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Polymer: Reorganize main displayrooms loop a bit.
When walking the sectors, put more drawing work between queuing and reaping the occlusion queries to potentially make them more efficient. git-svn-id: https://svn.eduke32.com/eduke32@1976 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 10 additions and 4 deletions
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@ -1535,10 +1535,6 @@ static void polymer_displayrooms(int16_t dacursectnum)
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i = sec->wallnum-1;
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do
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{
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// this is a couple of fps faster for me... does it mess anything up?
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if (wallvisible(globalposx, globalposy, sec->wallptr + i))
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polymer_drawwall(sectorqueue[front], sec->wallptr + i);
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// if we have a level boundary somewhere in the sector,
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// consider these walls as visportals
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if (wall[sec->wallptr + i].nextsector < 0)
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@ -1637,6 +1633,16 @@ static void polymer_displayrooms(int16_t dacursectnum)
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i--;
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}
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// Cram as much CPU or GPU work as we can between queuing the
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// occlusion queries and reaping them.
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i = sec->wallnum-1;
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do
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{
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if (wallvisible(globalposx, globalposy, sec->wallptr + i))
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polymer_drawwall(sectorqueue[front], sec->wallptr + i);
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}
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while (--i >= 0);
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// queue ROR neighbors
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if ((sec->floorstat & 1024) &&
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(bunchnum = yax_getbunch(sectorqueue[front], YAX_FLOOR)) >= 0) {
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