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https://git.do.srb2.org/STJr/SRB2.git
synced 2025-01-22 01:01:45 +00:00
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.
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738b0ed2e3
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1 changed files with 15 additions and 25 deletions
40
src/d_main.c
40
src/d_main.c
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@ -298,17 +298,17 @@ gamestate_t wipegamestate = GS_LEVEL;
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INT16 wipetypepre = -1;
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INT16 wipetypepost = -1;
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static boolean D_Display(void)
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static void D_Display(void)
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{
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boolean forcerefresh = false;
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static boolean wipe = false;
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INT32 wipedefindex = 0;
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if (dedicated)
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return false;
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return;
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if (nodrawers)
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return false; // for comparative timing/profiling
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return; // for comparative timing/profiling
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// Lactozilla: Switching renderers works by checking
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// if the game has to do it right when the frame
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@ -682,10 +682,10 @@ static boolean D_Display(void)
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M_DrawPerfStats();
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}
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return true; // Do I_FinishUpdate in the main loop
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PS_START_TIMING(ps_swaptime);
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I_FinishUpdate(); // page flip or blit buffer
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PS_STOP_TIMING(ps_swaptime);
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}
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return false;
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}
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// =========================================================================
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@ -703,7 +703,6 @@ void D_SRB2Loop(void)
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boolean interp = false;
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boolean doDisplay = false;
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boolean screenUpdate = false;
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if (dedicated)
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server = true;
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@ -793,7 +792,7 @@ void D_SRB2Loop(void)
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#endif
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interp = R_UsingFrameInterpolation() && !dedicated;
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doDisplay = screenUpdate = false;
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doDisplay = false;
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#ifdef HW3SOUND
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HW3S_BeginFrameUpdate();
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@ -871,10 +870,16 @@ void D_SRB2Loop(void)
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if (interp || doDisplay)
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{
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screenUpdate = D_Display();
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D_Display();
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}
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// consoleplayer -> displayplayer (hear sounds from viewpoint)
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// Only take screenshots after drawing.
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if (moviemode)
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M_SaveFrame();
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if (takescreenshot)
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M_DoScreenShot();
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// consoleplayer -> displayplayers (hear sounds from viewpoint)
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S_UpdateSounds(); // move positional sounds
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S_UpdateClosedCaptions();
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@ -884,21 +889,6 @@ void D_SRB2Loop(void)
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LUA_Step();
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// I_FinishUpdate is now here instead of D_Display,
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// because it synchronizes it more closely with the frame counter.
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if (screenUpdate == true)
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{
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PS_START_TIMING(ps_swaptime);
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I_FinishUpdate(); // page flip or blit buffer
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PS_STOP_TIMING(ps_swaptime);
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}
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// Only take screenshots after drawing.
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if (moviemode)
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M_SaveFrame();
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if (takescreenshot)
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M_DoScreenShot();
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// Fully completed frame made.
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finishprecise = I_GetPreciseTime();
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if (!singletics)
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