mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
- removed Accel2D variable and a little bit of locking cruft.
This commit is contained in:
parent
cff5f0e3c7
commit
62f073ef60
21 changed files with 35 additions and 257 deletions
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@ -1211,11 +1211,8 @@ void DBaseStatusBar::BlendView (float blend[4])
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V_AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, cnt, blend);
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V_AddPlayerBlend(CPlayer, blend, 1.0f, 228);
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if (screen->Accel2D || (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up))
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{
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player_t *player = (CPlayer->camera != NULL && CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
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V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
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}
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V_SetBlend ((int)(blend[0] * 255.0f), (int)(blend[1] * 255.0f),
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(int)(blend[2] * 255.0f), (int)(blend[3] * 256.0f));
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@ -100,7 +100,6 @@ OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, int width, int height, int
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gl_SetupMenu();
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gl_GenerateGlobalBrightmapFromColormap();
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DoSetGamma();
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Accel2D = true;
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}
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OpenGLFrameBuffer::~OpenGLFrameBuffer()
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@ -157,7 +157,6 @@ OpenGLSWFrameBuffer::OpenGLSWFrameBuffer(void *hMonitor, int width, int height,
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In2D = 0;
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Palettes = nullptr;
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Textures = nullptr;
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Accel2D = true;
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GatheringWipeScreen = false;
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ScreenWipe = nullptr;
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InScene = false;
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@ -1123,7 +1122,6 @@ bool OpenGLSWFrameBuffer::Lock(bool buffered)
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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 // temporarily disabled. Must be fixed later
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if (UseMappedMemBuffer)
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@ -1209,17 +1207,6 @@ void OpenGLSWFrameBuffer::Update()
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return;
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}
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if (m_Lock != 1)
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{
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I_FatalError("Framebuffer must have exactly 1 lock to be updated");
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if (m_Lock > 0)
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{
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UpdatePending = true;
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--m_Lock;
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}
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return;
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}
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if (In2D == 0)
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{
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DrawRateStuff();
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@ -1258,7 +1245,6 @@ void OpenGLSWFrameBuffer::Update()
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BlitCycles.Clock();
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#endif
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m_Lock = 0;
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Draw3DPart(In2D <= 1);
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if (In2D == 0)
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{
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@ -1316,10 +1302,6 @@ void OpenGLSWFrameBuffer::Flip()
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bool OpenGLSWFrameBuffer::PaintToWindow()
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{
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if (m_Lock != 0)
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{
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return false;
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}
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Draw3DPart(true);
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return true;
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}
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@ -1446,8 +1428,6 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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{
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FBVERTEX verts[4];
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uint32_t color0, color1;
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if (Accel2D)
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{
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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if (map == nullptr)
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{
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@ -1463,13 +1443,7 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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else
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SetPixelShader(Shaders[SHADER_SpecialColormapPal].get());
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}
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}
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else
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{
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color0 = FlashColor0;
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color1 = FlashColor1;
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}
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CalcFullscreenCoords(verts, Accel2D, color0, color1);
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CalcFullscreenCoords(verts, true, color0, color1);
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DrawTriangleFans(2, verts);
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}
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if (IsBgra())
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@ -1666,11 +1640,6 @@ void OpenGLSWFrameBuffer::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch
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/*
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LockedRect lrect;
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if (!Accel2D)
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{
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Super::GetScreenshotBuffer(buffer, pitch, color_type, gamma);
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return;
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}
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buffer = nullptr;
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if ((ScreenshotTexture = GetCurrentScreen()) != nullptr)
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{
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@ -1705,10 +1674,6 @@ void OpenGLSWFrameBuffer::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch
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void OpenGLSWFrameBuffer::ReleaseScreenshotBuffer()
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{
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if (m_Lock > 0)
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{
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Super::ReleaseScreenshotBuffer();
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}
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ScreenshotTexture.reset();
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}
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@ -2071,10 +2036,6 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update()
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bool OpenGLSWFrameBuffer::Begin2D(bool copy3d)
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{
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Super::Begin2D(copy3d);
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if (!Accel2D)
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{
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return false;
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}
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if (In2D)
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{
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return true;
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@ -2096,10 +2057,6 @@ bool OpenGLSWFrameBuffer::Begin2D(bool copy3d)
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void OpenGLSWFrameBuffer::DrawBlendingRect()
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{
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if (!In2D || !Accel2D)
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{
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return;
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}
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Dim(FlashColor, FlashAmount / 256.f, viewwindowx, viewwindowy, viewwidth, viewheight);
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}
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@ -122,11 +122,6 @@ private:
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bool OpenGLSWFrameBuffer::WipeStartScreen(int type)
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{
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if (!Accel2D)
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{
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return Super::WipeStartScreen(type);
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}
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switch (type)
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{
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case wipe_Melt:
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@ -164,12 +159,6 @@ bool OpenGLSWFrameBuffer::WipeStartScreen(int type)
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void OpenGLSWFrameBuffer::WipeEndScreen()
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{
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if (!Accel2D)
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{
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Super::WipeEndScreen();
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return;
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}
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// Don't do anything if there is no starting point.
