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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- removed the NetUpdate calls from the software renderer.
These can cause highly dangerous recursions and execute play code deep inside the renderer and since the hardware renderer does not have these, there is very little point for the software renderer to retain them.
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8 changed files with 0 additions and 35 deletions
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@ -129,8 +129,6 @@ void PolyRenderer::RenderActorView(AActor *actor, bool drawpsprites, bool dontma
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PolyMaskedCycles.Reset();
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PolyDrawerWaitCycles.Reset();
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NetUpdate();
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DontMapLines = dontmaplines;
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R_SetupFrame(Viewpoint, Viewwindow, actor);
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@ -188,8 +186,6 @@ void PolyRenderer::RenderActorView(AActor *actor, bool drawpsprites, bool dontma
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if (Viewpoint.camera)
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Viewpoint.camera->renderflags = savedflags;
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NetUpdate();
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}
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void PolyRenderer::RenderRemainingPlayerSprites()
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@ -70,9 +70,6 @@ namespace swrenderer
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curline = ds->curline;
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m3DFloor = clip3DFloor;
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if (Thread->MainThread)
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NetUpdate();
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frontsector = curline->frontsector;
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backsector = curline->backsector;
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@ -546,9 +546,6 @@ namespace swrenderer
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this->additive = additive;
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this->alpha = alpha;
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if (Thread->MainThread)
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NetUpdate();
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Thread->PrepareTexture(pic, DefaultRenderStyle()); // Get correct render style? Shaded won't get here.
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if (rw_pic->GetHeight() != 1 << rw_pic->GetHeightBits())
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@ -143,7 +143,5 @@ namespace swrenderer
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renderer.Render(this, xscale, yscale, alpha, additive, masked, colormap, tex);
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}
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}
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if (thread->MainThread)
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NetUpdate();
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}
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}
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@ -458,14 +458,8 @@ namespace swrenderer
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int prevuniq2 = CurrentPortalUniq;
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CurrentPortalUniq = prevuniq;
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if (Thread->MainThread)
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NetUpdate();
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Thread->TranslucentPass->Render(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal.
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if (Thread->MainThread)
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NetUpdate();
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Thread->Clip3D->LeaveSkybox(); // pop 3D floor height map
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CurrentPortalUniq = prevuniq2;
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@ -155,8 +155,6 @@ namespace swrenderer
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CameraLight::Instance()->SetCamera(MainThread()->Viewport->viewpoint, MainThread()->Viewport->RenderTarget, actor);
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MainThread()->Viewport->SetupFreelook();
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NetUpdate();
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this->dontmaplines = dontmaplines;
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R_UpdateFuzzPosFrameStart();
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@ -289,9 +287,6 @@ namespace swrenderer
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thread->OpaquePass->RenderScene(thread->Viewport->Level());
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thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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if (thread->MainThread)
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NetUpdate();
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if (viewactive)
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{
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thread->PlaneList->Render();
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@ -299,13 +294,7 @@ namespace swrenderer
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thread->Portal->RenderPlanePortals();
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thread->Portal->RenderLinePortals();
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if (thread->MainThread)
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NetUpdate();
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thread->TranslucentPass->Render();
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if (thread->MainThread)
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NetUpdate();
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}
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DrawerThreads::Execute(thread->DrawQueue);
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@ -530,8 +530,5 @@ namespace swrenderer
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drawerargs.DrawMaskedColumn(thread, x, iscale, pic, frac + xiscale / 2, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, RenderStyle, false);
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frac += xiscale;
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}
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if (thread->MainThread)
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NetUpdate();
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}
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}
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@ -369,8 +369,5 @@ namespace swrenderer
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}
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}
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}
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if (thread->MainThread)
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NetUpdate();
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}
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}
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