prevents an infinite while loop by putting a cap of 4MS on occlusion queries.

This commit is contained in:
Azaezel 2014-07-18 00:40:11 -05:00
parent 8390c4159f
commit 4f3be25699
3 changed files with 14 additions and 3 deletions

View file

@ -124,9 +124,16 @@ GFXD3D9OcclusionQuery::OcclusionQueryStatus GFXD3D9OcclusionQuery::getStatus( bo
DWORD dwOccluded = 0;
if ( block )
{
{
while( ( hRes = mQuery->GetData( &dwOccluded, sizeof(DWORD), D3DGETDATA_FLUSH ) ) == S_FALSE )
;
{
//If we're stalled out, proceed with worst-case scenario -BJR
if(GFX->mFrameTime->getElapsedMs()>4)
{
this->end();
return NotOccluded;
}
}
}
else
{

View file

@ -804,7 +804,7 @@ inline bool GFXDevice::beginScene()
// Send the start of frame signal.
getDeviceEventSignal().trigger( GFXDevice::deStartOfFrame );
mFrameTime->reset();
return beginSceneInternal();
}

View file

@ -54,6 +54,9 @@
#include "math/util/frustum.h"
#endif
#ifndef _PLATFORM_PLATFORMTIMER_H_
#include "platform/platformTimer.h"
#endif
class FontRenderBatcher;
class GFont;
@ -743,6 +746,7 @@ public:
virtual void endScene();
virtual void beginField();
virtual void endField();
PlatformTimer *mFrameTime;
virtual GFXTexHandle & getFrontBuffer(){ return mFrontBuffer[mCurrentFrontBufferIdx]; }