engine: client: skip drawing 2D during changelevel before the client was active
* Prevents screen garbage on GPUs with tile-based renderers like Adreno and ImgTec
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1 changed files with 14 additions and 4 deletions
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@ -408,7 +408,7 @@ void SCR_MakeScreenShot( void )
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SCR_DrawPlaque
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================
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*/
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static void SCR_DrawPlaque( void )
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static qboolean SCR_DrawPlaque( void )
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{
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if(( cl_allow_levelshots.value && !cls.changelevel ) || cl.background )
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{
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@ -416,7 +416,11 @@ static void SCR_DrawPlaque( void )
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ref.dllFuncs.GL_SetRenderMode( kRenderNormal );
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ref.dllFuncs.R_DrawStretchPic( 0, 0, refState.width, refState.height, 0, 0, 1, 1, levelshot );
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if( !cl.background ) CL_DrawHUD( CL_LOADING );
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return true;
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}
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return false;
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}
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/*
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@ -500,7 +504,7 @@ void SCR_TileClear( void )
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int i, top, bottom, left, right;
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dirty_t clear;
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if( scr_viewsize.value >= 120 )
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if( likely( scr_viewsize.value >= 120 ))
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return; // full screen rendering
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// erase rect will be the union of the past three frames
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@ -578,6 +582,8 @@ text to the screen.
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*/
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void SCR_UpdateScreen( void )
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{
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qboolean screen_redraw = true; // assume screen has been redrawn
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if( !V_PreRender( )) return;
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switch( cls.state )
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@ -588,7 +594,7 @@ void SCR_UpdateScreen( void )
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case ca_connecting:
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case ca_connected:
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case ca_validate:
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SCR_DrawPlaque();
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screen_redraw = SCR_DrawPlaque();
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break;
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case ca_active:
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Con_RunConsole ();
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@ -602,7 +608,11 @@ void SCR_UpdateScreen( void )
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break;
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}
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V_PostRender();
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// during changelevel we might have a few frames when we have nothing to draw
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// (assuming levelshots are off) and drawing 2d on top of nothing or cleared screen
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// is ugly, specifically with Adreno and ImgTec GPUs
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if( screen_redraw || !cls.changelevel || !cls.changedemo )
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V_PostRender();
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}
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/*
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