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small performance tweak.

fix r_remapshader command with sv_cheats on.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4678 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2014-06-04 16:08:30 +00:00
parent e2eded8ffe
commit 2401870b7b
5 changed files with 104 additions and 90 deletions

View file

@ -35,6 +35,7 @@ void RSpeedShow(void)
int i;
static int samplerspeeds[RSPEED_MAX];
static int samplerquant[RQUANT_MAX];
int savedsamplerquant[RQUANT_MAX]; //so we don't count the r_speeds debug spam in draw counts.
char *RSpNames[RSPEED_MAX];
char *RQntNames[RQUANT_MAX];
char *s;
@ -66,8 +67,9 @@ void RSpeedShow(void)
memset(RQntNames, 0, sizeof(RQntNames));
RQntNames[RQUANT_MSECS] = "Microseconds";
RQntNames[RQUANT_EPOLYS] = "Entity Polys";
RQntNames[RQUANT_WPOLYS] = "World Polys";
#ifdef _DEBUG
RQntNames[RQUANT_PRIMITIVES] = "Draw Indicies";
#endif
RQntNames[RQUANT_DRAWS] = "Draw Calls";
RQntNames[RQUANT_2DBATCHES] = "2d Batches";
RQntNames[RQUANT_WORLDBATCHES] = "World Batches";
@ -82,6 +84,7 @@ void RSpeedShow(void)
RQntNames[RQUANT_RTLIGHT_CULL_PVS] = "Lights PVS Culled";
RQntNames[RQUANT_RTLIGHT_CULL_SCISSOR] = "Lights Scissored";
memcpy(savedsamplerquant, rquant, sizeof(savedsamplerquant));
if (r_speeds.ival > 1)
{
for (i = 0; i < RSPEED_MAX; i++)
@ -97,9 +100,10 @@ void RSpeedShow(void)
}
if (r_speeds.ival > 1)
{
s = va("%f %-20s", 100000000.0f/(samplerspeeds[RSPEED_TOTALREFRESH]+samplerspeeds[RSPEED_FINISH]), "Framerate");
s = va("%f %-20s", 100000000.0f/(samplerspeeds[RSPEED_TOTALREFRESH]+samplerspeeds[RSPEED_FINISH]), "Framerate (refresh only)");
Draw_FunString(vid.width-strlen(s)*8, (i+RSPEED_MAX)*8, s);
}
memcpy(rquant, savedsamplerquant, sizeof(rquant));
if (++framecount>=100)
{

View file

@ -582,8 +582,7 @@ extern int rspeeds[RSPEED_MAX];
enum {
RQUANT_MSECS, //old r_speeds
RQUANT_EPOLYS,
RQUANT_WPOLYS,
RQUANT_PRIMITIVES,
RQUANT_DRAWS,
RQUANT_ENTBATCHES,
RQUANT_WORLDBATCHES,

View file

@ -874,7 +874,7 @@ void PM_CategorizePosition (void)
VectorMA (pmove.origin, 24, flatforward, fwd1);
pmove.physents[0].model->funcs.NativeTrace(pmove.physents[0].model, 0, 0, NULL, pmove.origin, fwd1, pmove.player_mins, pmove.player_maxs, MASK_PLAYERSOLID, &t);
if (t.surface->flags & Q3SURF_LADDER)
if (t.surface && t.surface->flags & Q3SURF_LADDER)
{
pmove.onladder = true;
pmove.onground = false; // too steep