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if (InitialWipeScreen == NULL)
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{
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@ -206,11 +195,6 @@ void OpenGLSWFrameBuffer::WipeEndScreen()
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bool OpenGLSWFrameBuffer::WipeDo(int ticks)
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{
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if (!Accel2D)
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{
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return Super::WipeDo(ticks);
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}
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// Sanity checks.
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if (InitialWipeScreen == NULL || FinalWipeScreen == NULL)
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{
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@ -250,11 +234,6 @@ void OpenGLSWFrameBuffer::WipeCleanup()
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InitialWipeScreen.reset();
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FinalWipeScreen.reset();
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GatheringWipeScreen = false;
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if (!Accel2D)
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{
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Super::WipeCleanup();
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return;
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}
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}
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//==========================================================================
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@ -778,16 +778,6 @@ void M_Drawer (void)
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AActor *camera = player->camera;
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PalEntry fade = 0;
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if (!screen->Accel2D && camera != nullptr && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
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{
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if (camera->player != nullptr)
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{
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player = camera->player;
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}
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fade = PalEntry (uint8_t(player->BlendA*255), uint8_t(player->BlendR*255), uint8_t(player->BlendG*255), uint8_t(player->BlendB*255));
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}
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if (CurrentMenu != nullptr && menuactive != MENU_Off)
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{
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if (GLRenderer)
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@ -70,15 +70,6 @@ void PolyRenderer::RenderView(player_t *player)
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RenderActorView(player->mo, false);
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#if 0
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// Apply special colormap if the target cannot do it
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->ShaderColormap() && RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
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{
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Threads.MainThread()->DrawQueue->Push<ApplySpecialColormapRGBACommand>(cameraLight->ShaderColormap(), screen);
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}
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#endif
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Threads.MainThread()->FlushDrawQueue();
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DrawerThreads::WaitForWorkers();
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}
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@ -418,7 +418,7 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// fuzzy, don't draw it until after the switch to 2D mode.
