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https://git.do.srb2.org/STJr/SRB2.git
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OpenGL draw call batching system
This commit is contained in:
parent
da98ea242e
commit
abe13651d0
14 changed files with 639 additions and 42 deletions
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@ -418,6 +418,7 @@ endif()
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if(${SRB2_CONFIG_HWRENDER})
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add_definitions(-DHWRENDER)
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set(SRB2_HWRENDER_SOURCES
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${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_batching.c
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${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_bsp.c
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${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_cache.c
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${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_clip.c
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@ -433,6 +434,7 @@ if(${SRB2_CONFIG_HWRENDER})
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)
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set (SRB2_HWRENDER_HEADERS
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${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_batching.h
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${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_clip.h
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${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_data.h
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${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_defs.h
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@ -225,7 +225,7 @@ else
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OPTS+=-DHWRENDER
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OBJS+=$(OBJDIR)/hw_bsp.o $(OBJDIR)/hw_draw.o $(OBJDIR)/hw_light.o \
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$(OBJDIR)/hw_main.o $(OBJDIR)/hw_clip.o $(OBJDIR)/hw_md2.o $(OBJDIR)/hw_cache.o $(OBJDIR)/hw_trick.o \
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$(OBJDIR)/hw_md2load.o $(OBJDIR)/hw_md3load.o $(OBJDIR)/hw_model.o $(OBJDIR)/u_list.o
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$(OBJDIR)/hw_md2load.o $(OBJDIR)/hw_md3load.o $(OBJDIR)/hw_model.o $(OBJDIR)/u_list.o $(OBJDIR)/hw_batching.o
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endif
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ifdef NOHS
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22
src/d_main.c
22
src/d_main.c
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@ -634,6 +634,28 @@ static void D_Display(void)
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V_DrawThinString(30, 70, V_MONOSPACE | V_YELLOWMAP, s);
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snprintf(s, sizeof s - 1, "fin %d", rs_swaptime / divisor);
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V_DrawThinString(30, 80, V_MONOSPACE | V_YELLOWMAP, s);
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if (cv_grbatching.value)
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{
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snprintf(s, sizeof s - 1, "bsrt %d", rs_hw_batchsorttime / divisor);
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V_DrawThinString(80, 55, V_MONOSPACE | V_REDMAP, s);
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snprintf(s, sizeof s - 1, "bdrw %d", rs_hw_batchdrawtime / divisor);
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V_DrawThinString(80, 65, V_MONOSPACE | V_REDMAP, s);
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snprintf(s, sizeof s - 1, "npol %d", rs_hw_numpolys);
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V_DrawThinString(130, 10, V_MONOSPACE | V_PURPLEMAP, s);
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snprintf(s, sizeof s - 1, "ndc %d", rs_hw_numcalls);
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V_DrawThinString(130, 20, V_MONOSPACE | V_PURPLEMAP, s);
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snprintf(s, sizeof s - 1, "nshd %d", rs_hw_numshaders);
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V_DrawThinString(130, 30, V_MONOSPACE | V_PURPLEMAP, s);
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snprintf(s, sizeof s - 1, "nvrt %d", rs_hw_numverts);
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V_DrawThinString(130, 40, V_MONOSPACE | V_PURPLEMAP, s);
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snprintf(s, sizeof s - 1, "ntex %d", rs_hw_numtextures);
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V_DrawThinString(185, 10, V_MONOSPACE | V_PURPLEMAP, s);
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snprintf(s, sizeof s - 1, "npf %d", rs_hw_numpolyflags);
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V_DrawThinString(185, 20, V_MONOSPACE | V_PURPLEMAP, s);
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snprintf(s, sizeof s - 1, "ncol %d", rs_hw_numcolors);
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V_DrawThinString(185, 30, V_MONOSPACE | V_PURPLEMAP, s);
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}
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}
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else // software specific stats
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{
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450
src/hardware/hw_batching.c
Normal file
450
src/hardware/hw_batching.c
Normal file
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@ -0,0 +1,450 @@
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file hw_batching.c
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/// \brief Draw call batching and related things.
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#ifdef HWRENDER
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#include "hw_glob.h"
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#include "hw_batching.h"
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#include "../i_system.h"
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// The texture for the next polygon given to HWR_ProcessPolygon.
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// Set with HWR_SetCurrentTexture.
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GLMipmap_t *current_texture = NULL;
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boolean currently_batching = false;
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FOutVector* finalVertexArray = NULL;// contains subset of sorted vertices and texture coordinates to be sent to gpu
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UINT32* finalVertexIndexArray = NULL;// contains indexes for glDrawElements, taking into account fan->triangles conversion
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// NOTE have this alloced as 3x finalVertexArray size
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int finalVertexArrayAllocSize = 65536;
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//GLubyte* colorArray = NULL;// contains color data to be sent to gpu, if needed
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//int colorArrayAllocSize = 65536;
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// not gonna use this for now, just sort by color and change state when it changes
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// later maybe when using vertex attributes if it's needed
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PolygonArrayEntry* polygonArray = NULL;// contains the polygon data from DrawPolygon, waiting to be processed
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int polygonArraySize = 0;
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unsigned int* polygonIndexArray = NULL;// contains sorting pointers for polygonArray
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int polygonArrayAllocSize = 65536;
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FOutVector* unsortedVertexArray = NULL;// contains unsorted vertices and texture coordinates from DrawPolygon
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int unsortedVertexArraySize = 0;
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int unsortedVertexArrayAllocSize = 65536;
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// Enables batching mode. HWR_ProcessPolygon will collect polygons instead of passing them directly to the rendering backend.
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// Call HWR_RenderBatches to render all the collected geometry.
