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https://github.com/yquake2/yquake2remaster.git
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soft: add warning if is already flushed
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parent
30ecd8ac57
commit
fa3ec83253
1 changed files with 33 additions and 2 deletions
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@ -43,7 +43,8 @@ pixel_t *vid_alphamap = NULL;
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light_t vid_lightthreshold = 0;
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static int vid_minu, vid_minv, vid_maxu, vid_maxv;
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static int vid_zminu, vid_zminv, vid_zmaxu, vid_zmaxv;
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static qboolean IsHighDPIaware;
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static qboolean IsHighDPIaware = false;
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static qboolean is_render_flushed = false;
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// last position on map
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static vec3_t lastvieworg;
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@ -1484,6 +1485,8 @@ RE_BeginFrame( float camera_separation )
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palette_changed = false;
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// run without speed optimization
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fastmoving = false;
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/* window could redraw */
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is_render_flushed = false;
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while (r_vsync->modified)
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{
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@ -2166,11 +2169,24 @@ RE_FlushFrame(int vmin, int vmax)
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int pitch;
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Uint32 *pixels;
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if (vmin > vmax)
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{
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/* Looks like we already updated everything */
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return;
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}
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if (is_render_flushed)
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{
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Com_Printf("%s: Render is already flushed\n", __func__);
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return;
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}
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if (SDL_LockTexture(texture, NULL, (void**)&pixels, &pitch))
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{
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Com_Printf("Can't lock texture: %s\n", SDL_GetError());
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return;
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}
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if (sw_partialrefresh->value)
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{
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RE_CopyFrame (pixels, pitch / sizeof(Uint32), vmin, vmax);
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@ -2196,8 +2212,11 @@ RE_FlushFrame(int vmin, int vmax)
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swap_current ++;
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vid_buffer = swap_frames[swap_current&1];
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// All changes flushed
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/* All changes flushed */
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VID_NoDamageBuffer();
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/* new draw is not required */
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is_render_flushed = true;
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}
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static void
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@ -2215,6 +2234,13 @@ RE_Draw_StretchDirectRaw(int x, int y, int w, int h, int cols, int rows, const b
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return;
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}
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if (is_render_flushed)
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{
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/* TODO: fix show fps */
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Com_Printf("%s: Render is already flushed\n", __func__);
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return;
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}
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/* Full screen update should be faster */
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if (SDL_LockTexture(texture, NULL, (void**)&pixels, &pitch))
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{
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@ -2237,6 +2263,8 @@ RE_Draw_StretchDirectRaw(int x, int y, int w, int h, int cols, int rows, const b
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SDL_RenderCopy(renderer, texture, NULL, NULL);
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SDL_RenderPresent(renderer);
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is_render_flushed = true;
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}
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/*
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@ -2255,14 +2283,17 @@ RE_EndFrame (void)
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{
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vid_minu = 0;
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}
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if (vid_minv < 0)
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{
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vid_minv = 0;
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}
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if (vid_maxu > vid_buffer_width)
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{
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vid_maxu = vid_buffer_width;
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}
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if (vid_maxv > vid_buffer_height)
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{
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vid_maxv = vid_buffer_height;
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