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* (bug #4842) Speedup shader buffer creation (Eugene C.)
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7000b9a315
commit
35c1e98934
1 changed files with 12 additions and 11 deletions
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@ -2866,7 +2866,6 @@ void R_ShaderList_f (void) {
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ri.Printf (PRINT_ALL, "------------------\n");
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}
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/*
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====================
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ScanAndLoadShaderFiles
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@ -2883,7 +2882,7 @@ static void ScanAndLoadShaderFiles( void )
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char *p;
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int numShaderFiles;
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int i;
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char *oldp, *token, *hashMem;
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char *oldp, *token, *hashMem, *textEnd;
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int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size;
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long sum = 0, summand;
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@ -2944,20 +2943,22 @@ static void ScanAndLoadShaderFiles( void )
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// build single large buffer
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s_shaderText = ri.Hunk_Alloc( sum + numShaderFiles*2, h_low );
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s_shaderText[ 0 ] = '\0';
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textEnd = s_shaderText;
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// free in reverse order, so the temp files are all dumped
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for ( i = numShaderFiles - 1; i >= 0 ; i-- )
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{
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if(buffers[i])
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{
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p = &s_shaderText[strlen(s_shaderText)];
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strcat( s_shaderText, buffers[i] );
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if ( !buffers[i] )
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continue;
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strcat( textEnd, buffers[i] );
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strcat( textEnd, "\n" );
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textEnd += strlen( textEnd );
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ri.FS_FreeFile( buffers[i] );
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COM_Compress(p);
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strcat( s_shaderText, "\n" );
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}
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}
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COM_Compress( s_shaderText );
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// free up memory
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ri.FS_FreeFileList( shaderFiles );
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