materialsystem/shaderapidx9/shaderapidx8.cpp
void CShaderAPIDx8::BeginFrame()
{
	LOCK_SHADERAPI();

	if ( m_bResetRenderStateNeeded )
	{
		ResetRenderState( false );
		m_bResetRenderStateNeeded = false;
	}

#if ALLOW_SMP_ACCESS
	Dx9Device()->SetASyncMode( mat_use_smp.GetBool() );
#endif

	++m_CurrentFrame;
	m_nTextureMemoryUsedLastFrame = 0;
	m_bCSMsValidThisFrame = false;
}
//-----------------------------------------------------------------------------
// Use this to begin and end the frame
//-----------------------------------------------------------------------------
Use this to begin and end the frame
Use this to begin and end the frame
void CShaderAPIDx8::BeginFrame()
{
	LOCK_SHADERAPI();
	if ( m_bResetRenderStateNeeded )
	{
		ResetRenderState( false );
		m_bResetRenderStateNeeded = false;
	}
#if ALLOW_SMP_ACCESS
	Dx9Device()->SetASyncMode( mat_use_smp.GetBool() );
#endif
	++m_CurrentFrame;
	m_nTextureMemoryUsedLastFrame = 0;
	m_bCSMsValidThisFrame = false;
}
void CShaderAPIDx8 :: BeginFrame ( ) { LOCK_SHADERAPI ( ) ; if ( m_bResetRenderStateNeeded ) { ResetRenderState ( false ) ; m_bResetRenderStateNeeded = false ; } #if ALLOW_SMP_ACCESS Dx9Device ( ) -> SetASyncMode ( mat_use_smp . GetBool ( ) ) ; #endif ++ m_CurrentFrame ; m_nTextureMemoryUsedLastFrame = 0 ; m_bCSMsValidThisFrame = false ; }
Use this to begin and end the frame
Use this to begin and end the frame