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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
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commit
c15880a2fc
7 changed files with 37 additions and 51 deletions
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@ -819,6 +819,8 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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stereo3dMode.SetUp();
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stereo3dMode.SetUp();
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for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
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for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
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{
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{
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if (eye_ix > 0)
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SetFixedColormap(camera->player); // reiterate color map for each eye, so night vision goggles work in both eyes
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const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
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const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
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eye->SetUp();
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eye->SetUp();
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GLRenderer->SetOutputViewport(bounds);
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GLRenderer->SetOutputViewport(bounds);
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@ -331,6 +331,9 @@ namespace swrenderer
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int VisiblePlaneList::Render()
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int VisiblePlaneList::Render()
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{
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{
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if (Thread->MainThread)
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PlaneCycles.Clock();
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VisiblePlane *pl;
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VisiblePlane *pl;
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int i;
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int i;
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int vpcount = 0;
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int vpcount = 0;
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@ -351,6 +354,10 @@ namespace swrenderer
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}
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}
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}
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}
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}
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}
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if (Thread->MainThread)
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PlaneCycles.Unclock();
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return vpcount;
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return vpcount;
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}
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}
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@ -779,11 +779,17 @@ namespace swrenderer
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void RenderOpaquePass::RenderScene()
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void RenderOpaquePass::RenderScene()
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{
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{
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if (Thread->MainThread)
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WallCycles.Clock();
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SeenSpriteSectors.clear();
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SeenSpriteSectors.clear();
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SeenActors.clear();
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SeenActors.clear();
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InSubsector = nullptr;
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InSubsector = nullptr;
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RenderBSPNode(level.HeadNode()); // The head node is the last node output.
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RenderBSPNode(level.HeadNode()); // The head node is the last node output.
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if (Thread->MainThread)
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WallCycles.Unclock();
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}
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}
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//
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//
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@ -438,10 +438,8 @@ namespace swrenderer
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Thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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Thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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if (!savedvisibility && viewpoint.camera) viewpoint.camera->renderflags &= ~RF_INVISIBLE;
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if (!savedvisibility && viewpoint.camera) viewpoint.camera->renderflags &= ~RF_INVISIBLE;
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PlaneCycles.Clock();
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Thread->PlaneList->Render();
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Thread->PlaneList->Render();
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RenderPlanePortals();
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RenderPlanePortals();
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PlaneCycles.Unclock();
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double vzp = viewpoint.Pos.Z;
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double vzp = viewpoint.Pos.Z;
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@ -458,9 +456,7 @@ namespace swrenderer
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if (Thread->MainThread)
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if (Thread->MainThread)
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NetUpdate();
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NetUpdate();
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MaskedCycles.Clock(); // [ZZ] count sprites in portals/mirrors along with normal ones.
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Thread->TranslucentPass->Render(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal.
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Thread->TranslucentPass->Render(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal.
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MaskedCycles.Unclock();
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if (Thread->MainThread)
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if (Thread->MainThread)
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NetUpdate();
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NetUpdate();
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@ -70,7 +70,7 @@ CVAR(Bool, r_scene_multithreaded, false, 0);
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namespace swrenderer
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namespace swrenderer
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{
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{
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cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
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cycle_t WallCycles, PlaneCycles, MaskedCycles, DrawerWaitCycles;
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RenderScene::RenderScene()
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RenderScene::RenderScene()
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{
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{
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@ -124,7 +124,9 @@ namespace swrenderer
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DrawerThreads::Execute(queue);
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DrawerThreads::Execute(queue);
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}
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}
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DrawerWaitCycles.Clock();
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DrawerThreads::WaitForWorkers();
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DrawerThreads::WaitForWorkers();
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DrawerWaitCycles.Unclock();
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}
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}
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void RenderScene::RenderActorView(AActor *actor, bool dontmaplines)
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void RenderScene::RenderActorView(AActor *actor, bool dontmaplines)
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@ -132,7 +134,7 @@ namespace swrenderer
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WallCycles.Reset();
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WallCycles.Reset();
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PlaneCycles.Reset();
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PlaneCycles.Reset();
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MaskedCycles.Reset();
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MaskedCycles.Reset();
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WallScanCycles.Reset();
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DrawerWaitCycles.Reset();
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R_SetupFrame(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow, actor);
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R_SetupFrame(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow, actor);
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@ -179,7 +181,9 @@ namespace swrenderer
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{
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{
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// Player sprites needs to be rendered after all the slices because they may be hardware accelerated.
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// Player sprites needs to be rendered after all the slices because they may be hardware accelerated.
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// If they are not hardware accelerated the drawers must run after all sliced drawers finished.
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// If they are not hardware accelerated the drawers must run after all sliced drawers finished.
