Commit 2723852d authored by Richard Gobeille's avatar Richard Gobeille

Duke3d: don't invalidate TILE_SAVESHOT until after G_ReadGLFrame() and don't...

Duke3d: don't invalidate TILE_SAVESHOT until after G_ReadGLFrame() and don't set the cache1d entry lock byte to the unlocked state until the data has actually been used
parent 3a06b402
......@@ -1121,15 +1121,15 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
{
g_screenCapture = 0;
tileInvalidate(TILE_SAVESHOT, 0, 255);
if (videoGetRenderMode() == REND_CLASSIC)
renderRestoreTarget();
#ifdef USE_OPENGL
else
{
G_ReadGLFrame();
tileInvalidate(TILE_SAVESHOT, 0, 255);
}
#endif
walock[TILE_SAVESHOT] = CACHE1D_UNLOCKED;
}
else if (screenTilting)
{
......@@ -5001,6 +5001,8 @@ FAKE_F3:
g_quickload = &sv;
G_SavePlayerMaybeMulti(sv);
}
walock[TILE_SAVESHOT] = CACHE1D_UNLOCKED;
}
if (BUTTON(gamefunc_Third_Person_View))
......@@ -7021,8 +7023,8 @@ MAIN_LOOP_RESTART:
G_SavePlayerMaybeMulti(g_lastautosave, true);
g_quickload = &g_lastautosave;
g_saveRequested = false;
walock[TILE_SAVESHOT] = CACHE1D_UNLOCKED;
}
if (myplayer.gm & MODE_DEMO)
......
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