View file

@ -702,6 +702,7 @@ static void BE_EnableShaderAttributes(unsigned int progattrmask, int usevao)
shaderstate.sha_attr = progattrmask;
/*
#ifndef FORCESTATE
if (shaderstate.currentebo != shaderstate.sourcevbo->indicies.gl.vbo)
#endif
@ -709,6 +710,7 @@ static void BE_EnableShaderAttributes(unsigned int progattrmask, int usevao)
shaderstate.currentebo = shaderstate.sourcevbo->indicies.gl.vbo;
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, shaderstate.currentebo);
}
*/
}
if (bitstochange || bitstoendisable)
@ -2609,105 +2611,110 @@ static void BE_SubmitMeshChain(void)
int startv, starti, endv, endi;
int m;
mesh_t *mesh;
int batchtype = GL_TRIANGLES;
int batchtype = (shaderstate.flags & BEF_LINES)?GL_LINES:GL_TRIANGLES;
if (shaderstate.flags & BEF_LINES)
batchtype = GL_LINES;
if (!shaderstate.streamvbo[0]) //only if we're not forcing vbos elsewhere.
{
//q3map2 sucks. it splits static meshes randomly rather than with any pvs consistancy, and then splays them out over 1000 different surfaces.
//this means we end up needing a boatload of draw calls whenever the batch got split.
//so skip all that and splurge out a usable index list on demand.
if (shaderstate.meshcount == 1)
{
GL_SelectEBO(shaderstate.sourcevbo->indicies.gl.vbo);
mesh = shaderstate.meshes[0];
qglDrawRangeElements(batchtype, mesh->vbofirstvert, mesh->vbofirstvert+mesh->numvertexes, mesh->numindexes, GL_INDEX_TYPE, (index_t*)shaderstate.sourcevbo->indicies.gl.addr + mesh->vbofirstelement);
RQuantAdd(RQUANT_DRAWS, 1);
RQuantAdd(RQUANT_PRIMITIVES, mesh->numindexes);
return;
}
else
{
index_t *fte_restrict ilst; //FIXME: this should be cached for multiple-pass shaders.
GL_SelectEBO(0);
#if 0
if (!shaderstate.currentebo)
{
if (shaderstate.meshcount == 1)
{
mesh = shaderstate.meshes[0];
qglDrawRangeElements(batchtype, mesh->vbofirstvert, mesh->vbofirstvert+mesh->numvertexes, mesh->numindexes, GL_INDEX_TYPE, shaderstate.sourcevbo->indicies + mesh->vbofirstelement);
RQuantAdd(RQUANT_DRAWS, 1);
mesh = shaderstate.meshes[0];
startv = mesh->vbofirstvert;
endv = startv + mesh->numvertexes;
endi = mesh->numindexes;
for (m = 1; m < shaderstate.meshcount; m++)
{
mesh = shaderstate.meshes[m];
endi += mesh->numindexes;
if (startv > mesh->vbofirstvert)
startv = mesh->vbofirstvert;
if (endv < mesh->vbofirstvert+mesh->numvertexes)
endv = mesh->vbofirstvert+mesh->numvertexes;
}
ilst = alloca(endi*sizeof(index_t));
endi = 0;
for (m = 0; m < shaderstate.meshcount; m++)
{
mesh = shaderstate.meshes[m];
for (starti = 0; starti < mesh->numindexes; )
ilst[endi++] = mesh->vbofirstvert + mesh->indexes[starti++];
}
qglDrawRangeElements(batchtype, startv, endv, endi, GL_INDEX_TYPE, ilst);
RQuantAdd(RQUANT_DRAWS, 1);
RQuantAdd(RQUANT_PRIMITIVES, endi);
}
return;
}
else
{
index_t *ilst;
mesh = shaderstate.meshes[0];
startv = mesh->vbofirstvert;
endv = startv + mesh->numvertexes;
endi = mesh->numindexes;
for (m = 1; m < shaderstate.meshcount; m++)
{
mesh = shaderstate.meshes[m];
endi += mesh->numindexes;
if (startv > mesh->vbofirstvert)
startv = mesh->vbofirstvert;
if (endv < mesh->vbofirstvert+mesh->numvertexes)
