mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- store the wall render nodes as pointers, not as objects.
This is mainly for future-proofing because storing these as objects in an array not only has a negative impact when using multithreading due to longer blocking time for the threads but also makes it hard to cache this data for reuse.
This commit is contained in:
parent
e15baa21cb
commit
e8eb8dd596
5 changed files with 59 additions and 47 deletions
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@ -559,7 +559,8 @@ bool FDrawInfo::PutWallCompat(GLWall *wall, int passflag)
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bool masked = passflag == 2 && wall->gltexture->isMasked();
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int list = list_indices[masked][foggy];
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dldrawlists[list].AddWall(wall);
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auto newwall = dldrawlists[list].NewWall();
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*newwall = *wall;
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return true;
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}
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@ -33,6 +33,7 @@
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#include "r_state.h"
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#include "doomstat.h"
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#include "g_levellocals.h"
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#include "memarena.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/data/gl_vertexbuffer.h"
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@ -50,6 +51,13 @@
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FDrawInfo * gl_drawinfo;
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FDrawInfoList di_list;
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static FMemArena RenderDataAllocator(1024*1024); // Use large blocks to reduce allocation time.
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void ResetAllocator()
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{
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RenderDataAllocator.FreeAll();
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}
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//==========================================================================
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//
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//
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@ -244,7 +252,7 @@ SortNode * GLDrawList::FindSortWall(SortNode * head)
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GLDrawItem * it = &drawitems[node->itemindex];
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if (it->rendertype == GLDIT_WALL)
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{
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float d = walls[it->index].ViewDistance;
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float d = walls[it->index]->ViewDistance;
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if (d > farthest) farthest = d;
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if (d < nearest) nearest = d;
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}
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@ -258,7 +266,7 @@ SortNode * GLDrawList::FindSortWall(SortNode * head)
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GLDrawItem * it = &drawitems[node->itemindex];
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if (it->rendertype == GLDIT_WALL)
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{
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float di = fabsf(walls[it->index].ViewDistance - farthest);
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float di = fabsf(walls[it->index]->ViewDistance - farthest);
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if (!best || di < bestdist)
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{
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best = node;
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@ -297,7 +305,7 @@ void GLDrawList::SortPlaneIntoPlane(SortNode * head,SortNode * sort)
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void GLDrawList::SortWallIntoPlane(SortNode * head, SortNode * sort)
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{
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GLFlat * fh = &flats[drawitems[head->itemindex].index];
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GLWall * ws=&walls[drawitems[sort->itemindex].index];
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GLWall * ws = walls[drawitems[sort->itemindex].index];
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bool ceiling = fh->z > r_viewpoint.Pos.Z;
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@ -305,18 +313,13 @@ void GLDrawList::SortWallIntoPlane(SortNode * head,SortNode * sort)
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{
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// We have to split this wall!
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// WARNING: NEVER EVER push a member of an array onto the array itself.
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// Bad things will happen if the memory must be reallocated!
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GLWall w = *ws;
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AddWall(&w);
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GLWall *w = NewWall();
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*w = *ws;
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// Splitting is done in the shader with clip planes, if available
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if (gl.flags & RFL_NO_CLIP_PLANES)
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{
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GLWall * ws1;
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ws->vertcount = 0; // invalidate current vertices.
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ws1=&walls[walls.Size()-1];
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ws=&walls[drawitems[sort->itemindex].index]; // may have been reallocated!
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float newtexv = ws->tcs[GLWall::UPLFT].v + ((ws->tcs[GLWall::LOLFT].v - ws->tcs[GLWall::UPLFT].v) / (ws->zbottom[0] - ws->ztop[0])) * (fh->z - ws->ztop[0]);
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// I make the very big assumption here that translucent walls in sloped sectors
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@ -324,13 +327,13 @@ void GLDrawList::SortWallIntoPlane(SortNode * head,SortNode * sort)
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// code would become extremely more complicated.
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if (!ceiling)
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{
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ws->ztop[1] = ws1->zbottom[1] = ws->ztop[0] = ws1->zbottom[0] = fh->z;
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ws->tcs[GLWall::UPRGT].v = ws1->tcs[GLWall::LORGT].v = ws->tcs[GLWall::UPLFT].v = ws1->tcs[GLWall::LOLFT].v = newtexv;
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ws->ztop[1] = w->zbottom[1] = ws->ztop[0] = w->zbottom[0] = fh->z;
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ws->tcs[GLWall::UPRGT].v = w->tcs[GLWall::LORGT].v = ws->tcs[GLWall::UPLFT].v = w->tcs[GLWall::LOLFT].v = newtexv;
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}
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else
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{
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ws1->ztop[1] = ws->zbottom[1] = ws1->ztop[0] = ws->zbottom[0] = fh->z;
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ws1->tcs[GLWall::UPLFT].v = ws->tcs[GLWall::LOLFT].v = ws1->tcs[GLWall::UPRGT].v = ws->tcs[GLWall::LORGT].v=newtexv;
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w->ztop[1] = ws->zbottom[1] = w->ztop[0] = ws->zbottom[0] = fh->z;
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w->tcs[GLWall::UPLFT].v = ws->tcs[GLWall::LOLFT].v = w->tcs[GLWall::UPRGT].v = ws->tcs[GLWall::LORGT].v = newtexv;
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}
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}
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@ -421,9 +424,8 @@ void GLDrawList::SortSpriteIntoPlane(SortNode * head, SortNode * sort)
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void GLDrawList::SortWallIntoWall(SortNode * head,SortNode * sort)
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{
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GLWall * wh=&walls[drawitems[head->itemindex].index];
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GLWall * ws=&walls[drawitems[sort->itemindex].index];
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GLWall * ws1;
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GLWall * wh= walls[drawitems[head->itemindex].index];
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GLWall * ws= walls[drawitems[sort->itemindex].index];
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float v1=wh->PointOnSide(ws->glseg.x1,ws->glseg.y1);
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float v2=wh->PointOnSide(ws->glseg.x2,ws->glseg.y2);
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@ -461,21 +463,18 @@ void GLDrawList::SortWallIntoWall(SortNode * head,SortNode * sort)
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float izb=(float)(ws->zbottom[0]+r*(ws->zbottom[1]-ws->zbottom[0]));
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ws->vertcount = 0; // invalidate current vertices.