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void HWR_StartBatching(void)
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{
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if (currently_batching)
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I_Error("Repeat call to HWR_StartBatching without HWR_RenderBatches");
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// init arrays if that has not been done yet
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if (!finalVertexArray)
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{
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finalVertexArray = malloc(finalVertexArrayAllocSize * sizeof(FOutVector));
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finalVertexIndexArray = malloc(finalVertexArrayAllocSize * 3 * sizeof(UINT32));
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polygonArray = malloc(polygonArrayAllocSize * sizeof(PolygonArrayEntry));
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polygonIndexArray = malloc(polygonArrayAllocSize * sizeof(unsigned int));
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unsortedVertexArray = malloc(unsortedVertexArrayAllocSize * sizeof(FOutVector));
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}
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currently_batching = true;
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}
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// This replaces the direct calls to pfnSetTexture in cases where batching is available.
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// The texture selection is saved for the next HWR_ProcessPolygon call.
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// Doing this was easier than getting a texture pointer to HWR_ProcessPolygon.
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void HWR_SetCurrentTexture(GLMipmap_t *texture)
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{
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if (currently_batching)
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{
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current_texture = texture;
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}
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else
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{
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HWD.pfnSetTexture(texture);
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}
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}
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// If batching is enabled, this function collects the polygon data and the chosen texture
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// for later use in HWR_RenderBatches. Otherwise the rendering backend is used to
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// render the polygon immediately.
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void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, int shader, boolean horizonSpecial)
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{
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if (currently_batching)
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{
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if (!pSurf)
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I_Error("Got a null FSurfaceInfo in batching");// nulls should not come in the stuff that batching currently applies to
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if (polygonArraySize == polygonArrayAllocSize)
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{
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PolygonArrayEntry* new_array;
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// ran out of space, make new array double the size
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polygonArrayAllocSize *= 2;
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new_array = malloc(polygonArrayAllocSize * sizeof(PolygonArrayEntry));
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memcpy(new_array, polygonArray, polygonArraySize * sizeof(PolygonArrayEntry));
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free(polygonArray);
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polygonArray = new_array;
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// also need to redo the index array, dont need to copy it though
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free(polygonIndexArray);
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polygonIndexArray = malloc(polygonArrayAllocSize * sizeof(unsigned int));
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}
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while (unsortedVertexArraySize + (int)iNumPts > unsortedVertexArrayAllocSize)
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{
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FOutVector* new_array;
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// need more space for vertices in unsortedVertexArray
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unsortedVertexArrayAllocSize *= 2;
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new_array = malloc(unsortedVertexArrayAllocSize * sizeof(FOutVector));
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memcpy(new_array, unsortedVertexArray, unsortedVertexArraySize * sizeof(FOutVector));
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free(unsortedVertexArray);
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unsortedVertexArray = new_array;
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}
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// add the polygon data to the arrays
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polygonArray[polygonArraySize].surf = *pSurf;
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polygonArray[polygonArraySize].vertsIndex = unsortedVertexArraySize;
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polygonArray[polygonArraySize].numVerts = iNumPts;
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polygonArray[polygonArraySize].polyFlags = PolyFlags;
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polygonArray[polygonArraySize].texture = current_texture;
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polygonArray[polygonArraySize].shader = shader;
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polygonArray[polygonArraySize].horizonSpecial = horizonSpecial;
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polygonArraySize++;
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memcpy(&unsortedVertexArray[unsortedVertexArraySize], pOutVerts, iNumPts * sizeof(FOutVector));
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unsortedVertexArraySize += iNumPts;
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}
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else
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{
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if (shader)
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HWD.pfnSetShader(shader);
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HWD.pfnDrawPolygon(pSurf, pOutVerts, iNumPts, PolyFlags);
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}
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}
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static int comparePolygons(const void *p1, const void *p2)
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{
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unsigned int index1 = *(const unsigned int*)p1;
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unsigned int index2 = *(const unsigned int*)p2;
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PolygonArrayEntry* poly1 = &polygonArray[index1];
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PolygonArrayEntry* poly2 = &polygonArray[index2];
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int diff;
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INT64 diff64;
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int shader1 = poly1->shader;
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int shader2 = poly2->shader;
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// make skywalls and horizon lines first in order
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if (poly1->polyFlags & PF_NoTexture || poly1->horizonSpecial)
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shader1 = -1;
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if (poly2->polyFlags & PF_NoTexture || poly2->horizonSpecial)
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shader2 = -1;
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diff = shader1 - shader2;
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if (diff != 0) return diff;
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// skywalls and horizon lines must retain their order for horizon lines to work
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if (shader1 == -1 && shader2 == -1)
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return index1 - index2;
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diff64 = poly1->texture - poly2->texture;
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if (diff64 != 0) return diff64;
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diff = poly1->polyFlags - poly2->polyFlags;
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if (diff != 0) return diff;
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diff64 = poly1->surf.PolyColor.rgba - poly2->surf.PolyColor.rgba;
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if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
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diff64 = poly1->surf.TintColor.rgba - poly2->surf.TintColor.rgba;
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if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
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diff64 = poly1->surf.FadeColor.rgba - poly2->surf.FadeColor.rgba;
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if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
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diff = poly1->surf.LightInfo.light_level - poly2->surf.LightInfo.light_level;
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if (diff != 0) return diff;
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diff = poly1->surf.LightInfo.fade_start - poly2->surf.LightInfo.fade_start;
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if (diff != 0) return diff;
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diff = poly1->surf.LightInfo.fade_end - poly2->surf.LightInfo.fade_end;
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return diff;
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}
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static int comparePolygonsNoShaders(const void *p1, const void *p2)
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{
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unsigned int index1 = *(const unsigned int*)p1;
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unsigned int index2 = *(const unsigned int*)p2;
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PolygonArrayEntry* poly1 = &polygonArray[index1];
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PolygonArrayEntry* poly2 = &polygonArray[index2];
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int diff;
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INT64 diff64;
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GLMipmap_t *texture1 = poly1->texture;
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GLMipmap_t *texture2 = poly2->texture;
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if (poly1->polyFlags & PF_NoTexture || poly1->horizonSpecial)
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texture1 = NULL;
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if (poly2->polyFlags & PF_NoTexture || poly2->horizonSpecial)
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texture2 = NULL;
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diff64 = texture1 - texture2;
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if (diff64 != 0) return diff64;
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// skywalls and horizon lines must retain their order for horizon lines to work
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if (texture1 == NULL && texture2 == NULL)
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return index1 - index2;
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diff = poly1->polyFlags - poly2->polyFlags;
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if (diff != 0) return diff;
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diff64 = poly1->surf.PolyColor.rgba - poly2->surf.PolyColor.rgba;
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if (diff64 < 0) return -1; else if (diff64 > 0) return 1;
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return 0;
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}
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// This function organizes the geometry collected by HWR_ProcessPolygon calls into batches and uses
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// the rendering backend to draw them.
