mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
Hook up thread slices and eliminate some statics hiding in misc functions
This commit is contained in:
parent
f50532af8a
commit
d9e545a519
12 changed files with 154 additions and 76 deletions
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@ -64,7 +64,6 @@ namespace swrenderer
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void SWRenderLine::Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, VisiblePlane *linefloorplane, VisiblePlane *lineceilingplane, bool infog, FDynamicColormap *colormap)
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{
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static sector_t tempsec; // killough 3/8/98: ceiling/water hack
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bool solid;
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DVector2 pt1, pt2;
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@ -284,11 +283,7 @@ namespace swrenderer
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rw_floorstat = wallbottom.Project(frontsector->floorplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
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}
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static SWRenderLine *self = this;
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bool visible = Thread->ClipSegments->Clip(WallC.sx1, WallC.sx2, solid, [](int x1, int x2) -> bool
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{
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return self->RenderWallSegment(x1, x2);
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});
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bool visible = Thread->ClipSegments->Clip(WallC.sx1, WallC.sx2, solid, this);
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if (visible)
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{
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@ -15,6 +15,7 @@
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#include "vectors.h"
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#include "r_wallsetup.h"
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#include "swrenderer/segments/r_clipsegment.h"
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struct seg_t;
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struct subsector_t;
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@ -48,7 +49,7 @@ namespace swrenderer
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void InitFromLine(RenderThread *thread, const DVector2 &left, const DVector2 &right);
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};
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class SWRenderLine
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class SWRenderLine : VisibleSegmentRenderer
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{
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public:
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SWRenderLine(RenderThread *thread);
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@ -57,7 +58,7 @@ namespace swrenderer
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RenderThread *Thread = nullptr;
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private:
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bool RenderWallSegment(int x1, int x2);
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bool RenderWallSegment(int x1, int x2) override;
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void SetWallVariables(bool needlights);
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void RenderWallSegmentTextures(int x1, int x2);
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@ -133,5 +134,7 @@ namespace swrenderer
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ProjectedWallLine wallupper;
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ProjectedWallLine walllower;
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ProjectedWallTexcoords walltexcoords;
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sector_t tempsec; // killough 3/8/98: ceiling/water hack
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};
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}
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@ -41,6 +41,7 @@
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#include "swrenderer/line/r_walldraw.h"
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#include "swrenderer/line/r_wallsetup.h"
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#include "swrenderer/r_renderthread.h"
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#include "swrenderer/r_memory.h"
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namespace swrenderer
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{
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@ -188,14 +189,22 @@ namespace swrenderer
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drawerargs.dc_viewpos.Z = (float)((viewport->CenterY - y1 - 0.5) / viewport->InvZtoScale * zcol);
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drawerargs.dc_viewpos_step.Z = (float)(-zcol / viewport->InvZtoScale);
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static TriLight lightbuffer[64 * 1024];
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static int nextlightindex = 0;
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// Calculate max lights that can touch column so we can allocate memory for the list
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int max_lights = 0;
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FLightNode *cur_node = light_list;
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while (cur_node)
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{
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if (!(cur_node->lightsource->flags2&MF2_DORMANT))
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max_lights++;
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cur_node = cur_node->nextLight;
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}
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drawerargs.dc_num_lights = 0;
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drawerargs.dc_lights = Thread->FrameMemory->AllocMemory<TriLight>(max_lights);
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// Setup lights for column
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drawerargs.dc_num_lights = 0;
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drawerargs.dc_lights = lightbuffer + nextlightindex;
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FLightNode *cur_node = light_list;
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while (cur_node && nextlightindex < 64 * 1024)
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cur_node = light_list;
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while (cur_node)
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{
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if (!(cur_node->lightsource->flags2&MF2_DORMANT))
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{
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@ -220,7 +229,6 @@ namespace swrenderer
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uint32_t green = cur_node->lightsource->GetGreen();
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uint32_t blue = cur_node->lightsource->GetBlue();
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nextlightindex++;
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auto &light = drawerargs.dc_lights[drawerargs.dc_num_lights++];
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light.x = lconstant;
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light.y = nlconstant;
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@ -232,9 +240,6 @@ namespace swrenderer
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cur_node = cur_node->nextLight;
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}
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if (nextlightindex == 64 * 1024)
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nextlightindex = 0;
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}
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else
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{
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@ -56,9 +56,10 @@
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namespace swrenderer
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{
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RenderThread::RenderThread(RenderScene *scene)
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RenderThread::RenderThread(RenderScene *scene, bool mainThread)
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{
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Scene = scene;
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MainThread = mainThread;
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FrameMemory = std::make_unique<RenderMemory>();
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DrawQueue = std::make_shared<DrawerCommandQueue>(this);
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OpaquePass = std::make_unique<RenderOpaquePass>(this);
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@ -47,12 +47,13 @@ namespace swrenderer
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class RenderThread
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{
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public:
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RenderThread(RenderScene *scene);
