#include "tr_local.h" /* ===================== R_PerformanceCounters ===================== */ void R_PerformanceCounters( void ) { if ( !r_speeds->integer ) { // clear the counters even if we aren't printing memset( &tr.pc, 0, sizeof( tr.pc ) ); 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); ri->Printf( PRINT_ALL, "%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) { ri->Printf( PRINT_ALL, "(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 ); ri->Printf( PRINT_ALL, "(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) { ri->Printf( PRINT_ALL, "viewcluster: %i\n", tr.viewCluster ); } else if (r_speeds->integer == 4) { if ( backEnd.pc.c_dlightVertexes ) { ri->Printf( PRINT_ALL, "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 ) { ri->Printf( PRINT_ALL, "zFar: %.0f\n", tr.viewParms.zFar ); } else if (r_speeds->integer == 6 ) { ri->Printf( PRINT_ALL, "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); ri->Printf( PRINT_ALL, "Tex MB %.2f + buffers %.2f MB = Total %.2fMB\n", texSize, backBuff*2+depthBuff+stencilBuff, texSize+backBuff*2+depthBuff+stencilBuff); } memset( &tr.pc, 0, sizeof( tr.pc ) ); memset( &backEnd.pc, 0, sizeof( backEnd.pc ) ); } /* ==================== 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_IssuePendingRenderCommands Issue any pending commands and wait for them to complete. ==================== */ void R_IssuePendingRenderCommands( void ) { if ( !tr.registered ) { return; } R_IssueRenderCommands( qfalse ); } /* ============ R_GetCommandBuffer make sure there is enough command space ============ */ void *R_GetCommandBuffer( int bytes ) { renderCommandList_t *cmdList; cmdList = &backEndData->commands; bytes = PAD(bytes, sizeof (void *)); assert(cmdList); // bk001205 // always leave room for the end of list command if ( cmdList->used + bytes + 4 > MAX_RENDER_COMMANDS ) { 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; if ( !tr.registered ) { return; } 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 ) { #ifdef __ANDROID__ //The touch screen contols can mess up the GL state, fix here GL_State( glState.glStateBits); qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); qglBindTexture (GL_TEXTURE_2D, glState.currenttextures[glState.currenttmu]); #endif drawBufferCommand_t *cmd; if ( !tr.registered ) { return; } glState.finishCalled = qfalse; tr.frameCount++; tr.frameSceneNum = 0; // // do overdraw measurement // #ifndef HAVE_GLES if ( r_measureOverdraw->integer ) { if ( glConfig.stencilBits < 4 ) { ri->Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits ); ri->Cvar_Set( "r_measureOverdraw", "0" ); r_measureOverdraw->modified = qfalse; } else if ( r_shadows->integer == 2 ) { ri->Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" ); ri->Cvar_Set( "r_measureOverdraw", "0" ); r_measureOverdraw->modified = qfalse; } else { R_IssuePendingRenderCommands(); 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_IssuePendingRenderCommands(); qglDisable( GL_STENCIL_TEST ); } r_measureOverdraw->modified = qfalse; } #endif // // texturemode stuff // if ( r_textureMode->modified || r_ext_texture_filter_anisotropic->modified) { R_IssuePendingRenderCommands(); 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_IssuePendingRenderCommands(); R_SetColorMappings(); } // check for errors if ( !r_ignoreGLErrors->integer ) { int err; R_IssuePendingRenderCommands(); 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; #ifndef HAVE_GLES 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 #endif { 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; R_IssueRenderCommands( qtrue ); // use the other buffers next frame, because another CPU // may still be rendering into the current ones R_InitNextFrame(); if ( frontEndMsec ) { *frontEndMsec = tr.frontEndMsec; } tr.frontEndMsec = 0; if ( backEndMsec ) { *backEndMsec = backEnd.pc.msec; } backEnd.pc.msec = 0; } /* ============= RE_TakeVideoFrame ============= */ void RE_TakeVideoFrame( int width, int height, byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg ) { videoFrameCommand_t *cmd; if ( !tr.registered ) return; cmd = (videoFrameCommand_t *)R_GetCommandBuffer( sizeof( *cmd ) ); if ( !cmd ) return; cmd->commandId = RC_VIDEOFRAME; cmd->width = width; cmd->height = height; cmd->captureBuffer = captureBuffer; cmd->encodeBuffer = encodeBuffer; cmd->motionJpeg = motionJpeg; }