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AllocBlock: cache index of last used lightmap, start search there
Can speed up map loading by multiple seconds on levels with a lot of lightmaps, at a cost of using slightly more lightmaps (about 5% more). https://sourceforge.net/p/quakespasm/patches/20/ git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@956 af15c1b1-3010-417e-b628-4374ebc0bcbd
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@ -45,6 +45,7 @@ qboolean lightmap_modified[MAX_LIGHTMAPS];
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glRect_t lightmap_rectchange[MAX_LIGHTMAPS];
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int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
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int last_lightmap_allocated; //ericw -- optimization: remember the index of the last lightmap AllocBlock stored a surf in
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// the lightmap texture data needs to be kept in
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// main memory so texsubimage can update properly
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@ -716,7 +717,12 @@ int AllocBlock (int w, int h, int *x, int *y)
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int best, best2;
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int texnum;
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for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
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// ericw -- rather than searching starting at lightmap 0 every time,
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// start at the last lightmap we allocated a surface in.
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// This makes AllocBlock much faster on large levels (can shave off 3+ seconds
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// of load time on a level with 180 lightmaps), at a cost of not quite packing
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// lightmaps as tightly vs. not doing this (uses ~5% more lightmaps)
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for (texnum=last_lightmap_allocated ; texnum<MAX_LIGHTMAPS ; texnum++, last_lightmap_allocated++)
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{
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best = BLOCK_HEIGHT;
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@ -865,6 +871,7 @@ void GL_BuildLightmaps (void)
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qmodel_t *m;
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memset (allocated, 0, sizeof(allocated));
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last_lightmap_allocated = 0;
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r_framecount = 1; // no dlightcache
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