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RenderThread(RenderScene *scene, bool mainThread = true);
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~RenderThread();
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RenderScene *Scene;
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int X1 = 0;
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int X2 = MAXWIDTH;
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bool MainThread = false;
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std::unique_ptr<RenderMemory> FrameMemory;
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std::unique_ptr<RenderOpaquePass> OpaquePass;
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@ -65,7 +66,11 @@ namespace swrenderer
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std::unique_ptr<DrawSegmentList> DrawSegments;
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std::unique_ptr<RenderClipSegment> ClipSegments;
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DrawerCommandQueuePtr DrawQueue;
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// VisibleSprite working buffers
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short clipbot[MAXWIDTH];
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short cliptop[MAXWIDTH];
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SWPixelFormatDrawers *Drawers();
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private:
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@ -52,6 +52,8 @@
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, r_clearbuffer)
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CVAR(Bool, r_scene_multithreaded, false, 0);
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namespace swrenderer
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{
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cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
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@ -100,8 +102,19 @@ namespace swrenderer
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{
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MainThread()->DrawQueue->Push<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->ShaderColormap(), screen);
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}
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DrawerThreads::Execute({ MainThread()->DrawQueue });
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RenderDrawQueues();
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}
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void RenderScene::RenderDrawQueues()
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{
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// Use reverse order so main thread is drawn last
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std::vector<DrawerCommandQueuePtr> queues;
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for (auto it = Threads.rbegin(); it != Threads.rend(); ++it)
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{
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queues.push_back((*it)->DrawQueue);
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}
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DrawerThreads::Execute(queues);
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}
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void RenderScene::RenderActorView(AActor *actor, bool dontmaplines)
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@ -132,48 +145,7 @@ namespace swrenderer
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camera->renderflags |= RF_INVISIBLE;
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}
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MainThread()->FrameMemory->Clear();
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MainThread()->Clip3DFloors->Cleanup();
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MainThread()->Clip3DFloors->ResetClip(); // reset clips (floor/ceiling)
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MainThread()->Portal->CopyStackedViewParameters();
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MainThread()->ClipSegments->Clear(0, viewwidth);
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MainThread()->DrawSegments->Clear();
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MainThread()->PlaneList->Clear();
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MainThread()->TranslucentPass->Clear();
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MainThread()->OpaquePass->ClearClip();
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MainThread()->OpaquePass->ResetFakingUnderwater(); // [RH] Hack to make windows into underwater areas possible
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MainThread()->Portal->SetMainPortal();
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// Cull things outside the range seen by this thread
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if (MainThread()->X1 > 0)
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MainThread()->ClipSegments->Clip(0, MainThread()->X1, true, [](int, int) { return true; });
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if (MainThread()->X2 < viewwidth)
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MainThread()->ClipSegments->Clip(MainThread()->X2, viewwidth, true, [](int, int) { return true; });
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WallCycles.Clock();
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MainThread()->OpaquePass->RenderScene();
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MainThread()->Clip3DFloors->ResetClip(); // reset clips (floor/ceiling)
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WallCycles.Unclock();
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NetUpdate();
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if (viewactive)
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{
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PlaneCycles.Clock();
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MainThread()->PlaneList->Render();
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MainThread()->Portal->RenderPlanePortals();
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PlaneCycles.Unclock();
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MainThread()->Portal->RenderLinePortals();
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NetUpdate();
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MaskedCycles.Clock();
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MainThread()->TranslucentPass->Render();
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MaskedCycles.Unclock();
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NetUpdate();
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}
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RenderThreadSlices();
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camera->renderflags = savedflags;
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interpolator.RestoreInterpolations();
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}
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}
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void RenderScene::RenderThreadSlices()
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{
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int numThreads = r_scene_multithreaded ? 8 : 1;
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while (Threads.size() > (size_t)numThreads)
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{
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Threads.pop_back();
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}
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while (Threads.size() < (size_t)numThreads)
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{
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Threads.push_back(std::make_unique<RenderThread>(this));
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}
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for (int i = 0; i < numThreads; i++)
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{
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Threads[i]->X1 = viewwidth * i / numThreads;
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Threads[i]->X2 = viewwidth * (i + 1) / numThreads;
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}
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for (int i = 0; i < numThreads; i++)
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{
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RenderThreadSlice(Threads[i].get());
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}
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}
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void RenderScene::RenderThreadSlice(RenderThread *thread)
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{
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thread->FrameMemory->Clear();
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thread->Clip3DFloors->Cleanup();
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thread->Clip3DFloors->ResetClip(); // reset clips (floor/ceiling)
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thread->Portal->CopyStackedViewParameters();
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thread->ClipSegments->Clear(0, viewwidth);
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thread->DrawSegments->Clear();
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thread->PlaneList->Clear();
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thread->TranslucentPass->Clear();