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void HWR_RenderBatches(void)
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{
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int finalVertexWritePos = 0;// position in finalVertexArray
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int finalIndexWritePos = 0;// position in finalVertexIndexArray
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int polygonReadPos = 0;// position in polygonIndexArray
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int currentShader;
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GLMipmap_t *currentTexture;
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FBITFIELD currentPolyFlags;
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FSurfaceInfo currentSurfaceInfo;
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int i;
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if (!currently_batching)
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I_Error("HWR_RenderBatches called without starting batching");
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currently_batching = false;// no longer collecting batches
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if (!polygonArraySize)
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{
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rs_hw_numpolys = rs_hw_numcalls = rs_hw_numshaders = rs_hw_numtextures = rs_hw_numpolyflags = rs_hw_numcolors = 0;
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return;// nothing to draw
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}
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// init stats vars
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rs_hw_numpolys = polygonArraySize;
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rs_hw_numcalls = rs_hw_numverts = 0;
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rs_hw_numshaders = rs_hw_numtextures = rs_hw_numpolyflags = rs_hw_numcolors = 1;
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// init polygonIndexArray
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for (i = 0; i < polygonArraySize; i++)
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{
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polygonIndexArray[i] = i;
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}
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// sort polygons
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rs_hw_batchsorttime = I_GetTimeMicros();
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if (cv_grshaders.value) // TODO also have the shader availability check here when its done
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qsort(polygonIndexArray, polygonArraySize, sizeof(unsigned int), comparePolygons);
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else
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qsort(polygonIndexArray, polygonArraySize, sizeof(unsigned int), comparePolygonsNoShaders);
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rs_hw_batchsorttime = I_GetTimeMicros() - rs_hw_batchsorttime;
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// sort order
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// 1. shader
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// 2. texture
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// 3. polyflags
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// 4. colors + light level
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// not sure about what order of the last 2 should be, or if it even matters
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rs_hw_batchdrawtime = I_GetTimeMicros();
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currentShader = polygonArray[polygonIndexArray[0]].shader;
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currentTexture = polygonArray[polygonIndexArray[0]].texture;
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currentPolyFlags = polygonArray[polygonIndexArray[0]].polyFlags;
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currentSurfaceInfo = polygonArray[polygonIndexArray[0]].surf;
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// For now, will sort and track the colors. Vertex attributes could be used instead of uniforms
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// and a color array could replace the color calls.
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// set state for first batch
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if (cv_grshaders.value) // TODO also have the shader availability check here when its done
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{
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HWD.pfnSetShader(currentShader);
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}
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if (currentPolyFlags & PF_NoTexture)
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currentTexture = NULL;
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else
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HWD.pfnSetTexture(currentTexture);
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while (1)// note: remember handling notexture polyflag as having texture number 0 (also in comparePolygons)
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{
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int firstIndex;
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int lastIndex;
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boolean stopFlag = false;
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boolean changeState = false;
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boolean changeShader = false;
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int nextShader;
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boolean changeTexture = false;
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GLMipmap_t *nextTexture;
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boolean changePolyFlags = false;
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FBITFIELD nextPolyFlags;
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boolean changeSurfaceInfo = false;
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FSurfaceInfo nextSurfaceInfo;
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// steps:
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// write vertices
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// check for changes or end, otherwise go back to writing
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// changes will affect the next vars and the change bools
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// end could set flag for stopping
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// execute draw call
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// could check ending flag here
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// change states according to next vars and change bools, updating the current vars and reseting the bools
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// reset write pos
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// repeat loop
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int index = polygonIndexArray[polygonReadPos++];
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int numVerts = polygonArray[index].numVerts;
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// before writing, check if there is enough room
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// using 'while' instead of 'if' here makes sure that there will *always* be enough room.
