1080P:	// Actually 1080i
+										CalculateViewport(1920, 1080, &tv_viewport);
+										break;
 								}
-								else
-								{
-									Backend_PrintError("Couldn't allocate memory for the GX2 context");
-								}
 
-								RenderBackend_FreeSurface(framebuffer_surface);
+								CalculateViewport(854, 480, &drc_viewport);
+
+								return framebuffer_surface;
 							}
 							else
 							{
-								Backend_PrintError("Couldn't create the framebuffer surface");
+								Backend_PrintError("Couldn't allocate memory for the GX2 context");
 							}
 
-							GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+							RenderBackend_FreeSurface(framebuffer_surface);
 						}
 						else
 						{
-							Backend_PrintError("Couldn't create the vertex buffer");
+							Backend_PrintError("Couldn't create the framebuffer surface");
 						}
 
 						WHBGfxFreeShaderGroup(&glyph_shader);
@@ -268,6 +349,11 @@
 
 void RenderBackend_DrawScreen(void)
 {
+	FlushVertexBuffer();
+	last_render_mode = MODE_BLANK;
+	last_source_surface = NULL;
+	last_destination_surface = NULL;
+
 	// Make sure the buffers aren't currently being used before we modify them
 	GX2DrawDone();
 
@@ -503,124 +589,143 @@
 	if (source_surface == NULL || destination_surface == NULL)
 		return;
 
-	// Make sure the buffers aren't currently being used before we modify them
-	GX2DrawDone();
+	const RenderMode render_mode = (colour_key ? MODE_DRAW_SURFACE_WITH_TRANSPARENCY : MODE_DRAW_SURFACE);
 
-	Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+	// Flush vertex data if a context-change is needed
+	if (last_render_mode != render_mode || last_source_surface != source_surface || last_destination_surface != destination_surface)
+	{
+		FlushVertexBuffer();
 
-	// Set vertex position buffer
-	const float destination_left = x;
-	const float destination_top = y;
-	const float destination_right = x + (rect->right - rect->left);
-	const float destination_bottom = y + (rect->bottom - rect->top);
+		last_render_mode = render_mode;
+		last_source_surface = source_surface;
+		last_destination_surface = destination_surface;
 
-	vertex_pointer[0].position.x = destination_left;
-	vertex_pointer[0].position.y = destination_top;
-	vertex_pointer[1].position.x = destination_right;
-	vertex_pointer[1].position.y = destination_top;
-	vertex_pointer[2].position.x = destination_right;
-	vertex_pointer[2].position.y = destination_bottom;
-	vertex_pointer[3].position.x = destination_left;
-	vertex_pointer[3].position.y = destination_bottom;
+		// Draw to the selected texture, instead of the screen
+		GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
+		GX2SetViewport(0.0f, 0.0f, (float)destination_surface->colour_buffer.surface.width, (float)destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
+		GX2SetScissor(0, 0, destination_surface->colour_buffer.surface.width, destination_surface->colour_buffer.surface.height);
 
-	for (unsigned int i = 0; i < 4; ++i)
-	{
-		vertex_pointer[i].position.x /= destination_surface->width;
-		vertex_pointer[i].position.x *= 2.0f;
-		vertex_pointer[i].position.x -= 1.0f;
+		// Select shader
+		WHBGfxShaderGroup *shader = colour_key ? &texture_colour_key_shader : &texture_shader;
 
-		vertex_pointer[i].position.y /= destination_surface->height;
-		vertex_pointer[i].position.y *= -2.0f;
-		vertex_pointer[i].position.y += 1.0f;
+		// Bind it
+		GX2SetFetchShader(&shader->fetchShader);
+		GX2SetVertexShader(shader->vertexShader);
+		GX2SetPixelShader(shader->pixelShader);
+
+		// Bind misc. data
+		GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location);
+		GX2SetPixelTexture(&source_surface->texture, shader->pixelShader->samplerVars[0].location);
+		GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
+		GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
 	}
 
