/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 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 3 of the License, or (at your option) any later version. Doom 3 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "renderer/tr_local.h" /* =============== R_MeshCost =============== */ #if 0 #define CACHE_SIZE 24 #define STALL_SIZE 8 int R_MeshCost( int numIndexes, glIndex_t *indexes ) { int inCache[CACHE_SIZE]; int i, j, v; int c_stalls; int c_loads; int fifo; for ( i = 0 ; i < CACHE_SIZE ; i++ ) { inCache[i] = -1; } c_loads = 0; c_stalls = 0; fifo = 0; for ( i = 0 ; i < numIndexes ; i++ ) { v = indexes[i]; for ( j = 0 ; j < CACHE_SIZE ; j++ ) { if ( inCache[ ( fifo + j ) % CACHE_SIZE ] == v ) { break; } } if ( j == CACHE_SIZE ) { c_loads++; inCache[ fifo % CACHE_SIZE ] = v; fifo++; } else if ( j < STALL_SIZE ) { c_stalls++; } } return c_loads; } #endif typedef struct vertRef_s { struct vertRef_s *next; int tri; } vertRef_t; /* ==================== R_OrderIndexes Reorganizes the indexes so they will take best advantage of the internal GPU vertex caches ==================== */ void R_OrderIndexes( int numIndexes, glIndex_t *indexes ) { bool *triangleUsed; int numTris; glIndex_t *oldIndexes; glIndex_t *base; int numOldIndexes; int tri; int i; vertRef_t *vref, **vrefs, *vrefTable; int numVerts; int v1, v2; int c_starts; //int c_cost; if ( !r_orderIndexes.GetBool() ) { return; } // save off the original indexes oldIndexes = (glIndex_t *)_alloca( numIndexes * sizeof( *oldIndexes ) ); memcpy( oldIndexes, indexes, numIndexes * sizeof( *oldIndexes ) ); numOldIndexes = numIndexes; // make a table to mark the triangles when they are emited numTris = numIndexes / 3; triangleUsed = (bool *)_alloca( numTris * sizeof( *triangleUsed ) ); memset( triangleUsed, 0, numTris * sizeof( *triangleUsed ) ); // find the highest vertex number numVerts = 0; for ( i = 0 ; i < numIndexes ; i++ ) { if ( indexes[i] > numVerts ) { numVerts = indexes[i]; } } numVerts++; // create a table of triangles used by each vertex vrefs = (vertRef_t **)_alloca( numVerts * sizeof( *vrefs ) ); memset( vrefs, 0, numVerts * sizeof( *vrefs ) ); vrefTable = (vertRef_t *)_alloca( numIndexes * sizeof( *vrefTable ) ); for ( i = 0 ; i < numIndexes ; i++ ) { tri = i / 3; vrefTable[i].tri = tri; vrefTable[i].next = vrefs[oldIndexes[i]]; vrefs[oldIndexes[i]] = &vrefTable[i]; } // generate new indexes numIndexes = 0; c_starts = 0; while ( numIndexes != numOldIndexes ) { // find a triangle that hasn't been used for ( tri = 0 ; tri < numTris ; tri++ ) { if ( !triangleUsed[tri] ) { break; } } if ( tri == numTris ) { common->Error( "R_OrderIndexes: ran out of unused tris" ); } c_starts++; do { // emit this tri base = oldIndexes + tri * 3; indexes[numIndexes+0] = base[0]; indexes[numIndexes+1] = base[1]; indexes[numIndexes+2] = base[2]; numIndexes += 3; triangleUsed[tri] = true; // try to find a shared edge to another unused tri for ( i = 0 ; i < 3 ; i++ ) { v1 = base[i]; v2 = base[(i+1)%3]; for ( vref = vrefs[v1] ; vref ; vref = vref->next ) { tri = vref->tri; if ( triangleUsed[tri] ) { continue; } // if this triangle also uses v2, grab it if ( oldIndexes[tri*3+0] == v2 || oldIndexes[tri*3+1] == v2 || oldIndexes[tri*3+2] == v2 ) { break; } } if ( vref ) { break; } } // if we couldn't chain off of any verts, we need to find a new one if ( i == 3 ) { break; } } while ( 1 ); } //c_cost = R_MeshCost( numIndexes, indexes ); } /* add all triangles that can be specified by the vertexes in the last 14 cache positions pick a new vert to add to the cache don't pick one in the 24 previous cache positions try to pick one that will enable the creation of as many triangles as possible look for a vert that shares an edge with the vert about to be evicted */