- switch OpenGLSWFrameBuffer to use m_Lock instead of LockCount

This commit is contained in:
Magnus Norddahl 2017-04-02 00:47:18 +02:00
parent 4a9dffa70d
commit 4268090738
1 changed files with 10 additions and 10 deletions

View File

@ -1095,7 +1095,7 @@ bool OpenGLSWFrameBuffer::IsValid()
bool OpenGLSWFrameBuffer::Lock(bool buffered)
{
if (LockCount++ > 0)
if (m_Lock++ > 0)
{
return false;
}
@ -1130,16 +1130,16 @@ bool OpenGLSWFrameBuffer::Lock(bool buffered)
void OpenGLSWFrameBuffer::Unlock()
{
if (LockCount == 0)
if (m_Lock == 0)
{
return;
}
if (UpdatePending && LockCount == 1)
if (UpdatePending && m_Lock == 1)
{
Update();
}
else if (--LockCount == 0)
else if (--m_Lock == 0)
{
Buffer = nullptr;
}
@ -1171,13 +1171,13 @@ void OpenGLSWFrameBuffer::Update()
return;
}
if (LockCount != 1)
if (m_Lock != 1)
{
I_FatalError("Framebuffer must have exactly 1 lock to be updated");
if (LockCount > 0)
if (m_Lock > 0)
{
UpdatePending = true;
--LockCount;
--m_Lock;
}
return;
}
@ -1220,7 +1220,7 @@ void OpenGLSWFrameBuffer::Update()
BlitCycles.Clock();
#endif
LockCount = 0;
m_Lock = 0;
Draw3DPart(In2D <= 1);
if (In2D == 0)
{
@ -1276,7 +1276,7 @@ void OpenGLSWFrameBuffer::Flip()
bool OpenGLSWFrameBuffer::PaintToWindow()
{
if (LockCount != 0)
if (m_Lock != 0)
{
return false;
}
@ -1662,7 +1662,7 @@ void OpenGLSWFrameBuffer::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch
void OpenGLSWFrameBuffer::ReleaseScreenshotBuffer()
{
if (LockCount > 0)
if (m_Lock > 0)
{
Super::ReleaseScreenshotBuffer();
}