* (bug #4842) Speedup shader buffer creation (Eugene C.)

This commit is contained in:
Tim Angus 2010-12-19 18:17:56 +00:00
parent 7000b9a315
commit 35c1e98934

View file

@ -2866,7 +2866,6 @@ void R_ShaderList_f (void) {
ri.Printf (PRINT_ALL, "------------------\n");
}
/*
====================
ScanAndLoadShaderFiles
@ -2883,7 +2882,7 @@ static void ScanAndLoadShaderFiles( void )
char *p;
int numShaderFiles;
int i;
char *oldp, *token, *hashMem;
char *oldp, *token, *hashMem, *textEnd;
int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size;
long sum = 0, summand;
@ -2944,20 +2943,22 @@ static void ScanAndLoadShaderFiles( void )
// build single large buffer
s_shaderText = ri.Hunk_Alloc( sum + numShaderFiles*2, h_low );
s_shaderText[ 0 ] = '\0';
textEnd = s_shaderText;
// free in reverse order, so the temp files are all dumped
for ( i = numShaderFiles - 1; i >= 0 ; i-- )
{
if(buffers[i])
{
p = &s_shaderText[strlen(s_shaderText)];
strcat( s_shaderText, buffers[i] );
if ( !buffers[i] )
continue;
strcat( textEnd, buffers[i] );
strcat( textEnd, "\n" );
textEnd += strlen( textEnd );
ri.FS_FreeFile( buffers[i] );
COM_Compress(p);
strcat( s_shaderText, "\n" );
}
}
COM_Compress( s_shaderText );
// free up memory
ri.FS_FreeFileList( shaderFiles );