Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// d_surf.c: rasterization driver surface heap manager
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#include "quakedef.h"
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#include "d_local.h"
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#include "r_local.h"
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2000-01-29 18:46:26 +00:00
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#include <console.h>
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#include <sys.h>
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#include <lib_replace.h>
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Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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float surfscale;
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qboolean r_cache_thrash; // set if surface cache is thrashing
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int sc_size;
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surfcache_t *sc_rover, *sc_base;
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#define GUARDSIZE 4
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int D_SurfaceCacheForRes (int width, int height)
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{
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int size, pix;
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if (COM_CheckParm ("-surfcachesize"))
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{
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size = Q_atoi(com_argv[COM_CheckParm("-surfcachesize")+1]) * 1024;
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return size;
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}
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size = SURFCACHE_SIZE_AT_320X200;
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pix = width*height;
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if (pix > 64000)
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size += (pix-64000)*3;
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return size;
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}
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void D_CheckCacheGuard (void)
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{
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byte *s;
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int i;
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s = (byte *)sc_base + sc_size;
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for (i=0 ; i<GUARDSIZE ; i++)
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if (s[i] != (byte)i)
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Sys_Error ("D_CheckCacheGuard: failed");
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}
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void D_ClearCacheGuard (void)
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{
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byte *s;
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int i;
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s = (byte *)sc_base + sc_size;
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for (i=0 ; i<GUARDSIZE ; i++)
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s[i] = (byte)i;
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}
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/*
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================
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D_InitCaches
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================
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*/
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void D_InitCaches (void *buffer, int size)
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{
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if (!msg_suppress_1)
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Con_Printf ("%ik surface cache\n", size/1024);
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sc_size = size - GUARDSIZE;
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sc_base = (surfcache_t *)buffer;
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sc_rover = sc_base;
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sc_base->next = NULL;
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sc_base->owner = NULL;
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sc_base->size = sc_size;
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D_ClearCacheGuard ();
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}
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/*
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==================
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D_FlushCaches
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==================
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*/
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void D_FlushCaches (void)
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{
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surfcache_t *c;
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if (!sc_base)
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return;
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for (c = sc_base ; c ; c = c->next)
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{
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if (c->owner)
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*c->owner = NULL;
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}
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sc_rover = sc_base;
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sc_base->next = NULL;
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sc_base->owner = NULL;
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sc_base->size = sc_size;
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}
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/*
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=================
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D_SCAlloc
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=================
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*/
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surfcache_t *D_SCAlloc (int width, int size)
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{
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surfcache_t *new;
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qboolean wrapped_this_time;
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if ((width < 0) || (width > 256))
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Sys_Error ("D_SCAlloc: bad cache width %d\n", width);
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if ((size <= 0) || (size > 0x10000))
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Sys_Error ("D_SCAlloc: bad cache size %d\n", size);
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size = (int)&((surfcache_t *)0)->data[size];
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1999-12-31 02:31:14 +00:00
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#define SIZE_ALIGN (sizeof(surfcache_t*)-1)
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size = (size + SIZE_ALIGN) & ~SIZE_ALIGN;
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#undef SIZE_ALIGN
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
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|
if (size > sc_size)
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Sys_Error ("D_SCAlloc: %i > cache size",size);
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// if there is not size bytes after the rover, reset to the start
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wrapped_this_time = false;
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if ( !sc_rover || (byte *)sc_rover - (byte *)sc_base > sc_size - size)
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{
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if (sc_rover)
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{
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wrapped_this_time = true;
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}
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sc_rover = sc_base;
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}
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// colect and free surfcache_t blocks until the rover block is large enough
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new = sc_rover;
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if (sc_rover->owner)
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*sc_rover->owner = NULL;
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while (new->size < size)
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{
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// free another
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sc_rover = sc_rover->next;
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if (!sc_rover)
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Sys_Error ("D_SCAlloc: hit the end of memory");
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if (sc_rover->owner)
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*sc_rover->owner = NULL;
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new->size += sc_rover->size;
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new->next = sc_rover->next;
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}
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// create a fragment out of any leftovers
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if (new->size - size > 256)
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{
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sc_rover = (surfcache_t *)( (byte *)new + size);
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sc_rover->size = new->size - size;
