mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
This commit is contained in:
commit
ac244b3229
21 changed files with 125 additions and 64 deletions
|
@ -21,8 +21,6 @@ before_build:
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- cd build
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- if "%PLATFORM%"=="Win32" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015
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- if "%PLATFORM%"=="x64" set CMAKE_GENERATOR_NAME=Visual Studio 14 2015 Win64
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- set DEPS_INCLUDE_DIR=%APPVEYOR_BUILD_FOLDER%\ci_deps_win\include
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- set DEPS_LIB_DIR=%APPVEYOR_BUILD_FOLDER%\ci_deps_win\lib\%PLATFORM%
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- cmake -G "%CMAKE_GENERATOR_NAME%" -T "v140_xp"
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-DCMAKE_BUILD_TYPE="%CONFIGURATION%"
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..
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@ -32,6 +30,13 @@ build:
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parallel: true
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verbosity: minimal
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after_build:
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- set OUTPUT_DIR=%APPVEYOR_BUILD_FOLDER%\build\%CONFIGURATION%\
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- 7z a ..\gzdoom.zip "%OUTPUT_DIR%gzdoom.exe" "%OUTPUT_DIR%*.pk3"
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artifacts:
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- path: gzdoom.zip
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notifications:
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- provider: Email
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on_build_success: false
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@ -1265,12 +1265,13 @@ if( CMAKE_COMPILER_IS_GNUCXX )
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set_source_files_properties( oplsynth/fmopl.cpp PROPERTIES COMPILE_FLAGS "-fno-tree-dominator-opts -fno-tree-fre" )
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endif()
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if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
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# Need to enable intrinsics for this file.
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# Need to enable intrinsics for these files.
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if( SSE_MATTERS )
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set_source_files_properties(
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x86.cpp
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swrenderer/r_all.cpp
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gl/system/gl_swframebuffer.cpp
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polyrenderer/poly_all.cpp
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swrenderer/r_all.cpp
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x86.cpp
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PROPERTIES COMPILE_FLAGS "-msse2 -mmmx" )
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endif()
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endif()
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@ -132,6 +132,7 @@ extern void M_SetDefaultMode ();
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extern void G_NewInit ();
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extern void SetupPlayerClasses ();
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extern void HUD_InitHud();
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void gl_PatchMenu(); // remove modern OpenGL options on old hardware.
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void DeinitMenus();
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const FIWADInfo *D_FindIWAD(TArray<FString> &wadfiles, const char *iwad, const char *basewad);
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@ -2639,6 +2640,7 @@ void D_DoomMain (void)
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}
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V_Init2();
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gl_PatchMenu();
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UpdateJoystickMenu(NULL);
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v = Args->CheckValue ("-loadgame");
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@ -53,6 +53,7 @@
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CVAR(Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_legacy_mode, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOSET)
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//==========================================================================
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//
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@ -64,6 +65,7 @@ CVAR(Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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void gl_PatchMenu()
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{
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// Radial fog and Doom lighting are not available without full shader support.
