- 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.
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parent
c06ad5c59c
commit
cff5f0e3c7
12 changed files with 5 additions and 98 deletions
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@ -738,22 +738,17 @@ void D_Display ()
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}
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setmodeneeded = false;
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if (screen->Lock (false))
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{
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V_SetBorderNeedRefresh();
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}
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V_SetBorderNeedRefresh();
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// [RH] Allow temporarily disabling wipes
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if (NoWipe)
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{
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V_SetBorderNeedRefresh();
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NoWipe--;
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wipe = false;
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wipegamestate = gamestate;
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}
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else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL)
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{ // save the current screen if about to wipe
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V_SetBorderNeedRefresh();
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switch (wipegamestate)
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{
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default:
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@ -992,7 +987,6 @@ void D_Display ()
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void D_ErrorCleanup ()
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{
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savegamerestore = false;
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screen->Unlock ();
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bglobal.RemoveAllBots (true);
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D_QuitNetGame ();
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if (demorecording || demoplayback)
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