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sc_rover->next = new->next;
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sc_rover->width = 0;
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sc_rover->owner = NULL;
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new->next = sc_rover;
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new->size = size;
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}
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else
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sc_rover = new->next;
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new->width = width;
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// DEBUG
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if (width > 0)
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new->height = (size - sizeof(*new) + sizeof(new->data)) / width;
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new->owner = NULL; // should be set properly after return
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if (d_roverwrapped)
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{
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if (wrapped_this_time || (sc_rover >= d_initial_rover))
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r_cache_thrash = true;
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}
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else if (wrapped_this_time)
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{
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d_roverwrapped = true;
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}
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D_CheckCacheGuard (); // DEBUG
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return new;
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}
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/*
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=================
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D_SCDump
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=================
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*/
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void D_SCDump (void)
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{
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surfcache_t *test;
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for (test = sc_base ; test ; test = test->next)
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{
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if (test == sc_rover)
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Sys_Printf ("ROVER:\n");
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printf ("%p : %i bytes %i width\n",test, test->size, test->width);
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}
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}
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//=============================================================================
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// if the num is not a power of 2, assume it will not repeat
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int MaskForNum (int num)
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{
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if (num==128)
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return 127;
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if (num==64)
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return 63;
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if (num==32)
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return 31;
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if (num==16)
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return 15;
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return 255;
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}
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int D_log2 (int num)
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{
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int c;
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c = 0;
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while (num>>=1)
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c++;
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return c;
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}
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//=============================================================================
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/*
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================
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D_CacheSurface
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================
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*/
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surfcache_t *D_CacheSurface (msurface_t *surface, int miplevel)
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{
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surfcache_t *cache;
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//
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// if the surface is animating or flashing, flush the cache
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//
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r_drawsurf.texture = R_TextureAnimation (surface->texinfo->texture);
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r_drawsurf.lightadj[0] = d_lightstylevalue[surface->styles[0]];
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r_drawsurf.lightadj[1] = d_lightstylevalue[surface->styles[1]];
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r_drawsurf.lightadj[2] = d_lightstylevalue[surface->styles[2]];
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r_drawsurf.lightadj[3] = d_lightstylevalue[surface->styles[3]];
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//
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// see if the cache holds apropriate data
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//
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cache = surface->cachespots[miplevel];
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if (cache && !cache->dlight && surface->dlightframe != r_framecount
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&& cache->texture == r_drawsurf.texture
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&& cache->lightadj[0] == r_drawsurf.lightadj[0]
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&& cache->lightadj[1] == r_drawsurf.lightadj[1]
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&& cache->lightadj[2] == r_drawsurf.lightadj[2]
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&& cache->lightadj[3] == r_drawsurf.lightadj[3] )
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return cache;
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//
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// determine shape of surface
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//
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surfscale = 1.0 / (1<<miplevel);
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r_drawsurf.surfmip = miplevel;
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r_drawsurf.surfwidth = surface->extents[0] >> miplevel;
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r_drawsurf.rowbytes = r_drawsurf.surfwidth;
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r_drawsurf.surfheight = surface->extents[1] >> miplevel;
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//
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// allocate memory if needed
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//
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if (!cache) // if a texture just animated, don't reallocate it
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{
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cache = D_SCAlloc (r_drawsurf.surfwidth,
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r_drawsurf.surfwidth * r_drawsurf.surfheight);
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surface->cachespots[miplevel] = cache;
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cache->owner = &surface->cachespots[miplevel];
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cache->mipscale = surfscale;
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}
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if (surface->dlightframe == r_framecount)
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cache->dlight = 1;
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else
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cache->dlight = 0;
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r_drawsurf.surfdat = (pixel_t *)cache->data;
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cache->texture = r_drawsurf.texture;
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cache->lightadj[0] = r_drawsurf.lightadj[0];
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cache->lightadj[1] = r_drawsurf.lightadj[1];
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cache->lightadj[2] = r_drawsurf.lightadj[2];
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cache->lightadj[3] = r_drawsurf.lightadj[3];
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//
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// draw and light the surface texture
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|
|
//
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r_drawsurf.surf = surface;
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c_surf++;
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R_DrawSurface ();
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return surface->cachespots[miplevel];
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|
|
|
}
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