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// probably never will this loop run more than once though
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while (finalVertexWritePos + numVerts > finalVertexArrayAllocSize)
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{
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FOutVector* new_array;
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unsigned int* new_index_array;
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finalVertexArrayAllocSize *= 2;
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new_array = malloc(finalVertexArrayAllocSize * sizeof(FOutVector));
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memcpy(new_array, finalVertexArray, finalVertexWritePos * sizeof(FOutVector));
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free(finalVertexArray);
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finalVertexArray = new_array;
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// also increase size of index array, 3x of vertex array since
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// going from fans to triangles increases vertex count to 3x
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new_index_array = malloc(finalVertexArrayAllocSize * 3 * sizeof(UINT32));
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memcpy(new_index_array, finalVertexIndexArray, finalIndexWritePos * sizeof(UINT32));
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free(finalVertexIndexArray);
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finalVertexIndexArray = new_index_array;
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}
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// write the vertices of the polygon
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memcpy(&finalVertexArray[finalVertexWritePos], &unsortedVertexArray[polygonArray[index].vertsIndex],
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numVerts * sizeof(FOutVector));
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// write the indexes, pointing to the fan vertexes but in triangles format
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firstIndex = finalVertexWritePos;
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lastIndex = finalVertexWritePos + numVerts;
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finalVertexWritePos += 2;
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while (finalVertexWritePos < lastIndex)
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{
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finalVertexIndexArray[finalIndexWritePos++] = firstIndex;
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finalVertexIndexArray[finalIndexWritePos++] = finalVertexWritePos - 1;
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finalVertexIndexArray[finalIndexWritePos++] = finalVertexWritePos++;
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}
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if (polygonReadPos >= polygonArraySize)
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{
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stopFlag = true;
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}
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else
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{
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// check if a state change is required, set the change bools and next vars
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int nextIndex = polygonIndexArray[polygonReadPos];
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nextShader = polygonArray[nextIndex].shader;
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nextTexture = polygonArray[nextIndex].texture;
|
||||
nextPolyFlags = polygonArray[nextIndex].polyFlags;
|
||||
nextSurfaceInfo = polygonArray[nextIndex].surf;
|
||||
if (nextPolyFlags & PF_NoTexture)
|
||||
nextTexture = 0;
|
||||
if (currentShader != nextShader)
|
||||
{
|
||||
changeState = true;
|
||||
changeShader = true;
|
||||
}
|
||||
if (currentTexture != nextTexture)
|
||||
{
|
||||
changeState = true;
|
||||
changeTexture = true;
|
||||
}
|
||||
if (currentPolyFlags != nextPolyFlags)
|
||||
{
|
||||
changeState = true;
|
||||
changePolyFlags = true;
|
||||
}
|
||||
if (cv_grshaders.value) // TODO also have the shader availability check here when its done
|
||||
{
|
||||
if (currentSurfaceInfo.PolyColor.rgba != nextSurfaceInfo.PolyColor.rgba ||
|
||||
currentSurfaceInfo.TintColor.rgba != nextSurfaceInfo.TintColor.rgba ||
|
||||
currentSurfaceInfo.FadeColor.rgba != nextSurfaceInfo.FadeColor.rgba ||
|
||||
currentSurfaceInfo.LightInfo.light_level != nextSurfaceInfo.LightInfo.light_level ||
|
||||
currentSurfaceInfo.LightInfo.fade_start != nextSurfaceInfo.LightInfo.fade_start ||
|
||||
currentSurfaceInfo.LightInfo.fade_end != nextSurfaceInfo.LightInfo.fade_end)
|
||||
{
|
||||
changeState = true;
|
||||
changeSurfaceInfo = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (currentSurfaceInfo.PolyColor.rgba != nextSurfaceInfo.PolyColor.rgba)
|
||||
{
|
||||
changeState = true;
|
||||
changeSurfaceInfo = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (changeState || stopFlag)
|
||||
{
|
||||
// execute draw call
|
||||
HWD.pfnDrawIndexedTriangles(¤tSurfaceInfo, finalVertexArray, finalIndexWritePos, currentPolyFlags, finalVertexIndexArray);
|
||||
// update stats
|
||||
rs_hw_numcalls++;
|
||||
rs_hw_numverts += finalIndexWritePos;
|
||||
// reset write positions
|
||||
finalVertexWritePos = 0;
|
||||
finalIndexWritePos = 0;
|
||||
}
|
||||
else continue;
|
||||
|
||||
// if we're here then either its time to stop or time to change state
|
||||
if (stopFlag) break;
|
||||
|
||||
// change state according to change bools and next vars, update current vars and reset bools
|
||||
if (changeShader)
|
||||
{
|
||||
HWD.pfnSetShader(nextShader);
|
||||
currentShader = nextShader;
|
||||
changeShader = false;
|
||||
|
||||
rs_hw_numshaders++;
|
||||
}
|
||||
if (changeTexture)
|
||||
{
|
||||
// texture should be already ready for use from calls to SetTexture during batch collection
|
||||
HWD.pfnSetTexture(nextTexture);
|
||||
currentTexture = nextTexture;
|
||||
changeTexture = false;
|
||||
|
||||
rs_hw_numtextures++;
|
||||
}
|
||||
if (changePolyFlags)
|
||||
{
|
||||
currentPolyFlags = nextPolyFlags;
|
||||
changePolyFlags = false;
|
||||
|
||||
rs_hw_numpolyflags++;
|
||||
}
|
||||
if (changeSurfaceInfo)
|
||||
{
|
||||
currentSurfaceInfo = nextSurfaceInfo;
|
||||
changeSurfaceInfo = false;
|
||||
|
||||
rs_hw_numcolors++;
|
||||
}
|
||||
// and that should be it?
|
||||
}
|
||||
// reset the arrays (set sizes to 0)
|
||||
polygonArraySize = 0;
|
||||
unsortedVertexArraySize = 0;
|
||||
|
||||
rs_hw_batchdrawtime = I_GetTimeMicros() - rs_hw_batchdrawtime;
|
||||
}
|
||||
|
||||
|
||||
#endif // HWRENDER
|
37
src/hardware/hw_batching.h
Normal file
37
src/hardware/hw_batching.h
Normal file
|
@ -0,0 +1,37 @@
|
|||
// SONIC ROBO BLAST 2
|
||||
//-----------------------------------------------------------------------------
|
||||
// Copyright (C) 1998-2000 by DooM Legacy Team.
|
||||
// Copyright (C) 1999-2020 by Sonic Team Junior.
|
||||
//
|
||||
// This program is free software distributed under the
|
||||
// terms of the GNU General Public License, version 2.
|
||||
// See the 'LICENSE' file for more details.
|
||||
//-----------------------------------------------------------------------------
|
||||
/// \file hw_batching.h
|
||||
/// \brief Draw call batching and related things.
