In GL_MakeAliasModelDisplayLists, after saving the standerd triangle strips and fans onto the hunk, if the system is GL2 capable, we also save a second version of the mdl on the hunk designed to be loaded into a VBO (GL_MakeAliasModelDisplayLists_VBO). In R_NewMap, and on video mode changes, we call GLMesh_LoadVertexBuffers which loops over all precached mdl's and loads the data into a pair of VBO's (vertices and vertex indices).
Finally, in R_DrawAliasModel, assuming no rendering options are disabling the fast-path (r_drawflat 1, r_lightmap 1, or r_fullbright 1 would disable it), we call GL_DrawAliasFrame_GLSL, which sets up all of the bindings and draws the (possibly lerped) mdl in one glDrawElements call.
Special thanks to MH for some of the code from RMQEngine and the general concept.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1151 af15c1b1-3010-417e-b628-4374ebc0bcbd
This moves some of the OpenGL implementation to a background thread, and makes draw calls block for a shorter amount of time. AFAIK, this is the default mode on most other OS'es, not sure why you have to explicitly ask for it on OS X.
N.B. the kCGLCEMPEngine constant is available on 10.4+ so I don't bother checking the OS X version.
More info: https://developer.apple.com/library/mac/technotes/tn2085/_index.html
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1137 af15c1b1-3010-417e-b628-4374ebc0bcbd
1. Remove Key_IgnoreTextInput(), and simple always send a Char_Event when
we receive TEXTINPUT (SDL2) or the unicode field of a KEYDOWN event is
filled (SDL1.).
2. Remove handling of K_KP_* in the menu/console, since they cannot be
relied on to not also send text (see issue described above). The handling
of K_KP_ENTER can stay, since we do know that it never sends text.
3. Remove the interpretation hack for the numpad, since it will no longer
be needed (and doesn't currently work for SDL2 anyway); if a numpad key
generates text we will handle it (because of "1"), if not then it will
simply be if ignored (because of "2”).
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1110 af15c1b1-3010-417e-b628-4374ebc0bcbd
On my old laptop, when running "./quakespasm -fsaa 2", quakespasm would error out with a "Couldn't create window" message. Our "no FSAA available" fallback was applied at OpenGL context creation time, but according to the SDL2 wiki FSAA settings should be done before creation of the window (see https://wiki.libsdl.org/SDL_GLattr#multisample). Moved it there.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1084 af15c1b1-3010-417e-b628-4374ebc0bcbd
R_DrawTextureChains_Multitexture: revert to the way it was before VBO support was added.
gl_texmgr: expose GL_SelectTexture. make the implementation less convoluted and support 3 TMUs.
gl_vidsdl: check GL_MAX_TEXTURE_UNITS
r_brush: only create VBOs if 3 TMUs available
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1035 af15c1b1-3010-417e-b628-4374ebc0bcbd
This seems to help fps a fair bit on maps with a lot of world polys like jam2_tronyn. Tried on a few computers with intel and nvidia gpus, windows, mac os, linux, and there's always at least some fps improvement. Best case was 70fps -> 96fps on jam2_tronyn, on OS X + nvidia 650gt.
Interested to hear how this works for amd gpu's, just do a timedemo with and without "-novbo".
Only downside is I had to disable the fast path in Vid_Toggle_f() because at least with SDL1, the vbo no longer works after a toggle. So as a result, fullscreen toggles with alt-enter are slightly slower.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1018 af15c1b1-3010-417e-b628-4374ebc0bcbd
It caused a dramatic slowdown on my machine on windows (50% slower)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@983 af15c1b1-3010-417e-b628-4374ebc0bcbd
The glBegin(GL_POLYGON), for() loop with GL_MTexCoord2fFunc()/glVertex3fv() calls, and glEnd () per polygon is replaced by a memcpy() and a glDrawArrays() call per poly.
My guess is this only saves function call overhead, but it gives a decent ~20% speedup (36 -> 42fps) on my machine on orl’s map.
Note: glDrawArrays() is in OpenGL 1.1, but the glClientActiveTextureARB function is part of the GL_ARB_multitexture extension but not GL_SGIS_multitexture. Instead of splitting into two code paths, I just dropped support for GL_SGIS_multitexture.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@981 af15c1b1-3010-417e-b628-4374ebc0bcbd
AFAICS this is not needed for SDL, and it in fact
breaks weird widescreen resolutions such as 1280x600.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@798 af15c1b1-3010-417e-b628-4374ebc0bcbd
VID_SetMode() to VID_Restart() so they aren't called twice at startup.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@784 af15c1b1-3010-417e-b628-4374ebc0bcbd
need to kill device and rendering contexts too, will see to that later.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@781 af15c1b1-3010-417e-b628-4374ebc0bcbd
not rely on sdl-config on OSX Framework builds, define new SDL_FRAMEWORK
and NO_SDL_CONFIG preprocessor macros to indicate that and include SDL.h
with the "SDL" subdirectory name included. Add new libmad and ogg/vorbis
headers and static and dynamic libraries for macosx. Xcode project files
need further updating.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@699 af15c1b1-3010-417e-b628-4374ebc0bcbd
* key.c (Key_ClearStates): Instead of clearing all key's down state
and repeat count, run KeyEvent(k,false) keys in down state, which
will already clear those states for them. This also helps getting
rid of several actions bound to keypad keys. Minor cleanups.
* gl_vidsdl.c (ClearAllStates): Removed code triggering every key
with a release event, because we just changed Key_ClearStates() to
do that for the necessary keys.
* in_sdl.c: Minor cleanups. Made K_KP_5 to send '5' when not in game
mode, regardless of the numlock status. Moved prev_gamekey to top
level and call SDL_EnableUNICODE() correctly.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@686 af15c1b1-3010-417e-b628-4374ebc0bcbd
GL_CheckExtensions() set gl_swap_control as true.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@582 af15c1b1-3010-417e-b628-4374ebc0bcbd
the vid_fullscreen callback function setting vid_changed to true.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@577 af15c1b1-3010-417e-b628-4374ebc0bcbd
- removed the archive and server members of cvar_t structure
which are now represented by the CVAR_ARCHIVE, CVAR_NOTIFY
and CVAR_SERVERINFO flags.
- added new Cvar_SetROM and Cvar_SetValueROM functions to
set vars marked as CVAR_ROM (read-only vars) programaticaly
- added Cvar_SetCallback() as a new function to assign (or
remove) a callback function to a cvar.
- changed Cvar_RegisterVariable() to only accept a var pointer
as in original quake
- moved notification handling from Cvar_Set() to callbacks.
- changed Cvar_Set() so that it doesn't reallocate the var's
string buffer if nothing is changed, nor does it run the
var's callback.
- changed the 'registered' and 'cmdline' cvars to be read-only
so that the users can't change it using the console. (and
with 'registered' flagged as CVAR_ROM, the 'static_registered'
thing is no longer required)
- added comment that sending cmdline upon CCREQ_RULE_INFO is
evil...
- more to follow later.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@566 af15c1b1-3010-417e-b628-4374ebc0bcbd