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DrawerWaitCycles.Clock();
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DrawerThreads::WaitForWorkers();
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DrawerThreads::WaitForWorkers();
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DrawerWaitCycles.Unclock();
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MainThread()->DrawQueue->Clear();
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MainThread()->DrawQueue->Clear();
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MainThread()->PlayerSprites->Render();
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MainThread()->PlayerSprites->Render();
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DrawerThreads::Execute(MainThread()->DrawQueue);
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DrawerThreads::Execute(MainThread()->DrawQueue);
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@ -266,42 +270,24 @@ namespace swrenderer
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if (thread->X2 < viewwidth)
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if (thread->X2 < viewwidth)
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thread->ClipSegments->Clip(thread->X2, viewwidth, true, &visitor);
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thread->ClipSegments->Clip(thread->X2, viewwidth, true, &visitor);
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if (thread->MainThread)
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WallCycles.Clock();
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thread->OpaquePass->RenderScene();
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thread->OpaquePass->RenderScene();
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thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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if (thread == MainThread())
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WallCycles.Unclock();
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if (thread->MainThread)
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if (thread->MainThread)
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NetUpdate();
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NetUpdate();
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if (viewactive)
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if (viewactive)
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{
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{
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if (thread->MainThread)
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PlaneCycles.Clock();
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thread->PlaneList->Render();
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thread->PlaneList->Render();
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thread->Portal->RenderPlanePortals();
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thread->Portal->RenderPlanePortals();
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if (thread->MainThread)
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PlaneCycles.Unclock();
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thread->Portal->RenderLinePortals();
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thread->Portal->RenderLinePortals();
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if (thread->MainThread)
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if (thread->MainThread)
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NetUpdate();
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NetUpdate();
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if (thread->MainThread)
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MaskedCycles.Clock();
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thread->TranslucentPass->Render();
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thread->TranslucentPass->Render();
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if (thread->MainThread)
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MaskedCycles.Unclock();
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if (thread->MainThread)
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if (thread->MainThread)
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NetUpdate();
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NetUpdate();
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}
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}
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@ -373,7 +359,9 @@ namespace swrenderer
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viewport->SetViewport(MainThread(), width, height, MainThread()->Viewport->viewwindow.WidescreenRatio);
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viewport->SetViewport(MainThread(), width, height, MainThread()->Viewport->viewwindow.WidescreenRatio);
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RenderActorView(actor, dontmaplines);
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RenderActorView(actor, dontmaplines);
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DrawerWaitCycles.Clock();
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DrawerThreads::WaitForWorkers();
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DrawerThreads::WaitForWorkers();
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DrawerWaitCycles.Unclock();
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viewport->RenderTarget = screen;
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viewport->RenderTarget = screen;
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@ -419,12 +407,12 @@ namespace swrenderer
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ADD_STAT(fps)
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ADD_STAT(fps)
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{
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{
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FString out;
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FString out;
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out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms",
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out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms drawers=%04.1f ms",
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FrameCycles.TimeMS(), WallCycles.TimeMS(), PlaneCycles.TimeMS(), MaskedCycles.TimeMS());
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FrameCycles.TimeMS(), WallCycles.TimeMS(), PlaneCycles.TimeMS(), MaskedCycles.TimeMS(), DrawerWaitCycles.TimeMS());
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return out;
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return out;
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}
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}
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static double f_acc, w_acc, p_acc, m_acc;
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static double f_acc, w_acc, p_acc, m_acc, drawer_acc;
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static int acc_c;
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static int acc_c;
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ADD_STAT(fps_accumulated)
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ADD_STAT(fps_accumulated)
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@ -433,10 +421,11 @@ namespace swrenderer
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w_acc += WallCycles.TimeMS();
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w_acc += WallCycles.TimeMS();
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p_acc += PlaneCycles.TimeMS();
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p_acc += PlaneCycles.TimeMS();
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m_acc += MaskedCycles.TimeMS();
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m_acc += MaskedCycles.TimeMS();
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drawer_acc += DrawerWaitCycles.TimeMS();
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acc_c++;
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acc_c++;
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FString out;
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FString out;
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out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms %d counts",
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out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms drawers=%04.1f ms %d counts",
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f_acc / acc_c, w_acc / acc_c, p_acc / acc_c, m_acc / acc_c, acc_c);
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f_acc / acc_c, w_acc / acc_c, p_acc / acc_c, m_acc / acc_c, drawer_acc / acc_c, acc_c);
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Printf(PRINT_LOG, "%s\n", out.GetChars());
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Printf(PRINT_LOG, "%s\n", out.GetChars());
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return out;
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return out;
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}
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}
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@ -457,24 +446,4 @@ namespace swrenderer
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{
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{
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bestwallcycles = HUGE_VAL;
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bestwallcycles = HUGE_VAL;
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}
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}
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#if 0
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// The replacement code for Build's wallscan doesn't have any timing calls so this does not work anymore.
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static double bestscancycles = HUGE_VAL;
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ADD_STAT(scancycles)
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{
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FString out;
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double scancycles = WallScanCycles.Time();
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if (scancycles && scancycles < bestscancycles)
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bestscancycles = scancycles;
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out.Format("%g", bestscancycles);
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return out;
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}
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CCMD(clearscancycles)
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{
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bestscancycles = HUGE_VAL;
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}
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#endif
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}
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}
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@ -34,7 +34,7 @@ extern cycle_t FrameCycles;
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namespace swrenderer
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namespace swrenderer
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{
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{
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extern cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
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extern cycle_t WallCycles, PlaneCycles, MaskedCycles, DrawerWaitCycles;
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class RenderThread;
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class RenderThread;
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@ -173,6 +173,9 @@ namespace swrenderer
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void RenderTranslucentPass::Render()
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void RenderTranslucentPass::Render()
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{
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{
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if (Thread->MainThread)
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MaskedCycles.Clock();
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CollectPortals();
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CollectPortals();
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Thread->SpriteList->Sort();
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Thread->SpriteList->Sort();
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Thread->DrawSegments->BuildSegmentGroups();
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Thread->DrawSegments->BuildSegmentGroups();
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@ -223,5 +226,8 @@ namespace swrenderer
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clip3d->DeleteHeights();
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clip3d->DeleteHeights();
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clip3d->fake3D = 0;
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clip3d->fake3D = 0;
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}
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}
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if (Thread->MainThread)
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MaskedCycles.Unclock();
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}
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}
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}
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}
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