- separate draw lists for walls and flats. This makes the sorting much more efficient because draw types no longer need to be checked in the compare function. This is a lot more important than having perfect texture order.

This commit is contained in:
Christoph Oelckers 2014-08-30 13:04:41 +02:00
parent a903cbe12e
commit 49ec7beb8f
5 changed files with 87 additions and 59 deletions

View file

@ -644,7 +644,6 @@ SortNode * GLDrawList::DoSort(SortNode * head)
case GLDIT_SPRITE: case GLDIT_SPRITE:
SortSpriteIntoPlane(head,node); SortSpriteIntoPlane(head,node);
break; break;
case GLDIT_POLY: break;
} }
node=next; node=next;
} }
@ -670,7 +669,7 @@ SortNode * GLDrawList::DoSort(SortNode * head)
case GLDIT_SPRITE: case GLDIT_SPRITE:
SortSpriteIntoWall(head,node); SortSpriteIntoWall(head,node);
break; break;
case GLDIT_POLY: break;
case GLDIT_FLAT: break; case GLDIT_FLAT: break;
} }
node=next; node=next;
@ -722,7 +721,6 @@ void GLDrawList::DoDraw(int pass, int i, bool trans)
RenderSprite.Unclock(); RenderSprite.Unclock();
} }
break; break;
case GLDIT_POLY: break;
} }
} }
@ -783,6 +781,36 @@ void GLDrawList::Draw(int pass)
} }
} }
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::DrawWalls(int pass)
{
RenderWall.Clock();
for(unsigned i=0;i<drawitems.Size();i++)
{
walls[drawitems[i].index].Draw(pass);
}
RenderWall.Unclock();
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::DrawFlats(int pass)
{
RenderFlat.Clock();
for(unsigned i=0;i<drawitems.Size();i++)
{
flats[drawitems[i].index].Draw(pass, false);
}
RenderFlat.Unclock();
}
//========================================================================== //==========================================================================
// //
// Sorting the drawitems first by texture and then by light level. // Sorting the drawitems first by texture and then by light level.
@ -790,56 +818,45 @@ void GLDrawList::Draw(int pass)
//========================================================================== //==========================================================================
static GLDrawList * sortinfo; static GLDrawList * sortinfo;
static int __cdecl dicmp (const void *a, const void *b) static int __cdecl diwcmp (const void *a, const void *b)
{ {
const GLDrawItem * di[2]; const GLDrawItem * di1 = (const GLDrawItem *)a;
FMaterial * tx[2]; GLWall * w1=&sortinfo->walls[di1->index];
int clamp[2];
//colormap_t cm[2];
di[0]=(const GLDrawItem *)a;
di[1]=(const GLDrawItem *)b;
for(int i=0;i<2;i++) const GLDrawItem * di2 = (const GLDrawItem *)b;
{ GLWall * w2=&sortinfo->walls[di2->index];
switch(di[i]->rendertype)
{
case GLDIT_FLAT:
{
GLFlat * f=&sortinfo->flats[di[i]->index];
tx[i]=f->gltexture;
clamp[i] = 0;
}
break;
case GLDIT_WALL: if (w1->gltexture != w2->gltexture) return w1->gltexture - w2->gltexture;
{ return ((w1->flags & 3) - (w2->flags & 3));
GLWall * w=&sortinfo->walls[di[i]->index]; }
tx[i]=w->gltexture;
clamp[i] = w->flags & 3;
}
break;
case GLDIT_SPRITE: static int __cdecl difcmp (const void *a, const void *b)
{ {
GLSprite * s=&sortinfo->sprites[di[i]->index]; const GLDrawItem * di1 = (const GLDrawItem *)a;
tx[i]=s->gltexture; GLFlat * w1=&sortinfo->flats[di1->index];
clamp[i] = 3;
} const GLDrawItem * di2 = (const GLDrawItem *)b;
break; GLFlat* w2=&sortinfo->flats[di2->index];
case GLDIT_POLY: break;
} return w1->gltexture - w2->gltexture;
}
if (tx[0]!=tx[1]) return tx[0]-tx[1];
return clamp[0]-clamp[1]; // clamping forces different textures.
} }
void GLDrawList::Sort() void GLDrawList::SortWalls()
{ {
if (drawitems.Size()!=0 && gl_sort_textures) if (drawitems.Size()!=0 && gl_sort_textures)
{ {
sortinfo=this; sortinfo=this;
qsort(&drawitems[0], drawitems.Size(), sizeof(drawitems[0]), dicmp); qsort(&drawitems[0], drawitems.Size(), sizeof(drawitems[0]), diwcmp);
}
}
void GLDrawList::SortFlats()
{
if (drawitems.Size()!=0 && gl_sort_textures)
{
sortinfo=this;
qsort(&drawitems[0], drawitems.Size(), sizeof(drawitems[0]), difcmp);
} }
} }