|
||||
|
||||
#ifndef __HWR_BATCHING_H__
|
||||
#define __HWR_BATCHING_H__
|
||||
|
||||
#include "hw_defs.h"
|
||||
#include "hw_data.h"
|
||||
#include "hw_drv.h"
|
||||
|
||||
typedef struct
|
||||
{
|
||||
FSurfaceInfo surf;// surf also has its own polyflags for some reason, but it seems unused
|
||||
unsigned int vertsIndex;// location of verts in unsortedVertexArray
|
||||
FUINT numVerts;
|
||||
FBITFIELD polyFlags;
|
||||
GLMipmap_t *texture;
|
||||
int shader;
|
||||
// this tells batching that the plane belongs to a horizon line and must be drawn in correct order with the skywalls
|
||||
boolean horizonSpecial;
|
||||
} PolygonArrayEntry;
|
||||
|
||||
void HWR_StartBatching(void);
|
||||
void HWR_SetCurrentTexture(GLMipmap_t *texture);
|
||||
void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, int shader, boolean horizonSpecial);
|
||||
void HWR_RenderBatches(void);
|
||||
|
||||
#endif
|
|
@ -15,6 +15,7 @@
|
|||
#ifdef HWRENDER
|
||||
#include "hw_glob.h"
|
||||
#include "hw_drv.h"
|
||||
#include "hw_batching.h"
|
||||
|
||||
#include "../doomstat.h" //gamemode
|
||||
#include "../i_video.h" //rendermode
|
||||
|
@ -738,8 +739,11 @@ GLTexture_t *HWR_GetTexture(INT32 tex)
|
|||
if (!grtex->mipmap.grInfo.data && !grtex->mipmap.downloaded)
|
||||
HWR_GenerateTexture(tex, grtex);
|
||||
|
||||
// Tell the hardware driver to bind the current texture to the flat's mipmap
|
||||
HWD.pfnSetTexture(&grtex->mipmap);
|
||||
// If hardware does not have the texture, then call pfnSetTexture to upload it
|
||||
if (!grtex->mipmap.downloaded)
|
||||
HWD.pfnSetTexture(&grtex->mipmap);
|
||||
|
||||
HWR_SetCurrentTexture(&grtex->mipmap);
|
||||
|
||||
// The system-memory data can be purged now.
|
||||
Z_ChangeTag(grtex->mipmap.grInfo.data, PU_HWRCACHE_UNLOCKED);
|
||||
|
@ -818,7 +822,11 @@ void HWR_LiterallyGetFlat(lumpnum_t flatlumpnum)
|
|||
if (!grmip->downloaded && !grmip->grInfo.data)
|
||||
HWR_CacheFlat(grmip, flatlumpnum);
|
||||
|
||||
HWD.pfnSetTexture(grmip);
|
||||
// If hardware does not have the texture, then call pfnSetTexture to upload it
|
||||
if (!grmip->downloaded)
|
||||
HWD.pfnSetTexture(grmip);
|
||||
|
||||
HWR_SetCurrentTexture(grmip);
|
||||
|
||||
// The system-memory data can be purged now.
|
||||
Z_ChangeTag(grmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
|
||||
|
@ -852,14 +860,17 @@ void HWR_GetLevelFlat(levelflat_t *levelflat)
|
|||
if (!grtex->mipmap.grInfo.data && !grtex->mipmap.downloaded)
|
||||
HWR_CacheTextureAsFlat(&grtex->mipmap, texturenum);
|
||||
|
||||
// Tell the hardware driver to bind the current texture to the flat's mipmap
|
||||
HWD.pfnSetTexture(&grtex->mipmap);
|
||||
// If hardware does not have the texture, then call pfnSetTexture to upload it
|
||||
if (!grtex->mipmap.downloaded)
|
||||
HWD.pfnSetTexture(&grtex->mipmap);
|
||||
|
||||
HWR_SetCurrentTexture(&grtex->mipmap);
|
||||
|
||||
// The system-memory data can be purged now.
|
||||
Z_ChangeTag(grtex->mipmap.grInfo.data, PU_HWRCACHE_UNLOCKED);
|
||||
}
|
||||
else // set no texture
|
||||
HWD.pfnSetTexture(NULL);
|
||||
HWR_SetCurrentTexture(NULL);
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -881,7 +892,11 @@ static void HWR_LoadMappedPatch(GLMipmap_t *grmip, GLPatch_t *gpatch)
|
|||
Z_Free(patch);
|
||||
}
|
||||
|
||||
HWD.pfnSetTexture(grmip);
|
||||
// If hardware does not have the texture, then call pfnSetTexture to upload it
|
||||
if (!grmip->downloaded)
|
||||
HWD.pfnSetTexture(grmip);
|
||||
|
||||
HWR_SetCurrentTexture(grmip);
|
||||
|
||||
// The system-memory data can be purged now.
|
||||
Z_ChangeTag(grmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
|
||||
|
@ -908,7 +923,11 @@ void HWR_GetPatch(GLPatch_t *gpatch)
|
|||
Z_Free(ptr);
|
||||
}
|
||||
|
||||
HWD.pfnSetTexture(gpatch->mipmap);
|
||||
// If hardware does not have the texture, then call pfnSetTexture to upload it
|
||||
if (!gpatch->mipmap->downloaded)
|
||||
HWD.pfnSetTexture(gpatch->mipmap);
|
||||
|
||||
HWR_SetCurrentTexture(gpatch->mipmap);
|
||||
|
||||
// The system-memory patch data can be purged now.