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if (!gl_legacy_mode) return;
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FOptionValues **opt = OptionValues.CheckKey("LightingModes");
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if (opt != NULL)
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@ -69,6 +69,7 @@ public:
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void InitClipper(angle_t a1, angle_t a2)
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{
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clipper.Clear();
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clipper.SafeAddClipRangeRealAngles(a1, a2);
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}
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@ -338,6 +338,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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{
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RenderStyle = rs.first;
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}
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if (RenderStyle.BlendOp == STYLEOP_None) continue;
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if (vis.Invert)
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{
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@ -42,6 +42,8 @@ void gl_PatchMenu();
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static TArray<FString> m_Extensions;
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RenderContext gl;
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EXTERN_CVAR(Bool, gl_legacy_mode)
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//==========================================================================
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//
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//
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@ -311,8 +313,8 @@ void gl_LoadExtensions()
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FUDGE_FUNC(glRenderbufferStorage, EXT);
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FUDGE_FUNC(glBindRenderbuffer, EXT);
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FUDGE_FUNC(glCheckFramebufferStatus, EXT);
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gl_PatchMenu();
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}
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gl_legacy_mode = gl.legacyMode;
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}
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//==========================================================================
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@ -92,6 +92,7 @@ EXTERN_CVAR(Float, Gamma)
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EXTERN_CVAR(Bool, vid_vsync)
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR(Int, vid_refreshrate)
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EXTERN_CVAR(Bool, gl_legacy_mode)
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CVAR(Int, vid_max_width, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, vid_max_height, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -205,6 +206,13 @@ OpenGLSWFrameBuffer::OpenGLSWFrameBuffer(void *hMonitor, int width, int height,
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const char *glversion = (const char*)glGetString(GL_VERSION);
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bool isGLES = (glversion && strlen(glversion) > 10 && memcmp(glversion, "OpenGL ES ", 10) == 0);
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// GL 3.0 is mostly broken on MESA drivers which really are the only relevant case here that doesn't fulfill the requirements based on version number alone.
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#ifdef _WIN32
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gl_legacy_mode = !ogl_IsVersionGEQ(3, 0);
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#else
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gl_legacy_mode = !ogl_IsVersionGEQ(3, 1);
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#endif
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if (!isGLES && ogl_IsVersionGEQ(3, 0) == 0)
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{
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Printf("OpenGL acceleration requires at least OpenGL 3.0. No Acceleration will be used.\n");
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@ -187,6 +187,7 @@ void SexMessage (const char *from, char *to, int gender, const char *victim, con
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void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgflags)
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{
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FName mod;
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FString ret;
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const char *message;
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const char *messagename;
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char gendermessage[1024];
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@ -218,17 +219,17 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
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}
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FString obit = DamageTypeDefinition::GetObituary(mod);
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if (attacker == nullptr) messagename = obit;
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if (attacker == nullptr && obit.IsNotEmpty()) messagename = obit;
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else
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{
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switch (mod)
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{
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case NAME_Suicide: message = "$OB_SUICIDE"; break;
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case NAME_Falling: message = "$OB_FALLING"; break;
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case NAME_Crush: message = "$OB_CRUSH"; break;
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case NAME_Exit: message = "$OB_EXIT"; break;
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case NAME_Drowning: message = "$OB_WATER"; break;
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case NAME_Slime: message = "$OB_SLIME"; break;
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case NAME_Suicide: messagename = "$OB_SUICIDE"; break;
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case NAME_Falling: messagename = "$OB_FALLING"; break;
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case NAME_Crush: messagename = "$OB_CRUSH"; break;
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case NAME_Exit: messagename = "$OB_EXIT"; break;
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case NAME_Drowning: messagename = "$OB_WATER"; break;
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case NAME_Slime: messagename = "$OB_SLIME"; break;
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case NAME_Fire: messagename = "$OB_LAVA"; break;
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}
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}
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@ -250,7 +251,6 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
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IFVIRTUALPTR(attacker, AActor, GetObituary)
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{
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VMValue params[] = { attacker, self, inflictor, mod.GetIndex(), !!(dmgflags & DMG_PLAYERATTACK) };
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FString ret;
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VMReturn rett(&ret);
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VMCall(func, params, countof(params), &rett, 1);
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if (ret.IsNotEmpty()) message = ret;
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@ -3823,28 +3823,22 @@ DEFINE_ACTION_FUNCTION(AActor, PlayActiveSound)
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bool AActor::IsOkayToAttack (AActor *link)
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{
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if (!(player // Original AActor::IsOkayToAttack was only for players
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// || (flags & MF_FRIENDLY) // Maybe let friendly monsters use the function as well?
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|| (flags5 & MF5_SUMMONEDMONSTER) // AMinotaurFriend has its own version, generalized to other summoned monsters
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|| (flags2 & MF2_SEEKERMISSILE))) // AHolySpirit and AMageStaffFX2 as well, generalized to other seeker missiles
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{ // Normal monsters and other actors always return false.
