mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-15 17:11:24 +00:00
- use the worker threads to clear the stencil buffer
(cherry picked from commit de67393b4e
)
This commit is contained in:
parent
fe940d09a6
commit
0a265d028d
7 changed files with 66 additions and 20 deletions
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@ -59,10 +59,9 @@ PolyStencilBuffer *PolyStencilBuffer::Instance()
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return &buffer;
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}
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void PolyStencilBuffer::Clear(int newwidth, int newheight, uint8_t stencil_value)
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void PolyStencilBuffer::Resize(int newwidth, int newheight)
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{
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width = newwidth;
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height = newheight;
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values.resize(width * height);
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memset(Values(), stencil_value, width * height);
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}
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@ -45,7 +45,7 @@ class PolyStencilBuffer
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{
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public:
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static PolyStencilBuffer *Instance();
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void Clear(int newwidth, int newheight, uint8_t stencil_value = 0);
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void Resize(int newwidth, int newheight);
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int Width() const { return width; }
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int Height() const { return height; }
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uint8_t *Values() { return values.data(); }
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@ -41,9 +41,9 @@
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static bool isBgraRenderTarget = false;
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void PolyTriangleDrawer::ClearBuffers(DCanvas *canvas)
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void PolyTriangleDrawer::ResizeBuffers(DCanvas *canvas)
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{
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PolyStencilBuffer::Instance()->Clear(canvas->GetWidth(), canvas->GetHeight(), 0);
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PolyStencilBuffer::Instance()->Resize(canvas->GetWidth(), canvas->GetHeight());
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PolyZBuffer::Instance()->Resize(canvas->GetPitch(), canvas->GetHeight());
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}
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@ -52,6 +52,11 @@ bool PolyTriangleDrawer::IsBgra()
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return isBgraRenderTarget;
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}
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void PolyTriangleDrawer::ClearStencil(const DrawerCommandQueuePtr &queue, uint8_t value)
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{
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queue->Push<PolyClearStencilCommand>(value);
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}
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void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas)
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{
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uint8_t *dest = (uint8_t*)canvas->GetBuffer();
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@ -99,6 +104,21 @@ void PolyTriangleDrawer::SetWeaponScene(const DrawerCommandQueuePtr &queue, bool
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/////////////////////////////////////////////////////////////////////////////
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void PolyTriangleThreadData::ClearStencil(uint8_t value)
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{
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auto buffer = PolyStencilBuffer::Instance();
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int width = buffer->Width();
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int height = buffer->Height();
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uint8_t *data = buffer->Values();
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data += core * width;
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for (int y = core; y < height; y += num_cores)
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{
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memset(data, value, width);
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data += num_cores * width;
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}
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}
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void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, uint8_t *new_dest, int new_dest_width, int new_dest_height, int new_dest_pitch, bool new_dest_bgra)
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{
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viewport_x = x;
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@ -633,6 +653,17 @@ void PolySetWeaponSceneCommand::Execute(DrawerThread *thread)
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/////////////////////////////////////////////////////////////////////////////
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PolyClearStencilCommand::PolyClearStencilCommand(uint8_t value) : value(value)
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{
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}
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void PolyClearStencilCommand::Execute(DrawerThread *thread)
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{
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PolyTriangleThreadData::Get(thread)->ClearStencil(value);
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}
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/////////////////////////////////////////////////////////////////////////////
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PolySetViewportCommand::PolySetViewportCommand(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra)
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: x(x), y(y), width(width), height(height), dest(dest), dest_width(dest_width), dest_height(dest_height), dest_pitch(dest_pitch), dest_bgra(dest_bgra)
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{
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@ -32,7 +32,8 @@
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class PolyTriangleDrawer
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{
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public:
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static void ClearBuffers(DCanvas *canvas);
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static void ResizeBuffers(DCanvas *canvas);
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static void ClearStencil(const DrawerCommandQueuePtr &queue, uint8_t value);
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static void SetViewport(const DrawerCommandQueuePtr &queue, int x, int y, int width, int height, DCanvas *canvas);