View file

@ -13,9 +13,11 @@ enum GLDrawItemType
enum DrawListType enum DrawListType
{ {
GLDL_PLAIN, GLDL_PLAINWALLS,
GLDL_MASKED, GLDL_PLAINFLATS,
GLDL_MASKEDOFS, GLDL_MASKEDWALLS,
GLDL_MASKEDFLATS,
GLDL_MASKEDWALLSOFS,
GLDL_MODELS, GLDL_MODELS,
GLDL_TRANSLUCENT, GLDL_TRANSLUCENT,
@ -106,7 +108,8 @@ public:
void AddFlat(GLFlat * flat); void AddFlat(GLFlat * flat);
void AddSprite(GLSprite * sprite); void AddSprite(GLSprite * sprite);
void Reset(); void Reset();
void Sort(); void SortWalls();
void SortFlats();
void MakeSortList(); void MakeSortList();
@ -125,6 +128,8 @@ public:
void DoDrawSorted(SortNode * node); void DoDrawSorted(SortNode * node);
void DrawSorted(); void DrawSorted();
void Draw(int pass); void Draw(int pass);
void DrawWalls(int pass);
void DrawFlats(int pass);
GLDrawList * next; GLDrawList * next;
} ; } ;

View file

@ -402,7 +402,7 @@ inline void GLFlat::PutFlat(bool fog)
else else
{ {
bool masked = gltexture->isMasked() && ((renderflags&SSRF_RENDER3DPLANES) || stack); bool masked = gltexture->isMasked() && ((renderflags&SSRF_RENDER3DPLANES) || stack);
list = masked ? GLDL_MASKED : GLDL_PLAIN; list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
} }
gl_drawinfo->drawlists[list].AddFlat (this); gl_drawinfo->drawlists[list].AddFlat (this);
} }

View file

@ -340,18 +340,22 @@ void FGLRenderer::RenderScene(int recursion)
gl_RenderState.EnableFog(true); gl_RenderState.EnableFog(true);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
gl_drawinfo->drawlists[GLDL_PLAIN].Sort(); gl_drawinfo->drawlists[GLDL_PLAINWALLS].SortWalls();
gl_drawinfo->drawlists[GLDL_MASKED].Sort(); gl_drawinfo->drawlists[GLDL_PLAINFLATS].SortFlats();
gl_drawinfo->drawlists[GLDL_MASKEDOFS].Sort(); gl_drawinfo->drawlists[GLDL_MASKEDWALLS].SortWalls();
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].SortFlats();
gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
// if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front, // if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front,
// so that we don't have to do repeated map/unmap calls on the buffer. // so that we don't have to do repeated map/unmap calls on the buffer.
if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights && !(gl.flags & RFL_BUFFER_STORAGE)) if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights && !(gl.flags & RFL_BUFFER_STORAGE))
{ {
GLRenderer->mLights->Begin(); GLRenderer->mLights->Begin();
gl_drawinfo->drawlists[GLDL_PLAIN].Draw(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_PLAINWALLS].Draw(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKED].Draw(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_PLAINFLATS].Draw(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKEDOFS].Draw(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_MASKEDWALLS].Draw(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].Draw(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].Draw(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY);
GLRenderer->mLights->Finish(); GLRenderer->mLights->Finish();
@ -375,7 +379,8 @@ void FGLRenderer::RenderScene(int recursion)
gl_RenderState.EnableTexture(gl_texture); gl_RenderState.EnableTexture(gl_texture);
gl_RenderState.EnableBrightmap(true); gl_RenderState.EnableBrightmap(true);
gl_drawinfo->drawlists[GLDL_PLAIN].Draw(pass); gl_drawinfo->drawlists[GLDL_PLAINWALLS].Draw(pass);
gl_drawinfo->drawlists[GLDL_PLAINFLATS].Draw(pass);
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show // Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
@ -385,14 +390,15 @@ void FGLRenderer::RenderScene(int recursion)
gl_RenderState.SetTextureMode(TM_MASK); gl_RenderState.SetTextureMode(TM_MASK);
} }
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
gl_drawinfo->drawlists[GLDL_MASKED].Draw(pass); gl_drawinfo->drawlists[GLDL_MASKEDWALLS].Draw(pass);
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].Draw(pass);
// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use. // Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
if (gl_drawinfo->drawlists[GLDL_MASKEDOFS].Size() > 0) if (gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
{ {
glEnable(GL_POLYGON_OFFSET_FILL); glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f); glPolygonOffset(-1.0f, -128.0f);
gl_drawinfo->drawlists[GLDL_MASKEDOFS].Draw(pass); gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].Draw(pass);
glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, 0); glPolygonOffset(0, 0);
} }

View file

@ -151,11 +151,11 @@ void GLWall::PutWall(bool translucent)
if ((flags&GLWF_SKYHACK && type == RENDERWALL_M2S)) if ((flags&GLWF_SKYHACK && type == RENDERWALL_M2S))
{ {
list = GLDL_MASKEDOFS; list = GLDL_MASKEDWALLSOFS;
} }
else else
{ {
list = masked ? GLDL_MASKED : GLDL_PLAIN; list = masked ? GLDL_MASKEDWALLS : GLDL_PLAINWALLS;
} }
gl_drawinfo->drawlists[list].AddWall(this); gl_drawinfo->drawlists[list].AddWall(this);