|
||||
Z_ChangeTag(gpatch->mipmap->grInfo.data, PU_HWRCACHE_UNLOCKED);
|
||||
|
|
|
@ -36,6 +36,7 @@ EXPORT void HWRAPI(SetPalette) (RGBA_t *ppal);
|
|||
EXPORT void HWRAPI(FinishUpdate) (INT32 waitvbl);
|
||||
EXPORT void HWRAPI(Draw2DLine) (F2DCoord *v1, F2DCoord *v2, RGBA_t Color);
|
||||
EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags);
|
||||
EXPORT void HWRAPI(DrawIndexedTriangles) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, unsigned int *IndexArray);
|
||||
EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform);
|
||||
EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags);
|
||||
EXPORT void HWRAPI(ClearBuffer) (FBOOLEAN ColorMask, FBOOLEAN DepthMask, FRGBAFloat *ClearColor);
|
||||
|
@ -89,6 +90,7 @@ struct hwdriver_s
|
|||
FinishUpdate pfnFinishUpdate;
|
||||
Draw2DLine pfnDraw2DLine;
|
||||
DrawPolygon pfnDrawPolygon;
|
||||
DrawIndexedTriangles pfnDrawIndexedTriangles;
|
||||
RenderSkyDome pfnRenderSkyDome;
|
||||
SetBlend pfnSetBlend;
|
||||
ClearBuffer pfnClearBuffer;
|
||||
|
|
|
@ -18,6 +18,7 @@
|
|||
#include "hw_glob.h"
|
||||
#include "hw_light.h"
|
||||
#include "hw_drv.h"
|
||||
#include "hw_batching.h"
|
||||
|
||||
#include "../i_video.h" // for rendermode == render_glide
|
||||
#include "../v_video.h"
|
||||
|
@ -150,6 +151,17 @@ int rs_hw_nodedrawtime = 0;
|
|||
int rs_hw_spritesorttime = 0;
|
||||
int rs_hw_spritedrawtime = 0;
|
||||
|
||||
// Render stats for batching
|
||||
int rs_hw_numpolys = 0;
|
||||
int rs_hw_numverts = 0;
|
||||
int rs_hw_numcalls = 0;
|
||||
int rs_hw_numshaders = 0;
|
||||
int rs_hw_numtextures = 0;
|
||||
int rs_hw_numpolyflags = 0;
|
||||
int rs_hw_numcolors = 0;
|
||||
int rs_hw_batchsorttime = 0;
|
||||
int rs_hw_batchdrawtime = 0;
|
||||
|
||||
|
||||
// ==========================================================================
|
||||
// Lighting
|
||||
|
@ -351,6 +363,8 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
|
|||
static FOutVector *planeVerts = NULL;
|
||||
static UINT16 numAllocedPlaneVerts = 0;
|
||||
|
||||
int shader;
|
||||
|
||||
// no convex poly were generated for this subsector
|
||||
if (!xsub->planepoly)
|
||||
return;
|
||||
|
@ -433,7 +447,7 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
|
|||
}
|
||||
}
|
||||
else // set no texture
|
||||
HWD.pfnSetTexture(NULL);
|
||||
HWR_SetCurrentTexture(NULL);
|
||||
|
||||
// reference point for flat texture coord for each vertex around the polygon
|
||||
flatxref = (float)(((fixed_t)pv->x & (~flatflag)) / fflatwidth);
|
||||
|
@ -543,13 +557,13 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
|
|||
PolyFlags |= PF_Masked|PF_Modulated;
|
||||
|
||||
if (PolyFlags & PF_Fog)
|
||||
HWD.pfnSetShader(6); // fog shader
|
||||
shader = 6; // fog shader
|
||||
else if (PolyFlags & PF_Ripple)
|
||||
HWD.pfnSetShader(5); // water shader
|
||||
shader = 5; // water shader
|
||||
else
|
||||
HWD.pfnSetShader(1); // floor shader
|
||||
shader = 1; // floor shader
|
||||
|
||||
HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags);
|
||||
HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags, shader, false);
|
||||
|
||||
if (subsector)
|
||||
{
|
||||
|
@ -618,7 +632,7 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
|
|||
horizonpts[4].y = gr_viewz;
|
||||
|
||||
// Draw
|
||||
HWD.pfnDrawPolygon(&Surf, horizonpts, 6, PolyFlags);
|
||||
HWR_ProcessPolygon(&Surf, horizonpts, 6, PolyFlags, shader, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -780,8 +794,7 @@ static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIEL
|
|||
{
|
||||
HWR_Lighting(pSurf, lightlevel, wallcolormap);
|
||||
|
||||
HWD.pfnSetShader(2); // wall shader
|
||||
HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude);
|
||||
HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, 2, false); // wall shader
|
||||
|
||||
#ifdef WALLSPLATS
|
||||
if (gr_curline->linedef->splats && cv_splats.value)
|
||||
|
@ -1009,7 +1022,7 @@ static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum,
|
|||
// Draw walls into the depth buffer so that anything behind is culled properly
|
||||
static void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf)
|
||||
{
|
||||
HWD.pfnSetTexture(NULL);
|
||||
HWR_SetCurrentTexture(NULL);
|
||||
// no texture
|
||||
wallVerts[3].t = wallVerts[2].t = 0;
|
||||
wallVerts[0].t = wallVerts[1].t = 0;
|
||||
|
@ -2739,7 +2752,7 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
|
|||
}
|
||||
}
|
||||
else // set no texture
|
||||
HWD.pfnSetTexture(NULL);
|
||||
HWR_SetCurrentTexture(NULL);
|
||||
|
||||
// reference point for flat texture coord for each vertex around the polygon
|
||||
flatxref = (float)((polysector->origVerts[0].x & (~flatflag)) / fflatwidth);
|
||||
|
@ -2837,8 +2850,7 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
|
|||
else
|
||||
blendmode |= PF_Masked|PF_Modulated|PF_Clip;
|
||||
|
||||
HWD.pfnSetShader(1); // floor shader
|
||||
HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode);
|
||||
HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode, 1, false); // floor shader
|
||||
}
|
||||
|
||||
static void HWR_AddPolyObjectPlanes(void)
|
||||