endv = mesh->vbofirstvert+mesh->numvertexes;
}
ilst = alloca(endi*sizeof(index_t));
endi = 0;
for (m = 0; m < shaderstate.meshcount; m++)
{
mesh = shaderstate.meshes[m];
for (starti = 0; starti < mesh->numindexes; )
ilst[endi++] = mesh->vbofirstvert + mesh->indexes[starti++];
}
qglDrawRangeElements(batchtype, startv, endv, endi, GL_INDEX_TYPE, ilst);
RQuantAdd(RQUANT_DRAWS, 1);
}
return;
}
#endif
GL_SelectEBO(shaderstate.sourcevbo->indicies.gl.vbo);
/*
if (qglLockArraysEXT)
{
endv = 0;
startv = 0x7fffffff;
for (m = 0; m < shaderstate.meshcount; m++)
if (qglLockArraysEXT)
{
mesh = shaderstate.meshes[m];
starti = mesh->vbofirstvert;
if (starti < startv)
startv = starti;
endi = mesh->vbofirstvert+mesh->numvertexes;
if (endi > endv)
endv = endi;
endv = 0;
startv = 0x7fffffff;
for (m = 0; m < shaderstate.meshcount; m++)
{
mesh = shaderstate.meshes[m];
starti = mesh->vbofirstvert;
if (starti < startv)
startv = starti;
endi = mesh->vbofirstvert+mesh->numvertexes;
if (endi > endv)
endv = endi;
}
qglLockArraysEXT(startv, endv);
}
qglLockArraysEXT(startv, endv);
}
*/
for (m = 0, mesh = shaderstate.meshes[0]; m < shaderstate.meshcount; )
{
startv = mesh->vbofirstvert;
starti = mesh->vbofirstelement;
endv = startv+mesh->numvertexes;
endi = starti+mesh->numindexes;
//find consecutive surfaces
for (++m; m < shaderstate.meshcount; m++)
for (m = 0, mesh = shaderstate.meshes[0]; m < shaderstate.meshcount; )
{
mesh = shaderstate.meshes[m];
if (endi == mesh->vbofirstelement)
startv = mesh->vbofirstvert;
starti = mesh->vbofirstelement;
endv = startv+mesh->numvertexes;
endi = starti+mesh->numindexes;
//find consecutive surfaces
for (++m; m < shaderstate.meshcount; m++)
{
endv = mesh->vbofirstvert+mesh->numvertexes;
endi = mesh->vbofirstelement+mesh->numindexes;
mesh = shaderstate.meshes[m];
if (endi == mesh->vbofirstelement)
{
endv = mesh->vbofirstvert+mesh->numvertexes;
endi = mesh->vbofirstelement+mesh->numindexes;
}
else
{
break;
}
}
else
{
break;
}
}
qglDrawRangeElements(batchtype, startv, endv, endi-starti, GL_INDEX_TYPE, (index_t*)shaderstate.sourcevbo->indicies.gl.addr + starti);
RQuantAdd(RQUANT_DRAWS, 1);
}
qglDrawRangeElements(batchtype, startv, endv, endi-starti, GL_INDEX_TYPE, (index_t*)shaderstate.sourcevbo->indicies.gl.addr + starti);
RQuantAdd(RQUANT_DRAWS, 1);
RQuantAdd(RQUANT_PRIMITIVES, endi-starti);
}
/*
if (qglUnlockArraysEXT)
qglUnlockArraysEXT();
if (qglUnlockArraysEXT)
qglUnlockArraysEXT();
*/
}
}
static void DrawPass(const shaderpass_t *pass)

View file

@ -5103,7 +5103,11 @@ void R_RemapShader(const char *sourcename, const char *destname, float timeoffse
if (o)
{
if (!n)
n = o;
{
n = R_LoadShader (destname, SUF_2D, NULL, NULL);
if (!n)
n = o;
}
o->remapto = n;
o->remaptime = timeoffset;
}
@ -5115,7 +5119,7 @@ void Shader_RemapShader_f(void)
char *destname = Cmd_Argv(2);
float timeoffset = atof(Cmd_Argv(3));
if (!Cmd_FromGamecode() && !atoi(Info_ValueForKey(cl.serverinfo, "*cheats")))
if (!Cmd_FromGamecode() && strcmp(Info_ValueForKey(cl.serverinfo, "*cheats"), "ON"))
{
Con_Printf("%s may only be used from gamecode, or when cheats are enabled\n", Cmd_Argv(0));
return;