forked from len0rd/rockbox
quake: add a bunch more yield calls
Probably a bit too many, but good for making sound not skip. Change-Id: I6657dcb4e8e7bb32c6550e2c5e3cee74d79b9ebe
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2 changed files with 12 additions and 0 deletions
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@ -1018,12 +1018,15 @@ void R_RenderView_ (void)
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R_SetupFrame ();
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rb->yield(); // let sound run
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#ifdef PASSAGES
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SetVisibilityByPassages ();
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#else
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R_MarkLeaves (); // done here so we know if we're in water
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#endif
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rb->yield(); // let sound run
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// make FDIV fast. This reduces timing precision after we've been running for a
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// while, so we don't do it globally. This also sets chop mode, and we do it
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// here so that setup stuff like the refresh area calculations match what's
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@ -1057,6 +1060,7 @@ SetVisibilityByPassages ();
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de_time1 = se_time2;
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}
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rb->yield(); // let sound run
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R_DrawEntitiesOnList ();
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if (r_dspeeds.value)
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@ -1065,6 +1069,7 @@ SetVisibilityByPassages ();
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dv_time1 = de_time2;
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}
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rb->yield(); // let sound run
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R_DrawViewModel ();
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if (r_dspeeds.value)
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@ -1072,6 +1077,7 @@ SetVisibilityByPassages ();
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dv_time2 = Sys_FloatTime ();
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dp_time1 = Sys_FloatTime ();
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}
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rb->yield(); // let sound run
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R_DrawParticles ();
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