|
@ -3625,8 +3637,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
|
|||
HWR_Lighting(&sSurf, 0, colormap);
|
||||
sSurf.PolyColor.s.alpha = alpha;
|
||||
|
||||
HWD.pfnSetShader(3); // sprite shader
|
||||
HWD.pfnDrawPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
|
||||
HWR_ProcessPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated|PF_Clip, 3, false); // sprite shader
|
||||
}
|
||||
|
||||
// This is expecting a pointer to an array containing 4 wallVerts for a sprite
|
||||
|
@ -3889,8 +3900,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
|
|||
|
||||
Surf.PolyColor.s.alpha = alpha;
|
||||
|
||||
HWD.pfnSetShader(3); // sprite shader
|
||||
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip);
|
||||
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
|
||||
|
||||
top = bot;
|
||||
endtop = endbot;
|
||||
|
@ -3916,8 +3926,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
|
|||
|
||||
Surf.PolyColor.s.alpha = alpha;
|
||||
|
||||
HWD.pfnSetShader(3); // sprite shader
|
||||
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip);
|
||||
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
|
||||
}
|
||||
|
||||
// -----------------+
|
||||
|
@ -4062,8 +4071,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
|
|||
blend = PF_Translucent|PF_Occlude;
|
||||
}
|
||||
|
||||
HWD.pfnSetShader(3); // sprite shader
|
||||
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip);
|
||||
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4162,8 +4170,7 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
|
|||
blend = PF_Translucent|PF_Occlude;
|
||||
}
|
||||
|
||||
HWD.pfnSetShader(3); // sprite shader
|
||||
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip);
|
||||
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -5450,6 +5457,9 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
|
|||
|
||||
validcount++;
|
||||
|
||||
if (cv_grbatching.value)
|
||||
HWR_StartBatching();
|
||||
|
||||
HWR_RenderBSPNode((INT32)numnodes-1);
|
||||
|
||||
#ifndef NEWCLIP
|
||||
|
@ -5481,6 +5491,9 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
|
|||
}
|
||||
#endif
|
||||
|
||||
if (cv_grbatching.value)
|
||||
HWR_RenderBatches();
|
||||
|
||||
// Check for new console commands.
|
||||
NetUpdate();
|
||||
|
||||
|
@ -5661,6 +5674,9 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
|
|||
|
||||
validcount++;
|
||||
|
||||
if (cv_grbatching.value)
|
||||
HWR_StartBatching();
|
||||
|
||||
HWR_RenderBSPNode((INT32)numnodes-1);
|
||||
|
||||
#ifndef NEWCLIP
|
||||
|
@ -5694,6 +5710,9 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
|
|||
|
||||
rs_bsptime = I_GetTimeMicros() - rs_bsptime;
|
||||
|
||||
if (cv_grbatching.value)
|
||||
HWR_RenderBatches();
|
||||
|
||||
// Check for new console commands.
|
||||
NetUpdate();
|
||||
|
||||
|
@ -5785,6 +5804,8 @@ consvar_t cv_granisotropicmode = {"gr_anisotropicmode", "1", CV_CALL, granisotro
|
|||
consvar_t cv_grcorrecttricks = {"gr_correcttricks", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_grsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
||||
consvar_t cv_grbatching = {"gr_batching", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
||||
static void CV_grfiltermode_OnChange(void)
|
||||
{
|
||||
if (rendermode == render_opengl)
|
||||
|
@ -5824,6 +5845,7 @@ void HWR_AddCommands(void)
|
|||
CV_RegisterVar(&cv_grsolvetjoin);
|
||||
|
||||
CV_RegisterVar(&cv_renderstats);
|
||||
CV_RegisterVar(&cv_grbatching);
|
||||
|
||||
#ifndef NEWCLIP
|
||||
CV_RegisterVar(&cv_grclipwalls);
|
||||
|
@ -5949,12 +5971,14 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
|
|||
FBITFIELD blendmode = blend;
|
||||
UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha
|
||||
|
||||
int shader;
|
||||
|
||||
// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
|
||||
HWR_Lighting(pSurf, lightlevel, wallcolormap);
|
||||
|
||||
pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting
|
||||
|
||||
HWD.pfnSetShader(2); // wall shader
|
||||
shader = 2; // wall shader
|
||||
|
||||
if (blend & PF_Environment)
|
||||
blendmode |= PF_Occlude; // PF_Occlude must be used for solid objects
|
||||
|
@ -5962,12 +5986,12 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
|
|||
if (fogwall)
|
||||
{
|
||||
blendmode |= PF_Fog;
|
||||
HWD.pfnSetShader(6); // fog shader
|
||||
shader = 6; // fog shader
|
||||
}
|
||||
|
||||
blendmode |= PF_Modulated; // No PF_Occlude means overlapping (incorrect) transparency
|
||||
|
||||
HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode);
|
||||
HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode, shader, false);
|
||||
|
||||
#ifdef WALLSPLATS
|
||||
if (gr_curline->linedef->splats && cv_splats.value)
|
||||
|
|
|
@ -96,6 +96,8 @@ extern consvar_t cv_grskydome;
|
|||
extern consvar_t cv_grfakecontrast;
|
||||
extern consvar_t cv_grslopecontrast;
|
||||
|
||||
extern consvar_t cv_grbatching;
|
||||
|
||||
extern float gr_viewwidth, gr_viewheight, gr_baseviewwindowy;
|
||||
|
||||
extern float gr_viewwindowx, gr_basewindowcentery;
|
||||
|
@ -111,4 +113,15 @@ extern int rs_hw_nodedrawtime;
|
|||
extern int rs_hw_spritesorttime;
