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https://git.code.sf.net/p/quake/quakeforge
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Hide D_FlushCaches.
There'd been a way to do so all along :/ There might be some issues with this, but those will be easy to fix :)
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parent
7865f6afe1
commit
7ed33f6345
8 changed files with 5 additions and 7 deletions
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@ -150,7 +150,6 @@ typedef struct vid_render_funcs_s {
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entity_t *(*R_AllocEntity) (void);
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void (*R_RenderView) (void);
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void (*R_DecayLights) (double frametime);
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void (*D_FlushCaches) (void);
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vid_particle_funcs_t *particles;
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vid_model_funcs_t *model_funcs;
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@ -103,7 +103,6 @@ vid_render_funcs_t gl_vid_render_funcs = {
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gl_R_RenderView,
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R_DecayLights,
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0,
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0,
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&model_funcs
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};
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@ -103,7 +103,6 @@ vid_render_funcs_t glsl_vid_render_funcs = {
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glsl_R_RenderView,
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R_DecayLights,
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0,
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0,
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&model_funcs
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};
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@ -97,7 +97,6 @@ vid_render_funcs_t sw_vid_render_funcs = {
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R_AllocEntity,
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R_RenderView,
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R_DecayLights,
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D_FlushCaches,
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0,
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&model_funcs
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};
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@ -102,7 +102,6 @@ vid_render_funcs_t sw32_vid_render_funcs = {
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R_AllocEntity,
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sw32_R_RenderView,
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R_DecayLights,
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sw32_D_FlushCaches,
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0,
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&model_funcs
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};
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@ -501,7 +501,8 @@ void
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Host_ClearMemory (void)
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{
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Sys_MaskPrintf (SYS_DEV, "Clearing memory\n");
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r_funcs->D_FlushCaches ();
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if (viddef.flush_caches)
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viddef.flush_caches ();
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Mod_ClearAll ();
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if (host_hunklevel)
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Hunk_FreeToLowMark (host_hunklevel);
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@ -53,6 +53,7 @@ cvar_t *chase_active;
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int fps_count;
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int viewentity;
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viddef_t viddef;
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vid_render_data_t *r_data;
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vid_render_funcs_t *r_funcs;
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@ -412,7 +412,8 @@ CL_ClearState (void)
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CL_Init_Entity (&cl.viewent);
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Sys_MaskPrintf (SYS_DEV, "Clearing memory\n");
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r_funcs->D_FlushCaches ();
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if (viddef.flush_caches)
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viddef.flush_caches ();
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Mod_ClearAll ();
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if (host_hunklevel) // FIXME: check this...
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Hunk_FreeToLowMark (host_hunklevel);
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