//Anything above this #include will be ignored by the compiler #include "../qcommon/exe_headers.h" #include "tr_local.h" /* ===================== R_PerformanceCounters ===================== */ void R_PerformanceCounters( void ) { #ifndef _XBOX if ( !r_speeds->integer ) { // clear the counters even if we aren't printing Com_Memset( &tr.pc, 0, sizeof( tr.pc ) ); Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) ); return; } if (r_speeds->integer == 1) { const float texSize = R_SumOfUsedImages( qfalse )/(8*1048576.0f)*(r_texturebits->integer?r_texturebits->integer:glConfig.colorBits); Com_Printf ( "%i/%i shdrs/srfs %i leafs %i vrts %i/%i tris %.2fMB tex %.2f dc\n", backEnd.pc.c_shaders, backEnd.pc.c_surfaces, tr.pc.c_leafs, backEnd.pc.c_vertexes, backEnd.pc.c_indexes/3, backEnd.pc.c_totalIndexes/3, texSize, backEnd.pc.c_overDraw / (float)(glConfig.vidWidth * glConfig.vidHeight) ); } else if (r_speeds->integer == 2) { Com_Printf ( "(patch) %i sin %i sclip %i sout %i bin %i bclip %i bout\n", tr.pc.c_sphere_cull_patch_in, tr.pc.c_sphere_cull_patch_clip, tr.pc.c_sphere_cull_patch_out, tr.pc.c_box_cull_patch_in, tr.pc.c_box_cull_patch_clip, tr.pc.c_box_cull_patch_out ); Com_Printf ( "(md3) %i sin %i sclip %i sout %i bin %i bclip %i bout\n", tr.pc.c_sphere_cull_md3_in, tr.pc.c_sphere_cull_md3_clip, tr.pc.c_sphere_cull_md3_out, tr.pc.c_box_cull_md3_in, tr.pc.c_box_cull_md3_clip, tr.pc.c_box_cull_md3_out ); } else if (r_speeds->integer == 3) { Com_Printf ( "viewcluster: %i\n", tr.viewCluster ); } else if (r_speeds->integer == 4) { if ( backEnd.pc.c_dlightVertexes ) { Com_Printf ( "dlight srf:%i culled:%i verts:%i tris:%i\n", tr.pc.c_dlightSurfaces, tr.pc.c_dlightSurfacesCulled, backEnd.pc.c_dlightVertexes, backEnd.pc.c_dlightIndexes / 3 ); } } else if (r_speeds->integer == 5 ) { Com_Printf ("zFar: %.0f\n", tr.viewParms.zFar ); } else if (r_speeds->integer == 6 ) { Com_Printf ("flare adds:%i tests:%i renders:%i\n", backEnd.pc.c_flareAdds, backEnd.pc.c_flareTests, backEnd.pc.c_flareRenders ); } else if (r_speeds->integer == 7) { const float texSize = R_SumOfUsedImages(qtrue) / (1048576.0f); const float backBuff= glConfig.vidWidth * glConfig.vidHeight * glConfig.colorBits / (8.0f * 1024*1024); const float depthBuff= glConfig.vidWidth * glConfig.vidHeight * glConfig.depthBits / (8.0f * 1024*1024); const float stencilBuff= glConfig.vidWidth * glConfig.vidHeight * glConfig.stencilBits / (8.0f * 1024*1024); Com_Printf ( "Tex MB %.2f + buffers %.2f MB = Total %.2fMB\n", texSize, backBuff*2+depthBuff+stencilBuff, texSize+backBuff*2+depthBuff+stencilBuff); } #endif Com_Memset( &tr.pc, 0, sizeof( tr.pc ) ); Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) ); } /* ==================== R_InitCommandBuffers ==================== */ void R_InitCommandBuffers( void ) { } /* ==================== R_ShutdownCommandBuffers ==================== */ void R_ShutdownCommandBuffers( void ) { } /* ==================== R_IssueRenderCommands ==================== */ void R_IssueRenderCommands( qboolean runPerformanceCounters ) { renderCommandList_t *cmdList; cmdList = &backEndData->commands; assert(cmdList); // bk001205 // add an end-of-list command *(int *)(cmdList->cmds + cmdList->used) = RC_END_OF_LIST; // clear it out, in case this is a sync and not a buffer flip cmdList->used = 0; // at this point, the back end thread is idle, so it is ok // to look at it's performance counters if ( runPerformanceCounters ) { R_PerformanceCounters(); } // actually start the commands going if ( !r_skipBackEnd->integer ) { // let it start on the new batch RB_ExecuteRenderCommands( cmdList->cmds ); } } /* ==================== R_SyncRenderThread Issue any pending commands and wait for them to complete. After exiting, the render thread will have completed its work and will remain idle and the main thread is free to issue OpenGL calls until R_IssueRenderCommands is called. ==================== */ void R_SyncRenderThread( void ) { #ifndef _XBOX if ( !tr.registered ) { return; } R_IssueRenderCommands( qfalse ); #endif } /* ============ R_GetCommandBuffer make sure there is enough command space, waiting on the render thread if needed. ============ */ void *R_GetCommandBuffer( int bytes ) { renderCommandList_t *cmdList; cmdList = &backEndData->commands; // always leave room for the end of list command if ( cmdList->used + bytes + 4 > MAX_RENDER_COMMANDS ) { #if defined(_DEBUG) && defined(_XBOX) Com_Printf(S_COLOR_RED"Command buffer overflow! Tell Brian.\n"); #endif if ( bytes > MAX_RENDER_COMMANDS - 4 ) { Com_Error( ERR_FATAL, "R_GetCommandBuffer: bad size %i", bytes ); } // if we run out of room, just start dropping commands return NULL; } cmdList->used += bytes; return cmdList->cmds + cmdList->used - bytes; } /* ============= R_AddDrawSurfCmd ============= */ void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs ) { drawSurfsCommand_t *cmd; cmd = (drawSurfsCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) ); if ( !cmd ) { return; } cmd->commandId = RC_DRAW_SURFS; cmd->drawSurfs = drawSurfs; cmd->numDrawSurfs = numDrawSurfs; cmd->refdef = tr.refdef; cmd->viewParms = tr.viewParms; } /* ============= RE_SetColor Passing NULL will set the color to white ============= */ void RE_SetColor( const float *rgba ) { setColorCommand_t *cmd; cmd = (setColorCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) ); if ( !cmd ) { return; } cmd->commandId = RC_SET_COLOR; if ( !rgba ) { static float colorWhite[4] = { 1, 1, 1, 1 }; rgba = colorWhite; } cmd->color[0] = rgba[0]; cmd->color[1] = rgba[1]; cmd->color[2] = rgba[2]; cmd->color[3] = rgba[3]; } /* ============= RE_StretchPic ============= */ void RE_StretchPic ( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ) { stretchPicCommand_t *cmd; cmd = (stretchPicCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) ); if ( !cmd ) { return; } cmd->commandId = RC_STRETCH_PIC; cmd->shader = R_GetShaderByHandle( hShader ); cmd->x = x; cmd->y = y; cmd->w = w; cmd->h = h; cmd->s1 = s1; cmd->t1 = t1; cmd->s2 = s2; cmd->t2 = t2; } /* ============= RE_RotatePic ============= */ void RE_RotatePic ( float x, float y, float w, float h, float s1, float t1, float s2, float t2,float a, qhandle_t hShader ) { rotatePicCommand_t *cmd; cmd = (rotatePicCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) ); if ( !cmd ) { return; } cmd->commandId = RC_ROTATE_PIC; cmd->shader = R_GetShaderByHandle( hShader ); cmd->x = x; cmd->y = y; cmd->w = w; cmd->h = h; cmd->s1 = s1; cmd->t1 = t1; cmd->s2 = s2; cmd->t2 = t2; cmd->a = a; } /* ============= RE_RotatePic2 ============= */ void RE_RotatePic2 ( float x, float y, float w, float h, float s1, float t1, float s2, float t2,float a, qhandle_t hShader ) { rotatePicCommand_t *cmd; cmd = (rotatePicCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) ); if ( !cmd ) { return; } cmd->commandId = RC_ROTATE_PIC2; cmd->shader = R_GetShaderByHandle( hShader ); cmd->x = x; cmd->y = y; cmd->w = w; cmd->h = h; cmd->s1 = s1; cmd->t1 = t1; cmd->s2 = s2; cmd->t2 = t2; cmd->a = a; } void RE_RenderWorldEffects(void) { drawBufferCommand_t *cmd; cmd = (drawBufferCommand_t *)R_GetCommandBuffer( sizeof( *cmd ) ); if ( !cmd ) { return; } cmd->commandId = RC_WORLD_EFFECTS; } void RE_RenderAutoMap(void) { drawBufferCommand_t *cmd; cmd = (drawBufferCommand_t *)R_GetCommandBuffer( sizeof( *cmd ) ); if ( !cmd ) { return; } cmd->commandId = RC_AUTO_MAP; } /* ==================== RE_BeginFrame If running in stereo, RE_BeginFrame will be called twice for each RE_EndFrame ==================== */ void RE_BeginFrame( stereoFrame_t stereoFrame ) { drawBufferCommand_t *cmd; if ( !tr.registered ) { return; } glState.finishCalled = qfalse; tr.frameCount++; tr.frameSceneNum = 0; // // do overdraw measurement // #ifndef _XBOX if ( r_measureOverdraw->integer ) { if ( glConfig.stencilBits < 4 ) { Com_Printf ("Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits ); Cvar_Set( "r_measureOverdraw", "0" ); r_measureOverdraw->modified = qfalse; } else if ( r_shadows->integer == 2 ) { Com_Printf ("Warning: stencil shadows and overdraw measurement are mutually exclusive\n" ); Cvar_Set( "r_measureOverdraw", "0" ); r_measureOverdraw->modified = qfalse; } else { R_SyncRenderThread(); qglEnable( GL_STENCIL_TEST ); qglStencilMask( ~0U ); qglClearStencil( 0U ); qglStencilFunc( GL_ALWAYS, 0U, ~0U ); qglStencilOp( GL_KEEP, GL_INCR, GL_INCR ); } r_measureOverdraw->modified = qfalse; } else { // this is only reached if it was on and is now off if ( r_measureOverdraw->modified ) { R_SyncRenderThread(); qglDisable( GL_STENCIL_TEST ); } r_measureOverdraw->modified = qfalse; } #endif // // texturemode stuff // if ( r_textureMode->modified || r_ext_texture_filter_anisotropic->modified) { R_SyncRenderThread(); GL_TextureMode( r_textureMode->string ); r_textureMode->modified = qfalse; r_ext_texture_filter_anisotropic->modified = qfalse; } // // gamma stuff // if ( r_gamma->modified ) { r_gamma->modified = qfalse; R_SyncRenderThread(); R_SetColorMappings(); } // check for errors if ( !r_ignoreGLErrors->integer ) { int err; R_SyncRenderThread(); if ( ( err = qglGetError() ) != GL_NO_ERROR ) { Com_Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err ); } } // // draw buffer stuff // cmd = (drawBufferCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) ); if ( !cmd ) { return; } cmd->commandId = RC_DRAW_BUFFER; if ( glConfig.stereoEnabled ) { if ( stereoFrame == STEREO_LEFT ) { cmd->buffer = (int)GL_BACK_LEFT; } else if ( stereoFrame == STEREO_RIGHT ) { cmd->buffer = (int)GL_BACK_RIGHT; } else { Com_Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame ); } } else { if ( stereoFrame != STEREO_CENTER ) { Com_Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame ); } // if ( !Q_stricmp( r_drawBuffer->string, "GL_FRONT" ) ) { // cmd->buffer = (int)GL_FRONT; // } else { cmd->buffer = (int)GL_BACK; } } } /* ============= RE_EndFrame Returns the number of msec spent in the back end ============= */ void RE_EndFrame( int *frontEndMsec, int *backEndMsec ) { swapBuffersCommand_t *cmd; if ( !tr.registered ) { return; } cmd = (swapBuffersCommand_t *) R_GetCommandBuffer( sizeof( *cmd ) ); if ( !cmd ) { return; } cmd->commandId = RC_SWAP_BUFFERS; #ifdef _XBOX if (!qglBeginFrame()) return; #endif R_IssueRenderCommands( qtrue ); #ifdef _XBOX qglEndFrame(); #endif // use the other buffers next frame, because another CPU // may still be rendering into the current ones R_ToggleSmpFrame(); if ( frontEndMsec ) { *frontEndMsec = tr.frontEndMsec; } tr.frontEndMsec = 0; if ( backEndMsec ) { *backEndMsec = backEnd.pc.msec; } backEnd.pc.msec = 0; }