dhewm3/neo/renderer/tr_orderIndexes.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

212 lines
5.3 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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
*/