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Added NextPipelineBuffer to vertex buffer and call in framebuffer
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parent
db0569d000
commit
7994dd1905
4 changed files with 11 additions and 7 deletions
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@ -260,11 +260,14 @@ void OpenGLFrameBuffer::Swap()
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Finish.Reset();
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Finish.Clock();
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//if (swapbefore) glFinish();
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screen->mVertexData->DropSync();
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mVertexData->DropSync();
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FPSLimit();
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SwapBuffers();
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mVertexData->NextPipelineBuffer();
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mVertexData->WaitSync();
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//if (!swapbefore) glFinish();
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Finish.Unclock();
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camtexcount = 0;
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@ -247,6 +247,8 @@ void OpenGLFrameBuffer::Swap()
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FPSLimit();
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SwapBuffers();
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mVertexData->NextPipelineBuffer();
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Finish.Unclock();
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camtexcount = 0;
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@ -104,6 +104,10 @@ public:
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{
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mCurIndex = mIndex;
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}
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void NextPipelineBuffer()
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{
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mPipelinePos++;
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mPipelinePos %= mPipelineNbr;
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@ -303,13 +303,8 @@ sector_t* RenderView(player_t* player)
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{
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auto RenderState = screen->RenderState();
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// Reset BEFORE SetVertexBuffer so it sets the correct buffer
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screen->mVertexData->Reset();
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// Wait (if necessary) for the buffer to be free to use
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screen->mVertexData->WaitSync();
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RenderState->SetVertexBuffer(screen->mVertexData);
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screen->mVertexData->Reset();
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sector_t* retsec;
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if (!V_IsHardwareRenderer())
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