allow threaded render for maskedlist planes
since sky synchronizuation issues are fixed, this no longer causes any issues and gives a nice speed bump in some occasions
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2 changed files with 6 additions and 2 deletions
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@ -1527,7 +1527,6 @@ void R_RenderPlayerView(void)
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{
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INT32 nummasks = 1;
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maskcount_t* masks = static_cast<maskcount_t*>(malloc(sizeof(maskcount_t)));
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player_t * player = &players[displayplayers[viewssnum]];
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const boolean skybox = (skyboxmo[0] && cv_skybox.value);
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const boolean oldsky = (skybox && mapnamespace == MNS_SRB2KART);
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@ -3814,7 +3814,12 @@ static void R_DrawMaskedList (drawnode_t* head)
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{
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drawspandata_t ds = {0};
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next = r2->prev;
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R_DrawSinglePlane(&ds, r2->plane, false);
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srb2::ThreadPool::Sema tp_sema;
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srb2::g_main_threadpool->begin_sema();
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R_DrawSinglePlane(&ds, r2->plane, cv_parallelsoftware.value);
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tp_sema = srb2::g_main_threadpool->end_sema();
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srb2::g_main_threadpool->notify_sema(tp_sema);
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srb2::g_main_threadpool->wait_sema(tp_sema);
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R_DoneWithNode(r2);
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r2 = next;
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}
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