mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-16 09:31:14 +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. # Conflicts: # src/polyrenderer/poly_renderer.cpp # src/rendering/swrenderer/line/r_walldraw.cpp # Conflicts: # src/swrenderer/line/r_renderdrawsegment.cpp
This commit is contained in:
parent
a2e81167b9
commit
9ca41daf15
8 changed files with 0 additions and 34 deletions
|
@ -126,8 +126,6 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
|
|||
PolyMaskedCycles.Reset();
|
||||
PolyDrawerWaitCycles.Reset();
|
||||
|
||||
NetUpdate();
|
||||
|
||||
DontMapLines = dontmaplines;
|
||||
|
||||
R_SetupFrame(Viewpoint, Viewwindow, actor);
|
||||
|
@ -179,7 +177,6 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
|
|||
Viewpoint.camera->renderflags = savedflags;
|
||||
interpolator.RestoreInterpolations ();
|
||||
|
||||
NetUpdate();
|
||||
}
|
||||
|
||||
void PolyRenderer::RenderRemainingPlayerSprites()
|
||||
|
|
|
@ -85,9 +85,6 @@ namespace swrenderer
|
|||
return;
|
||||
}
|
||||
|
||||
if (Thread->MainThread)
|
||||
NetUpdate();
|
||||
|
||||
frontsector = curline->frontsector;
|
||||
backsector = curline->backsector;
|
||||
|
||||
|
|
|
@ -378,9 +378,6 @@ namespace swrenderer
|
|||
WallSampler sampler(Thread->Viewport.get(), y1, texturemid, swal[x], yrepeat, lwal[x] + xoffset, xmagnitude, rw_pic);
|
||||
Draw1Column(x, y1, y2, sampler);
|
||||
}
|
||||
|
||||
if (Thread->MainThread)
|
||||
NetUpdate();
|
||||
}
|
||||
|
||||
void RenderWallPart::ProcessNormalWall(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal)
|
||||
|
|
|
@ -142,7 +142,5 @@ namespace swrenderer
|
|||
renderer.Render(this, xscale, yscale, alpha, additive, masked, colormap, tex);
|
||||
}
|
||||
}
|
||||
if (thread->MainThread)
|
||||
NetUpdate();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -456,14 +456,8 @@ namespace swrenderer
|
|||
int prevuniq2 = CurrentPortalUniq;
|
||||
CurrentPortalUniq = prevuniq;
|
||||
|
||||
if (Thread->MainThread)
|
||||
NetUpdate();
|
||||
|
||||
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.
|
||||
|
||||
if (Thread->MainThread)
|
||||
NetUpdate();
|
||||
|
||||
Thread->Clip3D->LeaveSkybox(); // pop 3D floor height map
|
||||
CurrentPortalUniq = prevuniq2;
|
||||
|
||||
|
|
|
@ -153,8 +153,6 @@ namespace swrenderer
|
|||
CameraLight::Instance()->SetCamera(MainThread()->Viewport->viewpoint, MainThread()->Viewport->RenderTarget, actor);
|
||||
MainThread()->Viewport->SetupFreelook();
|
||||
|
||||
NetUpdate();
|
||||
|
||||
this->dontmaplines = dontmaplines;
|
||||
|
||||
// [RH] Setup particles for this frame
|
||||
|
@ -297,9 +295,6 @@ namespace swrenderer
|
|||
thread->OpaquePass->RenderScene();
|
||||
thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
|
||||
|
||||
if (thread->MainThread)
|
||||
NetUpdate();
|
||||
|
||||
if (viewactive)
|
||||
{
|
||||
thread->PlaneList->Render();
|
||||
|
@ -307,13 +302,7 @@ namespace swrenderer
|
|||
thread->Portal->RenderPlanePortals();
|
||||
thread->Portal->RenderLinePortals();
|
||||
|
||||
if (thread->MainThread)
|
||||
NetUpdate();
|
||||
|
||||
thread->TranslucentPass->Render();
|
||||
|
||||
if (thread->MainThread)
|
||||
NetUpdate();
|
||||
}
|
||||
|
||||
DrawerThreads::Execute(thread->DrawQueue);
|
||||
|
|
|
@ -540,8 +540,5 @@ namespace swrenderer
|
|||
drawerargs.DrawMaskedColumn(thread, x, iscale, pic, frac + xiscale / 2, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, RenderStyle, false);
|
||||
frac += xiscale;
|
||||
}
|
||||
|
||||
if (thread->MainThread)
|
||||
NetUpdate();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -371,8 +371,5 @@ namespace swrenderer
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (thread->MainThread)
|
||||
NetUpdate();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue