Revert to before screenUpdate boolean was added

Was done this way for the sake of an older version of uncapped's timing; now that the new timing is much better, I decided it should remain as close to pre-uncapped as it can be.
This commit is contained in:
Sally Coolatta 2022-05-05 00:04:14 -04:00
parent f085fc5cbb
commit cd6a68aea5

View file

@ -270,7 +270,7 @@ void D_ProcessEvents(void)
// added comment : there is a wipe eatch change of the gamestate
gamestate_t wipegamestate = GS_LEVEL;
static boolean D_Display(void)
static void D_Display(void)
{
boolean forcerefresh = false;
static boolean wipe = false;
@ -280,7 +280,7 @@ static boolean D_Display(void)
if (!dedicated)
{
if (nodrawers)
return false; // for comparative timing/profiling
return; // for comparative timing/profiling
// check for change of screen size (video mode)
if (setmodeneeded && !wipe)
@ -345,7 +345,7 @@ static boolean D_Display(void)
}
if (dedicated) //bail out after wipe logic
return false;
return;
// do buffered drawing
switch (gamestate)
@ -613,10 +613,8 @@ static boolean D_Display(void)
if (cv_shittyscreen.value)
V_DrawVhsEffect(cv_shittyscreen.value == 2);
return true; // Do I_FinishUpdate in the main loop
I_FinishUpdate(); // page flip or blit buffer
}
return false;
}
// =========================================================================
@ -633,7 +631,6 @@ void D_SRB2Loop(void)
boolean interp = false;
boolean doDisplay = false;
boolean screenUpdate = false;
if (dedicated)
server = true;
@ -709,7 +706,7 @@ void D_SRB2Loop(void)
#endif
interp = R_UsingFrameInterpolation() && !dedicated;
doDisplay = screenUpdate = false;
doDisplay = false;
#ifdef HW3SOUND
HW3S_BeginFrameUpdate();
@ -767,9 +764,15 @@ void D_SRB2Loop(void)
if (interp || doDisplay)
{
screenUpdate = D_Display();
D_Display();
}
// Only take screenshots after drawing.
if (moviemode)
M_SaveFrame();
if (takescreenshot)
M_DoScreenShot();
// consoleplayer -> displayplayers (hear sounds from viewpoint)
S_UpdateSounds(); // move positional sounds
@ -791,19 +794,6 @@ void D_SRB2Loop(void)
}
#endif
// I_FinishUpdate is now here instead of D_Display,
// because it synchronizes it more closely with the frame counter.
if (screenUpdate == true)
{
I_FinishUpdate(); // page flip or blit buffer
}
// Only take screenshots after drawing.
if (moviemode)
M_SaveFrame();
if (takescreenshot)
M_DoScreenShot();
// Fully completed frame made.
finishprecise = I_GetPreciseTime();
if (!singletics)