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GL3: Calculate needed hunk size in Mod_LoadBrushModel()
The real needed size can't be derived from the .bsp file size, because * many generated structs contain pointers * there's lots of data generated per face.. * _especially_ for warped faces that are subdivided
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1 changed files with 115 additions and 11 deletions
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@ -379,6 +379,81 @@ Mod_CalcSurfaceExtents(msurface_t *s)
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extern void
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GL3_SubdivideSurface(msurface_t *fa, gl3model_t* loadmodel);
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static int calcTexinfoAndFacesSize(const lump_t *fl, const lump_t *tl)
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{
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dface_t* face_in = (void *)(mod_base + fl->fileofs);
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texinfo_t* texinfo_in = (void *)(mod_base + tl->fileofs);
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if (fl->filelen % sizeof(*face_in) || tl->filelen % sizeof(*texinfo_in))
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{
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// will error out when actually loading it
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return 0;
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}
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int ret = 0;
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int face_count = fl->filelen / sizeof(*face_in);
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int texinfo_count = tl->filelen / sizeof(*texinfo_in);
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{
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// out = Hunk_Alloc(count * sizeof(*out));
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int baseSize = face_count * sizeof(msurface_t);
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baseSize = (baseSize + 31) & ~31;
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ret += baseSize;
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int ti_size = texinfo_count * sizeof(mtexinfo_t);
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ti_size = (ti_size + 31) & ~31;
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ret += ti_size;
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}
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int numWarpFaces = 0;
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for (int surfnum = 0; surfnum < face_count; surfnum++, face_in++)
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{
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int numverts = LittleShort(face_in->numedges);
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int ti = LittleShort(face_in->texinfo);
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if ((ti < 0) || (ti >= texinfo_count))
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{
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return 0; // will error out
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}
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int texFlags = LittleLong(texinfo_in[ti].flags);
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/* set the drawing flags */
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if (texFlags & SURF_WARP)
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{
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if (numverts > 60)
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return 0; // will error out in R_SubdividePolygon()
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// GL3_SubdivideSurface(out, loadmodel); /* cut up polygon for warps */
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// for each (pot. recursive) call to R_SubdividePolygon():
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// sizeof(glpoly_t) + ((numverts - 4) + 2) * sizeof(gl3_3D_vtx_t)
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// this is tricky, how much is allocated depends on the size of the surface
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// which we don't know (we'd need the vertices etc to know, but we can't load
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// those without allocating...)
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// so we just count warped faces and use a generous estimate below
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++numWarpFaces;
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}
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else
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{
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// GL3_LM_BuildPolygonFromSurface(out);
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// => poly = Hunk_Alloc(sizeof(glpoly_t) + (numverts - 4) * sizeof(gl3_3D_vtx_t));
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int polySize = sizeof(glpoly_t) + (numverts - 4) * sizeof(gl3_3D_vtx_t);
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polySize = (polySize + 31) & ~31;
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ret += polySize;
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}
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}
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// yeah, this is a bit hacky, but it looks like for each warped face
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// 256-55000 bytes are allocated (usually on the lower end),
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// so just assume 48k per face to be safe
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ret += numWarpFaces * 49152;
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ret += 1000000; // and 1MB extra just in case
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return ret;
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}
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static void
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Mod_LoadFaces(lump_t *l)
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{
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@ -709,6 +784,26 @@ Mod_LoadPlanes(lump_t *l)
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}
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}
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// calculate the size that Hunk_Alloc(), called by Mod_Load*() from Mod_LoadBrushModel(),
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// will use (=> includes its padding), so we'll know how big the hunk needs to be
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static int calcLumpHunkSize(const lump_t *l, int inSize, int outSize)
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{
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if (l->filelen % inSize)
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{
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// Mod_Load*() will error out on this because of "funny size"
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// don't error out here because in Mod_Load*() it can print the functionname
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// (=> tells us what kind of lump) before shutting down the game
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return 0;
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}
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int count = l->filelen / inSize;
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int size = count * outSize;
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// round to cacheline, like Hunk_Alloc() does
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size = (size + 31) & ~31;
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return size;
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}
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static void
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Mod_LoadBrushModel(gl3model_t *mod, void *buffer, int modfilelen)
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{
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@ -716,17 +811,6 @@ Mod_LoadBrushModel(gl3model_t *mod, void *buffer, int modfilelen)
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dheader_t *header;
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mmodel_t *bm;
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/* Because Quake II is is sometimes so ... "optimized" this
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* is going to be somewhat dirty. The map data contains indices
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* that we're converting into pointers. Yeah. No comments. The
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* indices are 32 bit long, they just encode the offset between
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* the hunks base address and the position in the hunk, so 32 bit
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* pointers should be enough. But let's play save, waste some
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* allocations and just take the plattforms pointer size instead
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* of relying on assumptions. */
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loadmodel->extradata = Hunk_Begin(modfilelen * sizeof(void*));
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loadmodel->type = mod_brush;
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if (loadmodel != mod_known)
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{
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ri.Sys_Error(ERR_DROP, "Loaded a brush model after the world");
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@ -750,6 +834,26 @@ Mod_LoadBrushModel(gl3model_t *mod, void *buffer, int modfilelen)
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((int *)header)[i] = LittleLong(((int *)header)[i]);
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}
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// calculate the needed hunksize from the lumps
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int hunkSize = 0;
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hunkSize += calcLumpHunkSize(&header->lumps[LUMP_VERTEXES], sizeof(dvertex_t), sizeof(mvertex_t));
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hunkSize += calcLumpHunkSize(&header->lumps[LUMP_EDGES], sizeof(dedge_t), sizeof(medge_t));
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hunkSize += sizeof(medge_t) + 31; // for count+1 in Mod_LoadEdges()
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float surfEdgeCount = header->lumps[LUMP_SURFEDGES].filelen/sizeof(int);
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if(surfEdgeCount < MAX_MAP_SURFEDGES) // else it errors out later anyway
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hunkSize += calcLumpHunkSize(&header->lumps[LUMP_SURFEDGES], sizeof(int), sizeof(int));
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hunkSize += calcLumpHunkSize(&header->lumps[LUMP_LIGHTING], 1, 1);
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hunkSize += calcLumpHunkSize(&header->lumps[LUMP_PLANES], sizeof(dplane_t), sizeof(cplane_t)*2);
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hunkSize += calcTexinfoAndFacesSize(&header->lumps[LUMP_FACES], &header->lumps[LUMP_TEXINFO]);
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hunkSize += calcLumpHunkSize(&header->lumps[LUMP_LEAFFACES], sizeof(short), sizeof(msurface_t *)); // yes, out is indeeed a pointer!
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hunkSize += calcLumpHunkSize(&header->lumps[LUMP_VISIBILITY], 1, 1);
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hunkSize += calcLumpHunkSize(&header->lumps[LUMP_LEAFS], sizeof(dleaf_t), sizeof(mleaf_t));
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hunkSize += calcLumpHunkSize(&header->lumps[LUMP_NODES], sizeof(dnode_t), sizeof(mnode_t));
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hunkSize += calcLumpHunkSize(&header->lumps[LUMP_MODELS], sizeof(dmodel_t), sizeof(mmodel_t));
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loadmodel->extradata = Hunk_Begin(hunkSize);
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loadmodel->type = mod_brush;
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/* load into heap */
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Mod_LoadVertexes(&header->lumps[LUMP_VERTEXES]);
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Mod_LoadEdges(&header->lumps[LUMP_EDGES]);
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