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https://github.com/UberGames/ioef.git
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447 lines
11 KiB
C
447 lines
11 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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volatile renderCommandList_t *renderCommandList;
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volatile qboolean renderThreadActive;
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/*
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=====================
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R_PerformanceCounters
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=====================
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*/
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void R_PerformanceCounters( void ) {
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if ( !r_speeds->integer ) {
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// clear the counters even if we aren't printing
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Com_Memset( &tr.pc, 0, sizeof( tr.pc ) );
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Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
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return;
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}
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if (r_speeds->integer == 1) {
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ri.Printf (PRINT_ALL, "%i/%i shaders/surfs %i leafs %i verts %i/%i tris %.2f mtex %.2f dc\n",
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backEnd.pc.c_shaders, backEnd.pc.c_surfaces, tr.pc.c_leafs, backEnd.pc.c_vertexes,
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backEnd.pc.c_indexes/3, backEnd.pc.c_totalIndexes/3,
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R_SumOfUsedImages()/(1000000.0f), backEnd.pc.c_overDraw / (float)(glConfig.vidWidth * glConfig.vidHeight) );
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} else if (r_speeds->integer == 2) {
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ri.Printf (PRINT_ALL, "(patch) %i sin %i sclip %i sout %i bin %i bclip %i bout\n",
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tr.pc.c_sphere_cull_patch_in, tr.pc.c_sphere_cull_patch_clip, tr.pc.c_sphere_cull_patch_out,
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tr.pc.c_box_cull_patch_in, tr.pc.c_box_cull_patch_clip, tr.pc.c_box_cull_patch_out );
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ri.Printf (PRINT_ALL, "(md3) %i sin %i sclip %i sout %i bin %i bclip %i bout\n",
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tr.pc.c_sphere_cull_md3_in, tr.pc.c_sphere_cull_md3_clip, tr.pc.c_sphere_cull_md3_out,
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tr.pc.c_box_cull_md3_in, tr.pc.c_box_cull_md3_clip, tr.pc.c_box_cull_md3_out );
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} else if (r_speeds->integer == 3) {
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ri.Printf (PRINT_ALL, "viewcluster: %i\n", tr.viewCluster );
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} else if (r_speeds->integer == 4) {
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if ( backEnd.pc.c_dlightVertexes ) {
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ri.Printf (PRINT_ALL, "dlight srf:%i culled:%i verts:%i tris:%i\n",
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tr.pc.c_dlightSurfaces, tr.pc.c_dlightSurfacesCulled,
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backEnd.pc.c_dlightVertexes, backEnd.pc.c_dlightIndexes / 3 );
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}
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}
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else if (r_speeds->integer == 5 )
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{
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ri.Printf( PRINT_ALL, "zFar: %.0f\n", tr.viewParms.zFar );
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}
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else if (r_speeds->integer == 6 )
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{
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ri.Printf( PRINT_ALL, "flare adds:%i tests:%i renders:%i\n",
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backEnd.pc.c_flareAdds, backEnd.pc.c_flareTests, backEnd.pc.c_flareRenders );
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}
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Com_Memset( &tr.pc, 0, sizeof( tr.pc ) );
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Com_Memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
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}
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/*
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====================
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R_InitCommandBuffers
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====================
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*/
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void R_InitCommandBuffers( void ) {
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glConfig.smpActive = qfalse;
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if ( r_smp->integer ) {
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ri.Printf( PRINT_ALL, "Trying SMP acceleration...\n" );
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if ( GLimp_SpawnRenderThread( RB_RenderThread ) ) {
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ri.Printf( PRINT_ALL, "...succeeded.\n" );
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glConfig.smpActive = qtrue;
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} else {
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ri.Printf( PRINT_ALL, "...failed.\n" );
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}
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}
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}
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/*
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====================
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R_ShutdownCommandBuffers
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====================
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*/
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void R_ShutdownCommandBuffers( void ) {
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// kill the rendering thread
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if ( glConfig.smpActive ) {
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GLimp_WakeRenderer( NULL );
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glConfig.smpActive = qfalse;
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}
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}
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/*
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====================
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R_IssueRenderCommands
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====================
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*/
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int c_blockedOnRender;
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int c_blockedOnMain;
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void R_IssueRenderCommands( qboolean runPerformanceCounters ) {
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renderCommandList_t *cmdList;
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cmdList = &backEndData[tr.smpFrame]->commands;
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assert(cmdList); // bk001205
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// add an end-of-list command
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*(int *)(cmdList->cmds + cmdList->used) = RC_END_OF_LIST;
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// clear it out, in case this is a sync and not a buffer flip
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cmdList->used = 0;
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if ( glConfig.smpActive ) {
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// if the render thread is not idle, wait for it
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if ( renderThreadActive ) {
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c_blockedOnRender++;
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if ( r_showSmp->integer ) {
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ri.Printf( PRINT_ALL, "R" );
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}
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} else {
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c_blockedOnMain++;
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if ( r_showSmp->integer ) {
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ri.Printf( PRINT_ALL, "." );
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}
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}
