- 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:
Christoph Oelckers 2019-03-31 09:01:21 +02:00 committed by drfrag
parent a2e81167b9
commit 9ca41daf15
8 changed files with 0 additions and 34 deletions

View file

@ -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()

View file

@ -85,9 +85,6 @@ namespace swrenderer
return;
}
if (Thread->MainThread)
NetUpdate();
frontsector = curline->frontsector;
backsector = curline->backsector;

View file

@ -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)

View file

@ -142,7 +142,5 @@ namespace swrenderer
renderer.Render(this, xscale, yscale, alpha, additive, masked, colormap, tex);
}
}
if (thread->MainThread)
NetUpdate();
}
}

View file

@ -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;

View file

@ -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);

View file

@ -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();
}
}

View file

@ -371,8 +371,5 @@ namespace swrenderer
}
}
}
if (thread->MainThread)
NetUpdate();
}
}