cnq3/code/renderer/tr_cmds.cpp
myT c63c3e80a6 replaced monitor gamma by a post-process gamma shader
ported the dyn lights shaders to glsl
nuked stereo rendering
replaced r_ext_multisample with r_msaa
2017-03-21 00:58:59 +01:00

319 lines
7.3 KiB
C++

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
volatile qbool renderThreadActive;
void R_InitCommandBuffers()
{
glInfo.smpActive = qfalse;
#ifdef USE_R_SMP
if ( !r_smp->integer )
return;
ri.Printf( PRINT_ALL, "Trying SMP acceleration...\n" );
if ( GLimp_SpawnRenderThread( RB_RenderThread ) ) {
ri.Printf( PRINT_ALL, "...succeeded.\n" );
glInfo.smpActive = qtrue;
} else {
ri.Printf( PRINT_ALL, "...failed.\n" );
}
#endif
}
void R_ShutdownCommandBuffers()
{
// kill the rendering thread
#ifdef USE_R_SMP
if ( glInfo.smpActive ) {
GLimp_WakeRenderer( NULL );
}
#endif
glInfo.smpActive = qfalse;
}
static void R_IssueRenderCommands()
{
renderCommandList_t* cmdList = &backEndData[tr.smpFrame]->commands;
// add an end-of-list command
*(int *)(cmdList->cmds + cmdList->used) = RC_END_OF_LIST;
// clear it out, in case this is a sync and not a buffer flip
cmdList->used = 0;
#ifdef USE_R_SMP
if ( glInfo.smpActive ) {
static int c_blockedOnRender, c_blockedOnMain;
// if the render thread is not idle, wait for it
if ( renderThreadActive ) {
c_blockedOnRender++;
if ( r_showSmp->integer ) {
ri.Printf( PRINT_ALL, "R" );
}
} else {
c_blockedOnMain++;
if ( r_showSmp->integer ) {
ri.Printf( PRINT_ALL, "." );
}
}
// sleep until the renderer has completed
GLimp_FrontEndSleep();
}
// actually start the commands going
if ( !r_skipBackEnd->integer ) {
// let it start on the new batch
if ( !glInfo.smpActive ) {
RB_ExecuteRenderCommands( cmdList->cmds );
} else {
GLimp_WakeRenderer( cmdList );
}
}
#else
RB_ExecuteRenderCommands( cmdList->cmds );
#endif
}
/*
====================
R_SyncRenderThread
Issue any pending commands and wait for them to complete.
After exiting, the render thread will have completed its work
and will remain idle and the main thread is free to issue
OpenGL calls until R_IssueRenderCommands is called.
====================
*/
void R_SyncRenderThread( void ) {
if ( !tr.registered ) {
return;
}
R_IssueRenderCommands();
#ifdef USE_R_SMP
if ( !glInfo.smpActive ) {
return;
}
GLimp_FrontEndSleep();
#endif
}
/*
============
R_GetCommandBuffer
make sure there is enough command space, waiting on the
render thread if needed.
