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- make gl_finishbeforeswap more useful by handling the case where it causes stalls on NVidia.
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2 changed files with 8 additions and 3 deletions
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@ -91,6 +91,7 @@ extern bool r_showviewer;
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DWORD gl_fixedcolormap;
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area_t in_area;
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TArray<BYTE> currentmapsection;
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int camtexcount;
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void gl_ParseDefs();
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@ -1356,6 +1357,7 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, in
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}
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tex->SetUpdated();
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camtexcount++;
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}
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//==========================================================================
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@ -207,22 +207,25 @@ void OpenGLFrameBuffer::Update()
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//
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//==========================================================================
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CVAR(Bool, gl_finishbeforeswap, false, 0);
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CVAR(Bool, gl_finishbeforeswap, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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extern int camtexcount;
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void OpenGLFrameBuffer::Swap()
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{
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bool swapbefore = gl_finishbeforeswap && camtexcount == 0;
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Finish.Reset();
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Finish.Clock();
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if (gl_finishbeforeswap) glFinish();
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if (swapbefore) glFinish();
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if (needsetgamma)
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{
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//DoSetGamma();
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needsetgamma = false;
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}
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SwapBuffers();
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if (!gl_finishbeforeswap) glFinish();
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if (!swapbefore) glFinish();
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Finish.Unclock();
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swapped = true;
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camtexcount = 0;
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FHardwareTexture::UnbindAll();
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mDebug->Update();
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}
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