|
||||
extern int rs_hw_spritedrawtime;
|
||||
|
||||
// Render stats for batching
|
||||
extern int rs_hw_numpolys;
|
||||
extern int rs_hw_numverts;
|
||||
extern int rs_hw_numcalls;
|
||||
extern int rs_hw_numshaders;
|
||||
extern int rs_hw_numtextures;
|
||||
extern int rs_hw_numpolyflags;
|
||||
extern int rs_hw_numcolors;
|
||||
extern int rs_hw_batchsorttime;
|
||||
extern int rs_hw_batchdrawtime;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1945,10 +1945,9 @@ static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAF
|
|||
#endif
|
||||
}
|
||||
|
||||
// -----------------+
|
||||
// DrawPolygon : Render a polygon, set the texture, set render mode
|
||||
// -----------------+
|
||||
EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags)
|
||||
// code that is common between DrawPolygon and DrawIndexedTriangles
|
||||
// the corona thing is there too, i have no idea if that stuff works with DrawIndexedTriangles and batching
|
||||
static void PreparePolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FBITFIELD PolyFlags)
|
||||
{
|
||||
static GLRGBAFloat poly = {0,0,0,0};
|
||||
static GLRGBAFloat tint = {0,0,0,0};
|
||||
|
@ -2013,10 +2012,10 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
|
|||
//GL_DBG_Printf("Projection: (%f, %f, %f)\n", px, py, pz);
|
||||
|
||||
if ((pz < 0.0l) ||
|
||||
(px < -8.0l) ||
|
||||
(py < viewport[1]-8.0l) ||
|
||||
(px > viewport[2]+8.0l) ||
|
||||
(py > viewport[1]+viewport[3]+8.0l))
|
||||
(px < -8.0l) ||
|
||||
(py < viewport[1]-8.0l) ||
|
||||
(px > viewport[2]+8.0l) ||
|
||||
(py > viewport[1]+viewport[3]+8.0l))
|
||||
return;
|
||||
|
||||
// the damned slow glReadPixels functions :(
|
||||
|
@ -2051,6 +2050,14 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
|
|||
}
|
||||
|
||||
Shader_Load(pSurf, &poly, &tint, &fade);
|
||||
}
|
||||
|
||||
// -----------------+
|
||||
// DrawPolygon : Render a polygon, set the texture, set render mode
|
||||
// -----------------+
|
||||
EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags)
|
||||
{
|
||||
PreparePolygon(pSurf, pOutVerts, PolyFlags);
|
||||
|
||||
pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x);
|
||||
pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s);
|
||||
|
@ -2066,6 +2073,17 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
|
|||
Clamp2D(GL_TEXTURE_WRAP_T);
|
||||
}
|
||||
|
||||
EXPORT void HWRAPI(DrawIndexedTriangles) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, unsigned int *IndexArray)
|
||||
{
|
||||
PreparePolygon(pSurf, pOutVerts, PolyFlags);
|
||||
|
||||
pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x);
|
||||
pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s);
|
||||
pglDrawElements(GL_TRIANGLES, iNumPts, GL_UNSIGNED_INT, IndexArray);
|
||||
|
||||
// the DrawPolygon variant of this has some code about polyflags and wrapping here but havent noticed any problems from omitting it?
|
||||
}
|
||||
|
||||
typedef struct vbo_vertex_s
|
||||
{
|
||||
float x, y, z;
|
||||
|
|
|
@ -220,6 +220,7 @@
|
|||
<ClInclude Include="..\hardware\hw3dsdrv.h" />
|
||||
<ClInclude Include="..\hardware\hw3sound.h" />
|
||||
<ClInclude Include="..\hardware\hws_data.h" />
|
||||
<ClInclude Include="..\hardware\hw_batching.h" />
|
||||
<ClInclude Include="..\hardware\hw_clip.h" />
|
||||
<ClInclude Include="..\hardware\hw_data.h" />
|
||||
<ClInclude Include="..\hardware\hw_defs.h" />
|
||||
|
@ -370,6 +371,7 @@
|
|||
<ClCompile Include="..\g_game.c" />
|
||||
<ClCompile Include="..\g_input.c" />
|
||||
<ClCompile Include="..\hardware\hw3sound.c" />
|
||||
<ClCompile Include="..\hardware\hw_batching.c" />
|
||||
<ClCompile Include="..\hardware\hw_bsp.c" />
|
||||
<ClCompile Include="..\hardware\hw_cache.c" />
|
||||
<ClCompile Include="..\hardware\hw_clip.c" />
|
||||
|
|
|
@ -219,6 +219,9 @@
|
|||
<ClInclude Include="..\hardware\hws_data.h">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\hardware\hw_batching.h">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\hardware\hw_clip.h">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClInclude>
|
||||
|
@ -636,6 +639,9 @@
|
|||
<ClCompile Include="..\hardware\hw3sound.c">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\hardware\hw_batching.c">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\hardware\hw_bsp.c">
|
||||
<Filter>Hw_Hardware</Filter>
|
||||
</ClCompile>
|
||||
|
|
|
@ -80,6 +80,7 @@ void *hwSym(const char *funcName,void *handle)
|
|||
GETFUNC(Init);
|
||||
GETFUNC(Draw2DLine);
|
||||
GETFUNC(DrawPolygon);
|
||||
GETFUNC(DrawIndexedTriangles);
|
||||
GETFUNC(RenderSkyDome);
|
||||
GETFUNC(SetBlend);
|
||||
GETFUNC(ClearBuffer);
|
||||
|
|
|
@ -1824,6 +1824,7 @@ void VID_StartupOpenGL(void)
|
|||
HWD.pfnFinishUpdate = NULL;
|
||||
HWD.pfnDraw2DLine = hwSym("Draw2DLine",NULL);
|
||||
HWD.pfnDrawPolygon = hwSym("DrawPolygon",NULL);
|
||||
HWD.pfnDrawIndexedTriangles = hwSym("DrawIndexedTriangles",NULL);
|
||||
HWD.pfnRenderSkyDome = hwSym("RenderSkyDome",NULL);
|
||||
HWD.pfnSetBlend = hwSym("SetBlend",NULL);
|
||||
HWD.pfnClearBuffer = hwSym("ClearBuffer",NULL);
|
||||
|
|
Loading…
Reference in a new issue