============
*/
void *R_GetCommandBuffer( int bytes ) {
renderCommandList_t *cmdList;
cmdList = &backEndData[tr.smpFrame]->commands;
bytes = PAD(bytes, sizeof(void *));
// always leave room for the end of list command
if ( cmdList->used + bytes + 4 > MAX_RENDER_COMMANDS ) {
if ( bytes > MAX_RENDER_COMMANDS - 4 ) {
ri.Error( ERR_FATAL, "R_GetCommandBuffer: bad size %i", bytes );
}
// if we run out of room, just start dropping commands
return NULL;
}
cmdList->used += bytes;
return cmdList->cmds + cmdList->used - bytes;
}
// technically, all commands should probably check tr.registered
// but realistically, only begin+end frame really need to
#define R_CMD(T, ID) T* cmd = (T*)R_GetCommandBuffer( sizeof(T) ); if (!cmd) return; cmd->commandId = ID;
void R_AddDrawSurfCmd( drawSurf_t* drawSurfs, int numDrawSurfs )
{
R_CMD( drawSurfsCommand_t, RC_DRAW_SURFS );
cmd->drawSurfs = drawSurfs;
cmd->numDrawSurfs = numDrawSurfs;
cmd->refdef = tr.refdef;
cmd->viewParms = tr.viewParms;
}
// passing NULL will set the color to white
void RE_SetColor( const float* rgba )
{
R_CMD( setColorCommand_t, RC_SET_COLOR );
if ( !rgba )
rgba = colorWhite;
cmd->color[0] = rgba[0];
cmd->color[1] = rgba[1];
cmd->color[2] = rgba[2];
cmd->color[3] = rgba[3];
}
void RE_StretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader )
{
R_CMD( stretchPicCommand_t, RC_STRETCH_PIC );
cmd->shader = R_GetShaderByHandle( hShader );
cmd->x = x;
cmd->y = y;
cmd->w = w;
cmd->h = h;
cmd->s1 = s1;
cmd->t1 = t1;
cmd->s2 = s2;
cmd->t2 = t2;
}
// if running in stereo, RE_BeginFrame will be called twice for each RE_EndFrame
void RE_BeginFrame( stereoFrame_t stereoFrame )
{
if (!tr.registered)
return;
glState.finishCalled = qfalse;
tr.frameCount++;
tr.frameSceneNum = 0;
//
// do overdraw measurement
//
if ( r_measureOverdraw->integer )
{
if ( glConfig.stencilBits < 4 )
{
ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
ri.Cvar_Set( "r_measureOverdraw", "0" );
r_measureOverdraw->modified = qfalse;
}
else
{
R_SyncRenderThread();
qglEnable( GL_STENCIL_TEST );
qglStencilMask( ~0U );
qglClearStencil( 0U );
qglStencilFunc( GL_ALWAYS, 0U, ~0U );
qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
}
r_measureOverdraw->modified = qfalse;
}
else
{
// this is only reached if it was on and is now off
if ( r_measureOverdraw->modified ) {
R_SyncRenderThread();
qglDisable( GL_STENCIL_TEST );
}
r_measureOverdraw->modified = qfalse;
}
//
// texturemode stuff
//
if ( r_textureMode->modified ) {
R_SyncRenderThread();
GL_TextureMode( r_textureMode->string );
r_textureMode->modified = qfalse;
}
//
// gamma stuff
//
if ( r_gamma->modified ) {
r_gamma->modified = qfalse;
R_SyncRenderThread();
R_SetColorMappings();
}
// check for errors
if ( !r_ignoreGLErrors->integer ) {
int err;
R_SyncRenderThread();
if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
ri.Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err );
}
}
//
// draw buffer stuff
//
R_CMD( beginFrameCommand_t, RC_BEGIN_FRAME );
}
void RE_EndFrame( int* pcFE, int* pc2D, int* pc3D )
{
if (!tr.registered)
return;
R_CMD( swapBuffersCommand_t, RC_SWAP_BUFFERS );
R_IssueRenderCommands();
// use the other buffers next frame, because another CPU
// may still be rendering into the current ones
R_ToggleSmpFrame();
if (pcFE)
Com_Memcpy( pcFE, &tr.pc, sizeof( tr.pc ) );
if (pc2D)
Com_Memcpy( pc2D, &backEnd.pc2D, sizeof( backEnd.pc2D ) );
if (pc3D)
Com_Memcpy( pc3D, &backEnd.pc3D, sizeof( backEnd.pc3D ) );
Com_Memset( &tr.pc, 0, sizeof( tr.pc ) );
Com_Memset( &backEnd.pc2D, 0, sizeof( backEnd.pc2D ) );
Com_Memset( &backEnd.pc3D, 0, sizeof( backEnd.pc3D ) );
}
void RE_TakeVideoFrame( int width, int height, byte *captureBuffer, byte *encodeBuffer, qbool motionJpeg )
{
R_CMD( videoFrameCommand_t, RC_VIDEOFRAME );
cmd->width = width;
cmd->height = height;
cmd->captureBuffer = captureBuffer;
cmd->encodeBuffer = encodeBuffer;
cmd->motionJpeg = motionJpeg;
}