Commit graph

14 commits

Author SHA1 Message Date
terminx
99e21ffa94 Part 1 of attempting to adhere to C standard section 7.1.3. It turns out it's illegal to use identifiers that begin with _ or have __ anywhere in them. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4747 1a8010ca-5511-0410-912e-c29ae57300e0
2014-11-22 12:32:56 +00:00
terminx
fca06dc31c Clean up classic renderer header (a.h) a bit. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4717 1a8010ca-5511-0410-912e-c29ae57300e0
2014-11-02 05:35:50 +00:00
terminx
43a759ec07 Try out __restrict in the classic renderer. #define'd for easy removal in case it causes problems or is useless.
git-svn-id: https://svn.eduke32.com/eduke32@4702 1a8010ca-5511-0410-912e-c29ae57300e0
2014-10-29 17:06:43 +00:00
terminx
6c6b68d534 Various additional optimizations: add CLASSIC_SLICE_BY_4 mode to unroll some of the loops in a-c, replace integer divisions by a divisor unknown at compile time with usage of libdivide, clean up pragmas further by removing more old stuff that wasn't used anywhere. This is another one of those nasty commits that make people cry. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4658 1a8010ca-5511-0410-912e-c29ae57300e0
2014-10-25 03:29:21 +00:00
helixhorned
1eaf60b222 Classic: introduce two signed integer types, use in engine.c and a-c.c.
They classify former uses of int64_t into two classes:
 - coord_t: those that represent coordinates and need 64-bit precision for
   proper functioning with large values
 - inthi_t: those that were added for e.g. casts merely to prevent undefined
   behavior on overflow

DONT_BUILD.

git-svn-id: https://svn.eduke32.com/eduke32@4578 1a8010ca-5511-0410-912e-c29ae57300e0
2014-08-23 10:28:18 +00:00
helixhorned
3753d45601 a-c.c: prevent stray lines on bottom of sprites by saturating v. tex coords.
The functions mvlineasm1, mvlineasm4 and tvlineasm2 can now be set to clamp
the vertical texture coordinate (vplc), preventing the unsightly stray lines
on the bottom of non-y-flipped sprites. (The first part of this effort, r3483,
handled their top).

However, this is only enabled for the mvlineasm ones: the vectorized variants
suffered almost no slowdown (even though a PADDUSD SSE instruction would be a
nice thing to have), while it was pretty significant for the sequential
translucent ones.

Summarizing, this leaves two cases where stray lines may appear in the non-ASM
build (the saturation is NYI for a.nasm):
- at the bottom of y-flipped sprites
- at the bottom of translucent sprites (can be toggled by #define)

Another observation is that recent GCC generates much faster code for this
stuff than Clang from SVN.

git-svn-id: https://svn.eduke32.com/eduke32@4161 1a8010ca-5511-0410-912e-c29ae57300e0
2013-11-16 18:47:11 +00:00
hendricks266
fcf9beae6a Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup.
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit.

(Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)

git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-05 02:49:08 +00:00
helixhorned
6c4c4fed15 Classic: add {,m,t}vlineasm1nonpow2, currently unreferenced from high-level drawing.
git-svn-id: https://svn.eduke32.com/eduke32@2806 1a8010ca-5511-0410-912e-c29ae57300e0
2012-07-06 11:27:46 +00:00
helixhorned
020c60feec Port tvlineasm2 to C and enable transmaskvline2 code also for all-C builds.
With the same setup as before, a screen-filling translucent wall (with nothing
drawn behind it) renders at about 7 fps faster (from 60-something fps initially)

git-svn-id: https://svn.eduke32.com/eduke32@2498 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-18 23:17:17 +00:00
helixhorned
e191a915f7 Port [m]vlineasm4 to C replacements and enable for solid and masked walls.
These two functions draw a vertical line 4 neighboring pixels at a time.
This gives a significant speed boost for a full screen solid and masked wall
scene for x86_64 (where we have plenty of registers), about 60 --> 76 fps.

git-svn-id: https://svn.eduke32.com/eduke32@2497 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-18 23:16:57 +00:00
hendricks266
858746d081 Fix JonoF's email address.
git-svn-id: https://svn.eduke32.com/eduke32@2456 1a8010ca-5511-0410-912e-c29ae57300e0
2012-03-12 04:47:04 +00:00
terminx
3aaab4b63d Remove dead copy protection and watcom support code, fix structure alignment and packing issues preventing Polymer from working with MSVC, enable link time code generation (whole program optimization) for MSVC builds, fix most warnings showing up in MSVC with /w2, add pulsating dynamic lights when holding the shrinker or expander
git-svn-id: https://svn.eduke32.com/eduke32@1454 1a8010ca-5511-0410-912e-c29ae57300e0
2009-07-09 02:29:48 +00:00
terminx
d6914ed108 ass rape
git-svn-id: https://svn.eduke32.com/eduke32@1205 1a8010ca-5511-0410-912e-c29ae57300e0
2009-01-09 09:29:17 +00:00
terminx
d9867cfaaf Moved build to a subdir underneath the eduke32 dir to avoid people trying to compile from the build src dir by mistake
git-svn-id: https://svn.eduke32.com/eduke32@1105 1a8010ca-5511-0410-912e-c29ae57300e0
2008-10-20 03:09:19 +00:00
Renamed from polymer/build/include/a.h (Browse further)