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// sleep until the renderer has completed
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GLimp_FrontEndSleep();
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}
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// at this point, the back end thread is idle, so it is ok
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// to look at it's performance counters
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if ( runPerformanceCounters ) {
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R_PerformanceCounters();
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}
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// actually start the commands going
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if ( !r_skipBackEnd->integer ) {
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// let it start on the new batch
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if ( !glConfig.smpActive ) {
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RB_ExecuteRenderCommands( cmdList->cmds );
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} else {
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GLimp_WakeRenderer( cmdList );
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}
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}
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}
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/*
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====================
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R_SyncRenderThread
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Issue any pending commands and wait for them to complete.
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After exiting, the render thread will have completed its work
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and will remain idle and the main thread is free to issue
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OpenGL calls until R_IssueRenderCommands is called.
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====================
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*/
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void R_SyncRenderThread( void ) {
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if ( !tr.registered ) {
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return;
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}
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R_IssueRenderCommands( qfalse );
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if ( !glConfig.smpActive ) {
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return;
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}
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GLimp_FrontEndSleep();
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}
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/*
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============
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R_GetCommandBuffer
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make sure there is enough command space, waiting on the
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render thread if needed.
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============
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*/
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void *R_GetCommandBuffer( int bytes ) {
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renderCommandList_t *cmdList;
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cmdList = &backEndData[tr.smpFrame]->commands;
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// always leave room for the end of list command
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if ( cmdList->used + bytes + 4 > MAX_RENDER_COMMANDS ) {
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if ( bytes > MAX_RENDER_COMMANDS - 4 ) {
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ri.Error( ERR_FATAL, "R_GetCommandBuffer: bad size %i", bytes );
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}
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// if we run out of room, just start dropping commands
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return NULL;
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}
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cmdList->used += bytes;
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return cmdList->cmds + cmdList->used - bytes;
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}
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/*
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=============
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R_AddDrawSurfCmd
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=============
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*/
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void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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drawSurfsCommand_t *cmd;
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cmd = R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_DRAW_SURFS;
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cmd->drawSurfs = drawSurfs;
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cmd->numDrawSurfs = numDrawSurfs;
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cmd->refdef = tr.refdef;
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cmd->viewParms = tr.viewParms;
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}
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/*
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=============
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RE_SetColor
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Passing NULL will set the color to white
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=============
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*/
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void RE_SetColor( const float *rgba ) {
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setColorCommand_t *cmd;
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if ( !tr.registered ) {
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return;
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}
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cmd = R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_SET_COLOR;
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if ( !rgba ) {
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static float colorWhite[4] = { 1, 1, 1, 1 };
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rgba = colorWhite;
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}
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cmd->color[0] = rgba[0];
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cmd->color[1] = rgba[1];
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cmd->color[2] = rgba[2];
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cmd->color[3] = rgba[3];
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}
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/*
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=============
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RE_StretchPic
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=============
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*/
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void RE_StretchPic ( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader ) {
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stretchPicCommand_t *cmd;
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if (!tr.registered) {
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return;
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}
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cmd = R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_STRETCH_PIC;
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cmd->shader = R_GetShaderByHandle( hShader );
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cmd->x = x;
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cmd->y = y;
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cmd->w = w;
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cmd->h = h;
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cmd->s1 = s1;
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cmd->t1 = t1;
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cmd->s2 = s2;
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cmd->t2 = t2;
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}
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/*
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====================
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RE_BeginFrame
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If running in stereo, RE_BeginFrame will be called twice
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for each RE_EndFrame
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====================
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*/