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thread->OpaquePass->ClearClip();
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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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// Cull things outside the range seen by this thread
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VisibleSegmentRenderer visitor;
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if (thread->X1 > 0)
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thread->ClipSegments->Clip(0, thread->X1, true, &visitor);
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if (thread->X2 < viewwidth)
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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->Clip3DFloors->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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NetUpdate();
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if (viewactive)
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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->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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if (thread->MainThread)
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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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if (thread->MainThread)
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MaskedCycles.Unclock();
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if (thread->MainThread)
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NetUpdate();
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}
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}
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void RenderScene::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines)
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{
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auto viewport = RenderViewport::Instance();
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@ -202,8 +262,7 @@ namespace swrenderer
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viewport->SetViewport(width, height, WidescreenRatio);
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RenderActorView(actor, dontmaplines);
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DrawerThreads::Execute({ MainThread()->DrawQueue });
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RenderDrawQueues();
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viewport->RenderTarget = screen;
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@ -46,6 +46,9 @@ namespace swrenderer
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private:
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void RenderActorView(AActor *actor, bool dontmaplines = false);
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void RenderDrawQueues();
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void RenderThreadSlices();
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void RenderThreadSlice(RenderThread *thread);
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bool dontmaplines = false;
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int clearcolor = 0;
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@ -86,7 +86,7 @@ namespace swrenderer
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return true;
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}
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bool RenderClipSegment::Clip(int first, int last, bool solid, VisibleSegmentCallback callback)
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bool RenderClipSegment::Clip(int first, int last, bool solid, VisibleSegmentRenderer *visitor)
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{
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cliprange_t *next, *start;
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int i, j;
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if (last <= start->first)
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{
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// Post is entirely visible (above start).
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if (!callback(first, last))
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if (!visitor->RenderWallSegment(first, last))
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return true;
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// Insert a new clippost for solid walls.
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@ -131,7 +131,7 @@ namespace swrenderer
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}
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// There is a fragment above *start.
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if (callback(first, start->first) && solid)
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if (visitor->RenderWallSegment(first, start->first) && solid)
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{
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start->first = first; // Adjust the clip size for solid walls
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}
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@ -146,7 +146,7 @@ namespace swrenderer
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while (last >= (next + 1)->first)
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{
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// There is a fragment between two posts.
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clipsegment = callback(next->last, (next + 1)->first);
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clipsegment = visitor->RenderWallSegment(next->last, (next + 1)->first);
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next++;
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if (last <= next->last)
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@ -158,7 +158,7 @@ namespace swrenderer
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}
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// There is a fragment after *next.
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clipsegment = callback(next->last, last);
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clipsegment = visitor->RenderWallSegment(next->last, last);
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crunch:
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if (!clipsegment)
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@ -17,11 +17,18 @@ namespace swrenderer
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{
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typedef bool(*VisibleSegmentCallback)(int x1, int x2);
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class VisibleSegmentRenderer
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{
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public:
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virtual ~VisibleSegmentRenderer() { }
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virtual bool RenderWallSegment(int x1, int x2) { return true; }
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};
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class RenderClipSegment
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{
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public:
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void Clear(short left, short right);
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bool Clip(int x1, int x2, bool solid, VisibleSegmentCallback callback);
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bool Clip(int x1, int x2, bool solid, VisibleSegmentRenderer *visitor);
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bool Check(int first, int last);
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bool IsVisible(int x1, int x2);
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@ -78,7 +78,6 @@ namespace swrenderer
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DPSprite* psp;
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DPSprite* weapon;
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sector_t* sec = NULL;
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static sector_t tempsec;
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int floorlight, ceilinglight;
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F3DFloor *rover;
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@ -88,5 +88,6 @@ namespace swrenderer
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enum { BASEYCENTER = 100 };
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TArray<HWAccelPlayerSprite> AcceleratedSprites;
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sector_t tempsec;
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};
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}
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@ -43,8 +43,8 @@ namespace swrenderer
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{
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void VisibleSprite::Render(RenderThread *thread)
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{
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static short clipbot[MAXWIDTH];
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static short cliptop[MAXWIDTH];
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short *clipbot = thread->clipbot;
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short *cliptop = thread->cliptop;
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VisibleSprite *spr = this;
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