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return false;
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}
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// Standard things to eliminate: an actor shouldn't attack itself,
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// or a non-shootable, dormant, non-player-and-non-monster actor.
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if (link == this) return false;
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if (!(link->player||(link->flags3 & MF3_ISMONSTER)))return false;
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if (!(link->flags & MF_SHOOTABLE)) return false;
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if (link->flags2 & MF2_DORMANT) return false;
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if (link->flags7 & MF7_NEVERTARGET) return false; // NEVERTARGET means just that.
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// An actor shouldn't attack friendly actors. The reference depends
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// on the type of actor: for a player's actor, itself; for a projectile,
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// its target; and for a summoned minion, its tracer.
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AActor * Friend = NULL;
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if (player) Friend = this;
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else if (flags5 & MF5_SUMMONEDMONSTER) Friend = tracer;
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AActor * Friend;
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if (flags5 & MF5_SUMMONEDMONSTER) Friend = tracer;
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else if (flags2 & MF2_SEEKERMISSILE) Friend = target;
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else if ((flags & MF_FRIENDLY) && FriendPlayer) Friend = players[FriendPlayer-1].mo;
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else Friend = this;
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// Friend checks
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if (link == Friend) return false;
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@ -152,8 +152,28 @@ ShadedTriVertex PolyTriangleDrawer::shade_vertex(const TriMatrix &objectToClip,
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return sv;
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}
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bool PolyTriangleDrawer::is_degenerate(const ShadedTriVertex *vert)
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{
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// A degenerate triangle has a zero cross product for two of its sides.
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float ax = vert[1].x - vert[0].x;
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float ay = vert[1].y - vert[0].y;
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float az = vert[1].w - vert[0].w;
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float bx = vert[2].x - vert[0].x;
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float by = vert[2].y - vert[0].y;
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float bz = vert[2].w - vert[0].w;
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float crossx = ay * bz - az * by;
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float crossy = az * bx - ax * bz;
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float crossz = ax * by - ay * bx;
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float crosslengthsqr = crossx * crossx + crossy * crossy + crossz * crossz;
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return crosslengthsqr <= 1.e-6f;
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}
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void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread)
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{
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// Reject triangle if degenerate
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if (is_degenerate(vert))
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return;
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// Cull, clip and generate additional vertices as needed
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TriVertex clippedvert[max_additional_vertices];
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int numclipvert = clipedge(vert, clippedvert);
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@ -224,14 +244,13 @@ void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool
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// Draw screen triangles
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if (ccw)
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{
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for (int i = numclipvert; i > 1; i--)
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for (int i = numclipvert - 1; i > 1; i--)
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{
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args->v1 = &clippedvert[numclipvert - 1];
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args->v2 = &clippedvert[i - 1];
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args->v3 = &clippedvert[i - 2];
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args->CalculateGradients();
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ScreenTriangle::Draw(args, thread);
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if (args->CalculateGradients())
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ScreenTriangle::Draw(args, thread);
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}
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}
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else
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@ -241,9 +260,8 @@ void PolyTriangleDrawer::draw_shaded_triangle(const ShadedTriVertex *vert, bool
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args->v1 = &clippedvert[0];
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args->v2 = &clippedvert[i - 1];