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static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw);
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static void SetTwoSided(const DrawerCommandQueuePtr &queue, bool twosided);
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@ -47,6 +48,7 @@ class PolyTriangleThreadData
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public:
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PolyTriangleThreadData(int32_t core, int32_t num_cores) : core(core), num_cores(num_cores) { }
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void ClearStencil(uint8_t value);
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void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra);
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void SetTransform(const Mat4f *objectToClip, const Mat4f *objectToWorld);
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void SetCullCCW(bool value) { ccw = value; }
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@ -142,6 +144,18 @@ private:
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bool value;
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};
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class PolyClearStencilCommand : public DrawerCommand
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{
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public:
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PolyClearStencilCommand(uint8_t value);
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void Execute(DrawerThread *thread) override;
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FString DebugInfo() override { return "PolyClearStencilCommand"; }
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private:
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uint8_t value;
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};
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class PolySetViewportCommand : public DrawerCommand
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{
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public:
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@ -165,7 +165,14 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
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r_modelscene = r_models && Models.Size() > 0;
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ClearBuffers();
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NextStencilValue = 0;
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Threads.Clear();
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Threads.MainThread()->SectorPortals.clear();
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Threads.MainThread()->LinePortals.clear();
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Threads.MainThread()->TranslucentObjects.clear();
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PolyTriangleDrawer::ResizeBuffers(RenderTarget);
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PolyTriangleDrawer::ClearStencil(Threads.MainThread()->DrawQueue, 0);
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SetSceneViewport();
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PolyPortalViewpoint mainViewpoint = SetupPerspectiveMatrix();
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@ -187,16 +194,6 @@ void PolyRenderer::RenderRemainingPlayerSprites()
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PlayerSprites.RenderRemainingSprites();
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}
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void PolyRenderer::ClearBuffers()
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{
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Threads.Clear();
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PolyTriangleDrawer::ClearBuffers(RenderTarget);
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NextStencilValue = 0;
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Threads.MainThread()->SectorPortals.clear();
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Threads.MainThread()->LinePortals.clear();
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Threads.MainThread()->TranslucentObjects.clear();
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}
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void PolyRenderer::SetSceneViewport()
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{
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using namespace swrenderer;
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@ -70,7 +70,6 @@ public:
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private:
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void RenderActorView(AActor *actor, bool dontmaplines);
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void ClearBuffers();
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void SetSceneViewport();
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RenderPolyPlayerSprites PlayerSprites;
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@ -104,7 +104,10 @@ namespace swrenderer
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r_modelscene = r_models && Models.Size() > 0;
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if (r_modelscene)
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PolyTriangleDrawer::ClearBuffers(viewport->RenderTarget);
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{
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PolyTriangleDrawer::ResizeBuffers(viewport->RenderTarget);
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PolyTriangleDrawer::ClearStencil(MainThread()->DrawQueue, 0);
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}
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if (r_clearbuffer != 0 || r_debug_draw != 0)
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{
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@ -283,6 +286,9 @@ namespace swrenderer
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thread->OpaquePass->ResetFakingUnderwater(); // [RH] Hack to make windows into underwater areas possible
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thread->Portal->SetMainPortal();
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if (r_modelscene && thread->MainThread)
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PolyTriangleDrawer::ClearStencil(MainThread()->DrawQueue, 0);
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PolyTriangleDrawer::SetViewport(thread->DrawQueue, viewwindowx, viewwindowy, viewwidth, viewheight, thread->Viewport->RenderTarget);
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// Cull things outside the range seen by this thread
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@ -380,7 +386,7 @@ namespace swrenderer
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viewactive = true;
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viewport->SetViewport(MainThread(), width, height, MainThread()->Viewport->viewwindow.WidescreenRatio);
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if (r_modelscene)
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PolyTriangleDrawer::ClearBuffers(viewport->RenderTarget);
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PolyTriangleDrawer::ResizeBuffers(viewport->RenderTarget);
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RenderActorView(actor, dontmaplines);
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DrawerWaitCycles.Clock();
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