-	// Set texture coordinate buffer
-	vertex_pointer[0].texture.x = rect->left / (float)source_surface->width;
-	vertex_pointer[0].texture.y = rect->top / (float)source_surface->height;
-	vertex_pointer[1].texture.x = rect->right / (float)source_surface->width;
-	vertex_pointer[1].texture.y = rect->top / (float)source_surface->height;
-	vertex_pointer[2].texture.x = rect->right / (float)source_surface->width;
-	vertex_pointer[2].texture.y = rect->bottom / (float)source_surface->height;
-	vertex_pointer[3].texture.x = rect->left / (float)source_surface->width;
-	vertex_pointer[3].texture.y = rect->bottom / (float)source_surface->height;
+	VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1);
 
-	GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+	if (vertex_buffer_slot != NULL)
+	{
+		// Set vertex position buffer
+		const float destination_left = x;
+		const float destination_top = y;
+		const float destination_right = x + (rect->right - rect->left);
+		const float destination_bottom = y + (rect->bottom - rect->top);
 
-	// Draw to the selected texture, instead of the screen
-	GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
-	GX2SetViewport(0.0f, 0.0f, (float)destination_surface->colour_buffer.surface.width, (float)destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
-	GX2SetScissor(0, 0, destination_surface->colour_buffer.surface.width, destination_surface->colour_buffer.surface.height);
+		vertex_buffer_slot->vertices[0].position.x = destination_left;
+		vertex_buffer_slot->vertices[0].position.y = destination_top;
+		vertex_buffer_slot->vertices[1].position.x = destination_right;
+		vertex_buffer_slot->vertices[1].position.y = destination_top;
+		vertex_buffer_slot->vertices[2].position.x = destination_right;
+		vertex_buffer_slot->vertices[2].position.y = destination_bottom;
+		vertex_buffer_slot->vertices[3].position.x = destination_left;
+		vertex_buffer_slot->vertices[3].position.y = destination_bottom;
 
-	// Select shader
-	WHBGfxShaderGroup *shader = colour_key ? &texture_colour_key_shader : &texture_shader;
+		for (unsigned int i = 0; i < 4; ++i)
+		{
+			vertex_buffer_slot->vertices[i].position.x /= destination_surface->width;
+			vertex_buffer_slot->vertices[i].position.x *= 2.0f;
+			vertex_buffer_slot->vertices[i].position.x -= 1.0f;
 
-	// Bind it
-	GX2SetFetchShader(&shader->fetchShader);
-	GX2SetVertexShader(shader->vertexShader);
-	GX2SetPixelShader(shader->pixelShader);
+			vertex_buffer_slot->vertices[i].position.y /= destination_surface->height;
+			vertex_buffer_slot->vertices[i].position.y *= -2.0f;
+			vertex_buffer_slot->vertices[i].position.y += 1.0f;
+		}
 
-	// Bind misc. data
-	GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location);
-	GX2SetPixelTexture(&source_surface->texture, shader->pixelShader->samplerVars[0].location);
-	GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
-	GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
-
-	// Draw
-	GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
+		// Set texture coordinate buffer
+		vertex_buffer_slot->vertices[0].texture.x = rect->left / (float)source_surface->width;
+		vertex_buffer_slot->vertices[0].texture.y = rect->top / (float)source_surface->height;
+		vertex_buffer_slot->vertices[1].texture.x = rect->right / (float)source_surface->width;
+		vertex_buffer_slot->vertices[1].texture.y = rect->top / (float)source_surface->height;
+		vertex_buffer_slot->vertices[2].texture.x = rect->right / (float)source_surface->width;
+		vertex_buffer_slot->vertices[2].texture.y = rect->bottom / (float)source_surface->height;
+		vertex_buffer_slot->vertices[3].texture.x = rect->left / (float)source_surface->width;
+		vertex_buffer_slot->vertices[3].texture.y = rect->bottom / (float)source_surface->height;
+	}
 }
 
 void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue)
 {
+	static unsigned char last_red;
+	static unsigned char last_green;
+	static unsigned char last_blue;
+
 	if (surface == NULL)
 		return;
 
-	// Make sure the buffers aren't currently being used before we modify them
-	GX2DrawDone();
+	// Flush vertex data if a context-change is needed
+	if (last_render_mode != MODE_COLOUR_FILL || last_destination_surface != surface || last_red != red || last_green != green || last_blue != blue)
+	{
+		FlushVertexBuffer();
 
