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.