I'm talking about the code added here
, specifically the Queue->TransferMemoryLastUsed == Queue->TransferMemoryFirstUsed
check. I suspect that there should be an else
after that if, because otherwise, if the inner if is taken, SizeAvailable
is immediately overwritten in the following else case. I think this is working in practice since the textures never actually fit perfectly into the transfer memory buffer, and in the initial case where the renderer_texture_queue
is zeroed, we happen to get the right answer for SizeAvailable
in the else case since MemoryAt
is 0. If the texture sizes line up perfectly, then I think there would be issues.