| 506 | } |
| 507 | |
| 508 | void EngineGL33::ResetForRemount() |
| 509 | { |
| 510 | GL33Bind::Invalidate(); |
| 511 | InvalidatePipelineCache(); |
| 512 | // A mod re-mount only changes *content*, not GL infrastructure. Flush any |
| 513 | // queued draws and release the GPU textures tied to the old banks — the new |
| 514 | // mod set's textures reload on demand. Shaders, vertex buffers and sampler |
| 515 | // state are engine-level (not mod content) and MUST stay intact: a full |
| 516 | // ResetHard tears them down and leaves the VS material-constant binding null |
| 517 | // for the first post-reload draw (UploadVSMaterialConstants then faults). |
| 518 | FreeAllQueues(_queueNo); |
| 519 | if (_textBank) |
| 520 | { |
| 521 | _textBank->ReleaseAllTextures(); |
| 522 | } |
| 523 | } |
| 524 | |
| 525 | bool EngineGL33::ResetHard() |
| 526 | { |
no test coverage detected