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args->v3 = &clippedvert[i];
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args->CalculateGradients();
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ScreenTriangle::Draw(args, thread);
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if (args->CalculateGradients())
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ScreenTriangle::Draw(args, thread);
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}
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}
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}
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|
|
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@ -47,6 +47,7 @@ private:
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static ShadedTriVertex shade_vertex(const TriMatrix &objectToClip, const float *clipPlane, const TriVertex &v);
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static void draw_arrays(const PolyDrawArgs &args, WorkerThreadData *thread);
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static void draw_shaded_triangle(const ShadedTriVertex *vertices, bool ccw, TriDrawTriangleArgs *args, WorkerThreadData *thread);
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static bool is_degenerate(const ShadedTriVertex *vertices);
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static int clipedge(const ShadedTriVertex *verts, TriVertex *clippedvert);
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|
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@ -66,29 +66,31 @@ struct TriDrawTriangleArgs
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ScreenTriangleStepVariables gradientX;
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ScreenTriangleStepVariables gradientY;
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void CalculateGradients()
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bool CalculateGradients()
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{
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gradientX.W = FindGradientX(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->w, v2->w, v3->w);
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gradientY.W = FindGradientY(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->w, v2->w, v3->w);
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gradientX.U = FindGradientX(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->u * v1->w, v2->u * v2->w, v3->u * v3->w);
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gradientY.U = FindGradientY(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->u * v1->w, v2->u * v2->w, v3->u * v3->w);
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gradientX.V = FindGradientX(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->v * v1->w, v2->v * v2->w, v3->v * v3->w);
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gradientY.V = FindGradientY(v1->x, v1->y, v2->x, v2->y, v3->x, v3->y, v1->v * v1->w, v2->v * v2->w, v3->v * v3->w);
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float bottomX = (v2->x - v3->x) * (v1->y - v3->y) - (v1->x - v3->x) * (v2->y - v3->y);
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float bottomY = (v1->x - v3->x) * (v2->y - v3->y) - (v2->x - v3->x) * (v1->y - v3->y);
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if ((bottomX >= -FLT_EPSILON && bottomX <= FLT_EPSILON) || (bottomY >= -FLT_EPSILON && bottomY <= FLT_EPSILON))
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return false;
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gradientX.W = FindGradientX(bottomX, v1->w, v2->w, v3->w);
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gradientY.W = FindGradientY(bottomY, v1->w, v2->w, v3->w);
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gradientX.U = FindGradientX(bottomX, v1->u * v1->w, v2->u * v2->w, v3->u * v3->w);
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gradientY.U = FindGradientY(bottomY, v1->u * v1->w, v2->u * v2->w, v3->u * v3->w);
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gradientX.V = FindGradientX(bottomX, v1->v * v1->w, v2->v * v2->w, v3->v * v3->w);
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gradientY.V = FindGradientY(bottomY, v1->v * v1->w, v2->v * v2->w, v3->v * v3->w);
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return true;
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}
|
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private:
|
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static float FindGradientX(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
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float FindGradientX(float bottomX, float c0, float c1, float c2)
|
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{
|
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float top = (c1 - c2) * (y0 - y2) - (c0 - c2) * (y1 - y2);
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float bottom = (x1 - x2) * (y0 - y2) - (x0 - x2) * (y1 - y2);
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return top / bottom;
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return ((c1 - c2) * (v1->y - v3->y) - (c0 - c2) * (v2->y - v3->y)) / bottomX;
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}
|
||||
|
||||
static float FindGradientY(float x0, float y0, float x1, float y1, float x2, float y2, float c0, float c1, float c2)
|
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float FindGradientY(float bottomY, float c0, float c1, float c2)
|
||||
{
|
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float top = (c1 - c2) * (x0 - x2) - (c0 - c2) * (x1 - x2);
|
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float bottom = (x0 - x2) * (y1 - y2) - (x1 - x2) * (y0 - y2);
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return top / bottom;
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return ((c1 - c2) * (v1->x - v3->x) - (c0 - c2) * (v2->x - v3->x)) / bottomY;
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -77,7 +77,12 @@ void I_WaitVBL(const int count)
|
|||
{
|
||||
// I_WaitVBL is never used to actually synchronize to the
|
||||
// vertical blank. Instead, it's used for delay purposes.
