mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- removed DFrameBuffer's locking mechanism.
In its current form this is quite useless. What's really needed is to require a lock on the RenderBuffer for the 3D scene, but since this is not needed for the 2D stuff anymore it can be done far simpler.
This commit is contained in:
parent
c06ad5c59c
commit
cff5f0e3c7
12 changed files with 5 additions and 98 deletions
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@ -738,22 +738,17 @@ void D_Display ()
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}
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setmodeneeded = false;
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if (screen->Lock (false))
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{
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V_SetBorderNeedRefresh();
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}
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V_SetBorderNeedRefresh();
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// [RH] Allow temporarily disabling wipes
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if (NoWipe)
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{
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V_SetBorderNeedRefresh();
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NoWipe--;
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wipe = false;
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wipegamestate = gamestate;
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}
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else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL)
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{ // save the current screen if about to wipe
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V_SetBorderNeedRefresh();
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switch (wipegamestate)
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{
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default:
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@ -992,7 +987,6 @@ void D_Display ()
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void D_ErrorCleanup ()
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{
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savegamerestore = false;
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screen->Unlock ();
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bglobal.RemoveAllBots (true);
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D_QuitNetGame ();
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if (demorecording || demoplayback)
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@ -178,7 +178,6 @@ void OpenGLFrameBuffer::Update()
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GLRenderer->Flush();
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Swap();
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Unlock();
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CheckBench();
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int initialWidth = IsFullscreen() ? VideoWidth : GetClientWidth();
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@ -1115,6 +1115,7 @@ int OpenGLSWFrameBuffer::GetPageCount()
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//
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//==========================================================================
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#if 0
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bool OpenGLSWFrameBuffer::Lock(bool buffered)
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{
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if (m_Lock++ > 0)
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@ -1181,6 +1182,7 @@ void OpenGLSWFrameBuffer::Unlock()
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}
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}
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}
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#endif
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//==========================================================================
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//
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@ -33,8 +33,6 @@ public:
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~OpenGLSWFrameBuffer();
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virtual DCanvas *GetCanvas() { return RenderBuffer; }
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bool Lock(bool buffered) override;
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void Unlock() override;
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void Update() override;
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PalEntry *GetPalette() override;
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void GetFlashedPalette(PalEntry palette[256]) override;
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@ -187,7 +187,6 @@ void OpenGLFrameBuffer::WipeEndScreen()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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Unlock();
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}
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//==========================================================================
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@ -208,8 +207,6 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
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// Sanity checks.
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if (wipestartscreen != nullptr && wipeendscreen != nullptr)
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{
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Lock(true);
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableFog(false);
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glDisable(GL_DEPTH_TEST);
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@ -374,9 +374,7 @@ namespace swrenderer
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R_ExecuteSetViewSize(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow);
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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screen->Lock(true);
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viewport->SetViewport(MainThread(), width, height, trueratio);
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screen->Unlock();
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viewactive = savedviewactive;
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}
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@ -389,9 +387,7 @@ namespace swrenderer
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int height = SCREENHEIGHT;
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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screen->Lock(true);
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viewport->SetViewport(MainThread(), SCREENWIDTH, SCREENHEIGHT, trueratio);
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screen->Unlock();
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}
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void RenderScene::Init()
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@ -108,8 +108,6 @@ public:
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Height = height;
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}
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// These methods should never be called.
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bool Lock(bool buffered) { DBGBREAK; return false; }
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void Unlock() { DBGBREAK; }
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void Update() { DBGBREAK; }
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PalEntry *GetPalette() { DBGBREAK; return NULL; }
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void GetFlashedPalette(PalEntry palette[256]) { DBGBREAK; }
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@ -296,8 +296,8 @@ public:
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// Access control
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virtual bool IsValid() = delete;
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virtual bool Lock(bool buffered = true) = 0; // Returns true if the surface was lost since last time
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virtual void Unlock() = 0;
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virtual bool Lock(bool buffered = true) = delete; // Returns true if the surface was lost since last time
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virtual void Unlock() = delete;
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// Make the surface visible. Also implies Unlock().
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virtual void Update () = 0;
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@ -913,53 +913,6 @@ bool D3DFB::IsFullscreen ()
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return !Windowed;
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}
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//==========================================================================
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//
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// D3DFB :: Lock
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//
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//==========================================================================
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bool D3DFB::Lock (bool buffered)
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{
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if (LockCount++ > 0)
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{
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return false;
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}
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assert (!In2D);
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Accel2D = vid_hw2d;
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#if 0
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Buffer = MemBuffer;
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#endif
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return false;
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}
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//==========================================================================
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//
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// D3DFB :: Unlock
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//
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//==========================================================================
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void D3DFB::Unlock ()
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{
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LOG1 ("Unlock <%d>\n", LockCount);
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if (LockCount == 0)
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{
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return;
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}
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if (UpdatePending && LockCount == 1)
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{
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Update ();
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}
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else if (--LockCount == 0)
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{
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#if 0
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Buffer = NULL;
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#endif
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}
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}
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//==========================================================================
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//
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// D3DFB :: Update
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@ -1166,29 +1166,6 @@ void Win32GLFrameBuffer::SetGammaTable(uint16_t *tbl)
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//
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//==========================================================================
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bool Win32GLFrameBuffer::Lock(bool buffered)
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{
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m_Lock++;
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//Buffer = MemBuffer;
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return true;
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}
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bool Win32GLFrameBuffer::Lock ()
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{
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return Lock(false);
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}
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void Win32GLFrameBuffer::Unlock ()
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{
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m_Lock--;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool Win32GLFrameBuffer::IsFullscreen()
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{
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return m_Fullscreen;
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@ -54,10 +54,6 @@ public:
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int GetTrueHeight();
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bool Lock(bool buffered);
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bool Lock ();
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void Unlock();
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bool IsFullscreen();
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@ -28,9 +28,6 @@ public:
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~D3DFB ();
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virtual DCanvas *GetCanvas() { return RenderBuffer; }
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bool Lock (bool buffered);
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void Unlock ();
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void Update ();
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void Flip ();
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PalEntry *GetPalette ();
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