- 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:
Christoph Oelckers 2018-03-27 16:48:33 +02:00
commit cff5f0e3c7
12 changed files with 5 additions and 98 deletions

View file

@ -738,22 +738,17 @@ void D_Display ()
}
setmodeneeded = false;
if (screen->Lock (false))
{
V_SetBorderNeedRefresh();
}
V_SetBorderNeedRefresh();
// [RH] Allow temporarily disabling wipes
if (NoWipe)
{
V_SetBorderNeedRefresh();
NoWipe--;
wipe = false;
wipegamestate = gamestate;
}
else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL)
{ // save the current screen if about to wipe
V_SetBorderNeedRefresh();
switch (wipegamestate)
{
default:
@ -992,7 +987,6 @@ void D_Display ()
void D_ErrorCleanup ()
{
savegamerestore = false;
screen->Unlock ();
bglobal.RemoveAllBots (true);
D_QuitNetGame ();
if (demorecording || demoplayback)