|
||||
usleep(1000000 * count / 70);
|
||||
struct timespec delay, rem;
|
||||
delay.tv_sec = count / 70;
|
||||
/* Avoid overflow. Microsec res should be good enough. */
|
||||
delay.tv_nsec = (count%70)*1000000/70 * 1000;
|
||||
while(nanosleep(&delay, &rem) == -1 && errno == EINTR)
|
||||
delay = rem;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -113,7 +113,12 @@ void I_WaitVBL (int count)
|
|||
{
|
||||
// I_WaitVBL is never used to actually synchronize to the
|
||||
// vertical blank. Instead, it's used for delay purposes.
|
||||
usleep (1000000 * count / 70);
|
||||
struct timespec delay, rem;
|
||||
delay.tv_sec = count / 70;
|
||||
/* Avoid overflow. Microsec res should be good enough. */
|
||||
delay.tv_nsec = (count%70)*1000000/70 * 1000;
|
||||
while(nanosleep(&delay, &rem) == -1 && errno == EINTR)
|
||||
delay = rem;
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -594,15 +594,14 @@ void S_CacheSound (sfxinfo_t *sfx)
|
|||
|
||||
void S_UnloadSound (sfxinfo_t *sfx)
|
||||
{
|
||||
if (sfx->data3d.isValid() && sfx->data != sfx->data3d)
|
||||
GSnd->UnloadSound(sfx->data3d);
|
||||
if (sfx->data.isValid())
|
||||
{
|
||||
if(sfx->data3d.isValid() && sfx->data != sfx->data3d)
|
||||
GSnd->UnloadSound(sfx->data3d);
|
||||
GSnd->UnloadSound(sfx->data);
|
||||
sfx->data.Clear();
|
||||
sfx->data3d.Clear();
|
||||
if (sfx->data.isValid() || sfx->data3d.isValid())
|
||||
DPrintf(DMSG_NOTIFY, "Unloaded sound \"%s\" (%td)\n", sfx->name.GetChars(), sfx - &S_sfx[0]);
|
||||
}
|
||||
sfx->data.Clear();
|
||||
sfx->data3d.Clear();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -38,10 +38,7 @@
|
|||
#include "c_cvars.h"
|
||||
#include "critsec.h"
|
||||
#include "v_text.h"
|
||||
#include "files.h"
|
||||
#include "templates.h"
|
||||
#include "sndfile_decoder.h"
|
||||
#include "mpg123_decoder.h"
|
||||
#include "m_fixed.h"
|
||||
|
||||
// MACROS ------------------------------------------------------------------
|
||||
|
@ -82,6 +79,18 @@ protected:
|
|||
|
||||
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
||||
|
||||
CUSTOM_CVAR(Int, snd_streambuffersize, 64, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
{
|
||||
if (self < 16)
|
||||
{
|
||||
self = 16;
|
||||
}
|
||||
else if (self > 1024)
|
||||
{
|
||||
self = 1024;
|
||||
}
|
||||
}
|
||||
|
||||
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
||||
|
||||
// CODE --------------------------------------------------------------------
|
||||
|
@ -121,7 +130,7 @@ void FindLoopTags(FileReader *fr, uint32_t *start, bool *startass, uint32_t *end
|
|||
}
|
||||
c -= 3;
|
||||
int len = c[0] + 256*c[1] + 65536*c[2];
|
||||
if (c[3] || len > 1000000 || len <= (eqp - c + 1))
|
||||
if (c[3] || len > 1000000 || len < (eqp - c - 3))
|
||||
{
|
||||
// length looks fishy so retry with the next '='
|
||||
continue;
|
||||
|
@ -209,7 +218,7 @@ SndFileSong::SndFileSong(FileReader *reader, SoundDecoder *decoder, uint32_t loo
|
|||
Reader = reader;
|
||||
Decoder = decoder;
|
||||
Channels = iChannels == ChannelConfig_Stereo? 2:1;
|
||||
m_Stream = GSnd->CreateStream(Read, 32*1024, iChannels == ChannelConfig_Stereo? 0 : SoundStream::Mono, SampleRate, this);