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if (!noaccel && renderTarget == screencanvas && (DFrameBuffer *)screen->Accel2D)
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if (!noaccel && renderTarget == screencanvas)
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{
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FRenderStyle style = vis.RenderStyle;
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style.CheckFuzz();
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@ -791,7 +791,6 @@ CocoaVideo* CocoaVideo::GetInstance()
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SDLGLFB::SDLGLFB(void*, const int width, const int height, int, int, const bool fullscreen, bool bgra)
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: DFrameBuffer(width, height, bgra)
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, m_Lock(0)
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, UpdatePending(false)
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{
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CGGammaValue gammaTable[GAMMA_TABLE_SIZE];
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@ -818,28 +817,6 @@ SDLGLFB::~SDLGLFB()
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{
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}
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bool SDLGLFB::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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void SDLGLFB::Unlock()
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{
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if (UpdatePending && 1 == m_Lock)
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{
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Update();
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}
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else if (--m_Lock <= 0)
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{
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m_Lock = 0;
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}
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}
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bool SDLGLFB::IsFullscreen()
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{
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return CocoaVideo::IsFullscreen();
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@ -858,6 +835,7 @@ void SDLGLFB::InitializeState()
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{
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}
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#if 0
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bool SDLGLFB::CanUpdate()
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{
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if (m_Lock != 1)
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@ -873,6 +851,7 @@ bool SDLGLFB::CanUpdate()
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return true;
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}
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#endif
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void SDLGLFB::SwapBuffers()
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{
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@ -55,9 +55,6 @@ public:
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SDLGLFB(void *hMonitor, int width, int height, int, int, bool fullscreen, bool bgra);
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~SDLGLFB();
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virtual bool Lock(bool buffered = true);
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virtual void Unlock();
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virtual bool IsFullscreen();
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virtual void SetVSync(bool vsync);
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@ -66,7 +63,6 @@ public:
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virtual int GetTrueHeight() { return GetClientHeight(); }
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protected:
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int m_Lock;
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bool UpdatePending;
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static const uint32_t GAMMA_CHANNEL_SIZE = 256;
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@ -374,7 +374,6 @@ SDLGLFB::SDLGLFB (void *, int width, int height, int, int, bool fullscreen, bool
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int glveridx = 0;
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int i;
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m_Lock=0;
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UpdatePending = false;
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const char *version = Args->CheckValue("-glversion");
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@ -447,6 +446,7 @@ void SDLGLFB::InitializeState()
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{
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}
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#if 0
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bool SDLGLFB::CanUpdate ()
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{
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if (m_Lock != 1)
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@ -460,6 +460,7 @@ bool SDLGLFB::CanUpdate ()
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}
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return true;
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}
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#endif
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void SDLGLFB::SetGammaTable(uint16_t *tbl)
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{
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@ -477,30 +478,6 @@ void SDLGLFB::ResetGammaTable()
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}
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}
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bool SDLGLFB::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 SDLGLFB::Lock ()
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{
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return Lock(false);
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}
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void SDLGLFB::Unlock ()
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{
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if (UpdatePending && m_Lock == 1)
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{
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Update ();
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}
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else if (--m_Lock <= 0)
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{
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m_Lock = 0;
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}
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}
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bool SDLGLFB::IsFullscreen ()
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{
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return (SDL_GetWindowFlags (Screen) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
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@ -91,7 +91,6 @@ protected:
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void UpdateColors ();
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int m_Lock;
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Uint16 m_origGamma[3][256];
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bool m_supportsGamma;
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};
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@ -69,18 +69,11 @@ namespace swrenderer
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if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
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{
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realfixedcolormap = &SpecialColormaps[player->fixedcolormap];
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if (renderTarget == screen->GetCanvas() && (renderTarget->IsBgra() || ((DFrameBuffer *)screen->Accel2D && r_shadercolormaps)))
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{
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// Render everything fullbright. The copy to video memory will
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// apply the special colormap, so it won't be restricted to the
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// palette.
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fixedcolormap = &realcolormaps;
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}
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else
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{
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fixedcolormap = &SpecialSWColormaps[player->fixedcolormap];
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}
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}
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else if (player->fixedlightlevel >= 0 && player->fixedlightlevel < NUMCOLORMAPS)
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{
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fixedlightlev = player->fixedlightlevel * 256;
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@ -884,9 +884,8 @@ namespace swrenderer
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void RenderOpaquePass::ClearClip()
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{
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// clip ceiling to console bottom
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fillshort(floorclip, viewwidth, viewheight);
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fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !Thread->Viewport->RenderingToCanvas() ? (ConBottom - viewwindowy) : 0);
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fillshort(ceilingclip, viewwidth, 0);
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}
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void RenderOpaquePass::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy, FDynamicColormap *basecolormap)
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@ -117,16 +117,6 @@ namespace swrenderer
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RenderActorView(player->mo);
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// Apply special colormap if the target cannot do it
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#if 0
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if (CameraLight::Instance()->ShaderColormap() && viewport->RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
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{
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auto queue = std::make_shared<DrawerCommandQueue>(MainThread()->FrameMemory.get());
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queue->Push<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->ShaderColormap(), screen);
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DrawerThreads::Execute(queue);
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}
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#endif
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DrawerWaitCycles.Clock();
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DrawerThreads::WaitForWorkers();
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DrawerWaitCycles.Unclock();
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@ -420,7 +420,7 @@ namespace swrenderer
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// fuzzy, don't draw it until after the switch to 2D mode.