-	Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+		last_render_mode = MODE_COLOUR_FILL;
+		last_source_surface = NULL;
+		last_destination_surface = surface;
+		last_red = red;
+		last_green = green;
+		last_blue = blue;
 
-	// Set vertex position buffer
-	vertex_pointer[0].position.x = rect->left;
-	vertex_pointer[0].position.y = rect->top;
-	vertex_pointer[1].position.x = rect->right;
-	vertex_pointer[1].position.y = rect->top;
-	vertex_pointer[2].position.x = rect->right;
-	vertex_pointer[2].position.y = rect->bottom;
-	vertex_pointer[3].position.x = rect->left;
-	vertex_pointer[3].position.y = rect->bottom;
+		// Draw to the selected texture, instead of the screen
+		GX2SetColorBuffer(&surface->colour_buffer, GX2_RENDER_TARGET_0);
+		GX2SetViewport(0, 0, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height, 0.0f, 1.0f);
+		GX2SetScissor(0, 0, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height);
 
-	for (unsigned int i = 0; i < 4; ++i)
-	{
-		vertex_pointer[i].position.x /= surface->width;
-		vertex_pointer[i].position.x *= 2.0f;
-		vertex_pointer[i].position.x -= 1.0f;
+		// Set the colour-fill... colour
+		const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f};
+		GX2SetPixelUniformReg(colour_fill_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
 
-		vertex_pointer[i].position.y /= surface->height;
-		vertex_pointer[i].position.y *= -2.0f;
-		vertex_pointer[i].position.y += 1.0f;
+		// Bind the colour-fill shader
+		GX2SetFetchShader(&colour_fill_shader.fetchShader);
+		GX2SetVertexShader(colour_fill_shader.vertexShader);
+		GX2SetPixelShader(colour_fill_shader.pixelShader);
+
+		// Bind misc. data
+		GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
 	}
 
-	GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
+	VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1);
 
-	// Draw to the selected texture, instead of the screen
-	GX2SetColorBuffer(&surface->colour_buffer, GX2_RENDER_TARGET_0);
-	GX2SetViewport(0, 0, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height, 0.0f, 1.0f);
-	GX2SetScissor(0, 0, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height);
+	if (vertex_buffer_slot != NULL)
+	{
+		// Set vertex position buffer
+		vertex_buffer_slot->vertices[0].position.x = rect->left;
+		vertex_buffer_slot->vertices[0].position.y = rect->top;
+		vertex_buffer_slot->vertices[1].position.x = rect->right;
+		vertex_buffer_slot->vertices[1].position.y = rect->top;
+		vertex_buffer_slot->vertices[2].position.x = rect->right;
+		vertex_buffer_slot->vertices[2].position.y = rect->bottom;
+		vertex_buffer_slot->vertices[3].position.x = rect->left;
+		vertex_buffer_slot->vertices[3].position.y = rect->bottom;
 
-	// Set the colour-fill... colour
-	const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f};
-	GX2SetPixelUniformReg(colour_fill_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
+		for (unsigned int i = 0; i < 4; ++i)
+		{
+			vertex_buffer_slot->vertices[i].position.x /= surface->width;
+			vertex_buffer_slot->vertices[i].position.x *= 2.0f;
+			vertex_buffer_slot->vertices[i].position.x -= 1.0f;
 
-	// Bind the colour-fill shader
-	GX2SetFetchShader(&colour_fill_shader.fetchShader);
-	GX2SetVertexShader(colour_fill_shader.vertexShader);
-	GX2SetPixelShader(colour_fill_shader.pixelShader);
-
-	// Bind misc. data
-	GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
-
-	// Draw
-	GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
+			vertex_buffer_slot->vertices[i].position.y /= surface->height;
+			vertex_buffer_slot->vertices[i].position.y *= -2.0f;
+			vertex_buffer_slot->vertices[i].position.y += 1.0f;
+		}
+	}
 }
 
 RenderBackend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
@@ -692,6 +797,11 @@
 
 void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surface, const unsigned char *colour_channels)
 {
+	FlushVertexBuffer();
+	last_render_mode = MODE_BLANK;
+	last_source_surface = NULL;
+	last_destination_surface = NULL;
+
 	if (destination_surface == NULL)
 		return;