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- changed the 2D draw abort check to use a dedicated variable, that gets set in Begin2D and unset at the end of D_Display.
This is really all the extent where 2D draw operations may be allowed. Trying to detect this from other variables is not reliable.
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9dc8933109
commit
54764c136d
7 changed files with 8 additions and 6 deletions
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@ -937,7 +937,7 @@ void D_Display ()
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I_FreezeTime(false);
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GSnd->SetSfxPaused(false, 1);
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}
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screen->End2D();
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cycles.Unclock();
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FrameCycles = cycles;
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}
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@ -359,8 +359,9 @@ FNativePalette *OpenGLFrameBuffer::CreatePalette(FRemapTable *remap)
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//
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//
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//==========================================================================
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bool OpenGLFrameBuffer::Begin2D(bool)
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bool OpenGLFrameBuffer::Begin2D(bool copy3d)
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{
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Super::Begin2D(copy3d);
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ClearClipRect();
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mProjectionMatrix.ortho(0, GetWidth(), GetHeight(), 0, -1.0f, 1.0f);
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@ -33,7 +33,6 @@ public:
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OpenGLSWFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen, bool bgra);
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~OpenGLSWFrameBuffer();
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bool HasBegun2D() override { return In2D || IsLocked(); }
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bool IsValid() override;
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bool Lock(bool buffered) override;
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void Unlock() override;
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@ -1122,6 +1122,7 @@ void DFrameBuffer::SetBlendingRect (int x1, int y1, int x2, int y2)
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bool DFrameBuffer::Begin2D (bool copy3d)
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{
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isIn2D = true;
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ClearClipRect();
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return false;
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}
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@ -413,9 +413,10 @@ public:
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// avoid copying the software buffer to the screen.
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// Returns true if hardware-accelerated 2D has been entered, false if not.
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virtual bool Begin2D(bool copy3d);
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void End2D() { isIn2D = false; }
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// Returns true if Begin2D has been called and 2D drawing is now active
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virtual bool HasBegun2D() { return IsLocked(); }
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bool HasBegun2D() { return isIn2D; }
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// DrawTexture calls after Begin2D use native textures.
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@ -463,6 +464,7 @@ protected:
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private:
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uint32_t LastMS, LastSec, FrameCount, LastCount, LastTic;
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bool isIn2D = false;
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};
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@ -2557,7 +2557,7 @@ bool D3DPal::Update()
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bool D3DFB::Begin2D(bool copy3d)
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{
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ClearClipRect();
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Super::Begin2D(copy3d);
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if (!Accel2D)
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{
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return false;
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@ -105,7 +105,6 @@ public:
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D3DFB (UINT adapter, int width, int height, bool bgra, bool fullscreen);
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~D3DFB ();
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bool HasBegun2D() override { return In2D || IsLocked(); }
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bool IsValid ();
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bool Lock (bool buffered);
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void Unlock ();
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