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void RE_BeginFrame( stereoFrame_t stereoFrame ) {
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drawBufferCommand_t *cmd;
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if ( !tr.registered ) {
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return;
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}
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glState.finishCalled = qfalse;
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tr.frameCount++;
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tr.frameSceneNum = 0;
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//
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// do overdraw measurement
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//
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if ( r_measureOverdraw->integer )
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{
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if ( glConfig.stencilBits < 4 )
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{
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ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
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ri.Cvar_Set( "r_measureOverdraw", "0" );
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r_measureOverdraw->modified = qfalse;
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}
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else if ( r_shadows->integer == 2 )
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{
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ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
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ri.Cvar_Set( "r_measureOverdraw", "0" );
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r_measureOverdraw->modified = qfalse;
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}
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else
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{
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R_SyncRenderThread();
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qglEnable( GL_STENCIL_TEST );
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qglStencilMask( ~0U );
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qglClearStencil( 0U );
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qglStencilFunc( GL_ALWAYS, 0U, ~0U );
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qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
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}
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r_measureOverdraw->modified = qfalse;
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}
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else
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{
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// this is only reached if it was on and is now off
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if ( r_measureOverdraw->modified ) {
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R_SyncRenderThread();
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qglDisable( GL_STENCIL_TEST );
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}
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r_measureOverdraw->modified = qfalse;
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}
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//
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// texturemode stuff
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//
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if ( r_textureMode->modified ) {
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R_SyncRenderThread();
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GL_TextureMode( r_textureMode->string );
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r_textureMode->modified = qfalse;
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}
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//
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// gamma stuff
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//
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if ( r_gamma->modified ) {
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r_gamma->modified = qfalse;
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R_SyncRenderThread();
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R_SetColorMappings();
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}
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// check for errors
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if ( !r_ignoreGLErrors->integer ) {
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int err;
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R_SyncRenderThread();
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if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
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ri.Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err );
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}
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}
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//
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// draw buffer stuff
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//
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cmd = R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_DRAW_BUFFER;
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if ( glConfig.stereoEnabled ) {
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if ( stereoFrame == STEREO_LEFT ) {
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cmd->buffer = (int)GL_BACK_LEFT;
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} else if ( stereoFrame == STEREO_RIGHT ) {
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cmd->buffer = (int)GL_BACK_RIGHT;
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} else {
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ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
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}
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} else {
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if ( stereoFrame != STEREO_CENTER ) {
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ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );
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}
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if ( !Q_stricmp( r_drawBuffer->string, "GL_FRONT" ) ) {
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cmd->buffer = (int)GL_FRONT;
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} else {
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cmd->buffer = (int)GL_BACK;
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}
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}
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}
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/*
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=============
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RE_EndFrame
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Returns the number of msec spent in the back end
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=============
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*/
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void RE_EndFrame( int *frontEndMsec, int *backEndMsec ) {
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swapBuffersCommand_t *cmd;
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if ( !tr.registered ) {
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return;
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}
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cmd = R_GetCommandBuffer( sizeof( *cmd ) );
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if ( !cmd ) {
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return;
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}
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cmd->commandId = RC_SWAP_BUFFERS;
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R_IssueRenderCommands( qtrue );
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// use the other buffers next frame, because another CPU
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// may still be rendering into the current ones
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R_ToggleSmpFrame();
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if ( frontEndMsec ) {
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*frontEndMsec = tr.frontEndMsec;
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}
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tr.frontEndMsec = 0;
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if ( backEndMsec ) {
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*backEndMsec = backEnd.pc.msec;
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}
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backEnd.pc.msec = 0;
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}
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