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if (!noaccel && viewport->RenderTarget == screencanvas && (DFrameBuffer *)screen->Accel2D)
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if (!noaccel && viewport->RenderTarget == screencanvas)
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{
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FRenderStyle style = vis.RenderStyle;
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style.CheckFuzz();
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@ -610,7 +610,6 @@ DFrameBuffer::DFrameBuffer (int width, int height, bool bgra)
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Bgra = bgra;
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LastMS = LastSec = FrameCount = LastCount = LastTic = 0;
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Accel2D = false;
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VideoWidth = width;
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VideoHeight = height;
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@ -279,7 +279,6 @@ protected:
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bool ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t tag, T& tags, DrawParms *parms, bool fortext) const;
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void DrawTextCommon(FFont *font, int normalcolor, double x, double y, const char *string, DrawParms &parms);
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int LockCount = 0;
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int Width = 0;
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int Height = 0;
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bool Bgra = 0;
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@ -340,7 +339,6 @@ public:
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// Set the rect defining the area affected by blending.
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virtual void SetBlendingRect (int x1, int y1, int x2, int y2);
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bool Accel2D; // If true, 2D drawing can be accelerated.
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virtual bool LegacyHardware() const { return false; } // only for reporting SM1.4 support to the stat collector
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// Begin 2D drawing operations. This is like Update, but it doesn't end
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@ -241,7 +241,6 @@ D3DFB::D3DFB (UINT adapter, int width, int height, bool bgra, bool fullscreen)
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In2D = 0;
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Palettes = NULL;
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Textures = NULL;
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Accel2D = true;
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GatheringWipeScreen = false;
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ScreenWipe = NULL;
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InScene = false;
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@ -939,17 +938,6 @@ void D3DFB::Update ()
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return;
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}
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if (LockCount != 1)
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{
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I_FatalError ("Framebuffer must have exactly 1 lock to be updated");
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if (LockCount > 0)
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{
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UpdatePending = true;
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--LockCount;
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}
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return;
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}
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if (In2D == 0)
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{
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DrawRateStuff();
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@ -998,7 +986,6 @@ void D3DFB::Update ()
|
