Fix unwanted noises in some games
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eden-license / license-header (pull_request) Successful in 27s
All checks were successful
eden-license / license-header (pull_request) Successful in 27s
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954c17c18a
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1 changed files with 16 additions and 17 deletions
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@ -166,15 +166,15 @@ Result InfoUpdater::UpdateEffectsVersion1(EffectContext& effect_context, const b
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for (u32 i = 0; i < effect_count; i++) {
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for (u32 i = 0; i < effect_count; i++) {
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auto effect_info{&effect_context.GetInfo(i)};
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auto effect_info{&effect_context.GetInfo(i)};
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if (effect_info->GetType() != in_params[i].type) {
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effect_info->ForceUnmapBuffers(pool_mapper);
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effect_info->ForceUnmapBuffers(pool_mapper);
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ResetEffect(effect_info, in_params[i].type);
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ResetEffect(effect_info, in_params[i].type);
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}
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BehaviorInfo::ErrorInfo error_info{};
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if (effect_info->GetType() != in_params[i].type) {
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effect_info->Update(error_info, in_params[i], pool_mapper);
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BehaviorInfo::ErrorInfo error_info{};
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if (error_info.error_code.IsError()) {
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effect_info->Update(error_info, in_params[i], pool_mapper);
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behaviour.AppendError(error_info);
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if (error_info.error_code.IsError()) {
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behaviour.AppendError(error_info);
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}
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}
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}
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effect_info->StoreStatus(out_params[i], renderer_active);
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effect_info->StoreStatus(out_params[i], renderer_active);
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@ -213,16 +213,15 @@ Result InfoUpdater::UpdateEffectsVersion2(EffectContext& effect_context, const b
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for (u32 i = 0; i < effect_count; i++) {
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for (u32 i = 0; i < effect_count; i++) {
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auto effect_info{&effect_context.GetInfo(i)};
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auto effect_info{&effect_context.GetInfo(i)};
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effect_info->ForceUnmapBuffers(pool_mapper);
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ResetEffect(effect_info, in_params[i].type);
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if (effect_info->GetType() != in_params[i].type) {
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if (effect_info->GetType() != in_params[i].type) {
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effect_info->ForceUnmapBuffers(pool_mapper);
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BehaviorInfo::ErrorInfo error_info{};
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ResetEffect(effect_info, in_params[i].type);
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effect_info->Update(error_info, in_params[i], pool_mapper);
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}
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if (error_info.error_code.IsError()) {
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behaviour.AppendError(error_info);
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BehaviorInfo::ErrorInfo error_info{};
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}
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effect_info->Update(error_info, in_params[i], pool_mapper);
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if (error_info.error_code.IsError()) {
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behaviour.AppendError(error_info);
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}
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}
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effect_info->StoreStatus(out_params[i], renderer_active);
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effect_info->StoreStatus(out_params[i], renderer_active);
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