|
||||
m_Stream = GSnd->CreateStream(Read, snd_streambuffersize * 1024, iChannels == ChannelConfig_Stereo? 0 : SoundStream::Mono, SampleRate, this);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -330,7 +339,7 @@ bool SndFileSong::Read(SoundStream *stream, void *vbuff, int ilen, void *userdat
|
|||
if (currentpos + framestoread > song->Loop_End)
|
||||
{
|
||||
size_t endblock = (song->Loop_End - currentpos) * song->Channels * 2;
|
||||
size_t endlen = song->Decoder->read(buff, endblock);
|
||||
size_t endlen = song->Decoder->read(buff, 0 == endblock ? len : endblock);
|
||||
if (endlen != 0)
|
||||
{
|
||||
buff = buff + endlen;
|
||||
|
|
|
@ -1585,7 +1585,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound(SoundHandle sfx, float vol, int
|
|||
else
|
||||
{
|
||||
if((chanflags&SNDF_ABSTIME))
|
||||
alSourcef(source, AL_SAMPLE_OFFSET, reuse_chan->StartTime.Lo);
|
||||
alSourcei(source, AL_SAMPLE_OFFSET, reuse_chan->StartTime.Lo);
|
||||
else
|
||||
{
|
||||
float offset = std::chrono::duration_cast<std::chrono::duration<float>>(
|
||||
|
@ -1793,7 +1793,7 @@ FISoundChannel *OpenALSoundRenderer::StartSound3D(SoundHandle sfx, SoundListener
|
|||
else
|
||||
{
|
||||
if((chanflags&SNDF_ABSTIME))
|
||||
alSourcef(source, AL_SAMPLE_OFFSET, reuse_chan->StartTime.Lo);
|
||||
alSourcei(source, AL_SAMPLE_OFFSET, reuse_chan->StartTime.Lo);
|
||||
else
|
||||
{
|
||||
float offset = std::chrono::duration_cast<std::chrono::duration<float>>(
|
||||
|
|
|
@ -420,7 +420,7 @@ void OPLio::WriteTremolo(uint32_t channel, struct GenMidiVoice *voice, bool vibr
|
|||
val2 |= 0x40;
|
||||
}
|
||||
WriteOperator(OPL_REGS_TREMOLO, channel, 1, val2);
|
||||
WriteOperator(OPL_REGS_TREMOLO, channel, 0, val2);
|
||||
WriteOperator(OPL_REGS_TREMOLO, channel, 0, val1);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
|
|
@ -1222,7 +1222,11 @@ LONG WINAPI CatchAllExceptions (LPEXCEPTION_POINTERS info)
|
|||
// Otherwise, put the crashing thread to sleep and signal the main thread to clean up.
|
||||
if (GetCurrentThreadId() == MainThreadID)
|
||||
{
|
||||
#ifdef _M_X64
|
||||
*info->ContextRecord = MainThreadContext;
|
||||
#else
|
||||
info->ContextRecord->Eip = (DWORD_PTR)ExitFatally;
|
||||
#endif // _M_X64
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1315,6 +1319,7 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE nothing, LPSTR cmdline, int n
|
|||
{
|
||||
SetUnhandledExceptionFilter (CatchAllExceptions);
|
||||
|
||||
#ifdef _M_X64
|
||||
static bool setJumpResult = false;
|
||||
RtlCaptureContext(&MainThreadContext);
|
||||
if (setJumpResult)
|
||||
|
@ -1323,6 +1328,7 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE nothing, LPSTR cmdline, int n
|
|||
return 0;
|
||||
}
|
||||
setJumpResult = true;
|
||||
#endif // _M_X64
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
|
@ -817,7 +817,7 @@ class PlayerPawn : Actor native
|
|||
double factor = 1.;
|
||||
for(let it = Inv; it != null; it = it.Inv)
|
||||
{
|
||||
factor *= Inv.GetSpeedFactor ();
|
||||
factor *= it.GetSpeedFactor ();
|
||||
}
|
||||
forward *= factor;
|
||||
side *= factor;
|
||||
|
|
Loading…
Reference in a new issue