|||
BlitCycles.Reset();
|
||||
BlitCycles.Clock();
|
||||
|
||||
LockCount = 0;
|
||||
HRESULT hr = D3DDevice->TestCooperativeLevel();
|
||||
if (FAILED(hr) && (hr != D3DERR_DEVICENOTRESET || !Reset()))
|
||||
{
|
||||
|
@ -1126,10 +1113,6 @@ bool D3DFB::PaintToWindow ()
|
|||
{
|
||||
HRESULT hr;
|
||||
|
||||
if (LockCount != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
hr = D3DDevice->TestCooperativeLevel();
|
||||
if (FAILED(hr))
|
||||
{
|
||||
|
@ -1244,8 +1227,6 @@ void D3DFB::Draw3DPart(bool copy3d)
|
|||
{
|
||||
FBVERTEX verts[4];
|
||||
D3DCOLOR color0, color1;
|
||||
if (Accel2D)
|
||||
{
|
||||
auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
|
||||
if (map == NULL)
|
||||
{
|
||||
|
@ -1261,13 +1242,7 @@ void D3DFB::Draw3DPart(bool copy3d)
|
|||
else
|
||||
SetPixelShader(Shaders[SHADER_SpecialColormapPal]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
color0 = FlashColor0;
|
||||
color1 = FlashColor1;
|
||||
}
|
||||
CalcFullscreenCoords(verts, Accel2D, false, color0, color1);
|
||||
CalcFullscreenCoords(verts, true, false, color0, color1);
|
||||
D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
|
||||
}
|
||||
if (IsBgra())
|
||||
|
@ -1457,11 +1432,6 @@ void D3DFB::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &col
|
|||
{
|
||||
D3DLOCKED_RECT lrect;
|
||||
|
||||
if (!Accel2D)
|
||||
{
|
||||
Super::GetScreenshotBuffer(buffer, pitch, color_type, gamma);
|
||||
return;
|
||||
}
|
||||
buffer = NULL;
|
||||
if ((ScreenshotTexture = GetCurrentScreen()) != NULL)
|
||||
{
|
||||
|
@ -1495,10 +1465,6 @@ void D3DFB::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &col
|
|||
|
||||
void D3DFB::ReleaseScreenshotBuffer()
|
||||
{
|
||||
if (LockCount > 0)
|
||||
{
|
||||
Super::ReleaseScreenshotBuffer();
|
||||
}
|
||||
if (ScreenshotSurface != NULL)
|
||||
{
|
||||
ScreenshotSurface->UnlockRect();
|
||||
|
@ -1806,10 +1772,6 @@ bool D3DPal::Update()
|
|||
bool D3DFB::Begin2D(bool copy3d)
|
||||
{
|
||||
Super::Begin2D(copy3d);
|
||||
if (!Accel2D)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (In2D)
|
||||
{
|
||||
return true;
|
||||
|
@ -1831,10 +1793,6 @@ bool D3DFB::Begin2D(bool copy3d)
|
|||
|
||||
void D3DFB::DrawBlendingRect()
|
||||
{
|
||||
if (!In2D || !Accel2D)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Dim(FlashColor, FlashAmount / 256.f, viewwindowx, viewwindowy, viewwidth, viewheight);
|
||||
}
|
||||
|
||||
|
|
|
@ -136,11 +136,6 @@ bool D3DFB::WipeStartScreen(int type)
|
|||
IDirect3DSurface9 *tsurf;
|
||||
D3DSURFACE_DESC desc;
|
||||
|
||||
if (!Accel2D)
|
||||
{
|
||||
return Super::WipeStartScreen(type);
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case wipe_Melt:
|
||||
|
@ -200,12 +195,6 @@ bool D3DFB::WipeStartScreen(int type)
|
|||
|
||||
void D3DFB::WipeEndScreen()
|
||||
{
|
||||
if (!Accel2D)
|
||||
{
|
||||
Super::WipeEndScreen();
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't do anything if there is no starting point.
|
||||
if (InitialWipeScreen == NULL)
|
||||
{
|
||||
|
@ -254,11 +243,6 @@ void D3DFB::WipeEndScreen()
|
|||
|
||||
bool D3DFB::WipeDo(int ticks)
|
||||
{
|
||||
if (!Accel2D)
|
||||
{
|
||||
return Super::WipeDo(ticks);
|
||||
}
|
||||
|
||||
// Sanity checks.
|
||||
if (InitialWipeScreen == NULL || FinalWipeScreen == NULL)
|
||||
{
|
||||
|
@ -321,11 +305,6 @@ void D3DFB::WipeCleanup()
|
|||
SAFE_RELEASE( InitialWipeScreen );
|
||||
SAFE_RELEASE( FinalWipeScreen );
|
||||
GatheringWipeScreen = false;
|
||||
if (!Accel2D)
|
||||
{
|
||||
Super::WipeCleanup();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -993,7 +993,6 @@ Win32GLFrameBuffer::Win32GLFrameBuffer(void *hMonitor, int width, int height, in
|
|||
m_RefreshHz = refreshHz;
|
||||
m_Fullscreen = fullscreen;
|
||||
m_Bgra = bgra;
|
||||
m_Lock=0;
|
||||
|
||||
RECT r;
|
||||
LONG style, exStyle;
|
||||
|
|
|
@ -70,7 +70,6 @@ protected:
|
|||
bool m_supportsGamma;
|
||||
bool m_Fullscreen, m_Bgra;
|
||||
int m_Width, m_Height, m_Bits, m_RefreshHz;
|
||||
int m_Lock;
|
||||
char m_displayDeviceNameBuffer[32/*CCHDEVICENAME*/]; // do not use windows.h constants here!
|
||||
char *m_displayDeviceName;
|
||||
int SwapInterval;
|
||||
|
|
Loading…
Reference in a new issue