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GLWall w=*ws;
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AddWall(&w);
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ws1=&walls[walls.Size()-1];
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ws=&walls[drawitems[sort->itemindex].index]; // may have been reallocated!
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GLWall *w= NewWall();
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ws1->glseg.x1=ws->glseg.x2=ix;
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ws1->glseg.y1=ws->glseg.y2=iy;
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ws1->glseg.fracleft = ws->glseg.fracright = ws->glseg.fracleft + r*(ws->glseg.fracright - ws->glseg.fracleft);
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ws1->ztop[0]=ws->ztop[1]=izt;
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ws1->zbottom[0]=ws->zbottom[1]=izb;
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ws1->tcs[GLWall::LOLFT].u = ws1->tcs[GLWall::UPLFT].u = ws->tcs[GLWall::LORGT].u = ws->tcs[GLWall::UPRGT].u = iu;
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w->glseg.x1=ws->glseg.x2=ix;
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w->glseg.y1=ws->glseg.y2=iy;
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w->glseg.fracleft = ws->glseg.fracright = ws->glseg.fracleft + r*(ws->glseg.fracright - ws->glseg.fracleft);
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w->ztop[0]=ws->ztop[1]=izt;
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w->zbottom[0]=ws->zbottom[1]=izb;
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w->tcs[GLWall::LOLFT].u = w->tcs[GLWall::UPLFT].u = ws->tcs[GLWall::LORGT].u = ws->tcs[GLWall::UPRGT].u = iu;
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if (gl.buffermethod == BM_DEFERRED)
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{
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ws->MakeVertices(false);
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ws1->MakeVertices(false);
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w->MakeVertices(false);
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}
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SortNode * sort2=SortNodes.GetNew();
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@ -507,7 +506,7 @@ EXTERN_CVAR(Bool, gl_billboard_particles)
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void GLDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort)
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{
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GLWall * wh=&walls[drawitems[head->itemindex].index];
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GLWall *wh= walls[drawitems[head->itemindex].index];
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GLSprite * ss=&sprites[drawitems[sort->itemindex].index];
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GLSprite * ss1;
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@ -731,7 +730,7 @@ void GLDrawList::DoDraw(int pass, int i, bool trans)
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case GLDIT_WALL:
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{
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GLWall * w=&walls[drawitems[i].index];
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GLWall * w= walls[drawitems[i].index];
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RenderWall.Clock();
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w->Draw(pass);
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RenderWall.Unclock();
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@ -863,7 +862,7 @@ void GLDrawList::DrawWalls(int pass)
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RenderWall.Clock();
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for(unsigned i=0;i<drawitems.Size();i++)
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{
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walls[drawitems[i].index].Draw(pass);
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walls[drawitems[i].index]->Draw(pass);
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}
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RenderWall.Unclock();
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}
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@ -892,7 +891,7 @@ void GLDrawList::DrawDecals()
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{
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for(unsigned i=0;i<drawitems.Size();i++)
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{
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walls[drawitems[i].index].DoDrawDecals();
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walls[drawitems[i].index]->DoDrawDecals();
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}
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}
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@ -908,8 +907,8 @@ void GLDrawList::SortWalls()
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{
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std::sort(drawitems.begin(), drawitems.end(), [=](const GLDrawItem &a, const GLDrawItem &b) -> bool
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{
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GLWall * w1 = &walls[a.index];
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GLWall * w2 = &walls[b.index];
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GLWall * w1 = walls[a.index];
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GLWall * w2 = walls[b.index];
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if (w1->gltexture != w2->gltexture) return w1->gltexture < w2->gltexture;
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return (w1->flags & 3) < (w2->flags & 3);
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@ -936,9 +935,12 @@ void GLDrawList::SortFlats()
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//
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//
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//==========================================================================
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void GLDrawList::AddWall(GLWall * wall)
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GLWall *GLDrawList::NewWall()
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{
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drawitems.Push(GLDrawItem(GLDIT_WALL,walls.Push(*wall)));
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auto wall = (GLWall*)RenderDataAllocator.Alloc(sizeof(GLWall));
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drawitems.Push(GLDrawItem(GLDIT_WALL, walls.Push(wall)));
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return wall;
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}
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//==========================================================================
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@ -1059,6 +1061,8 @@ void FDrawInfo::EndDrawInfo()
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}
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gl_drawinfo=di->next;
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di_list.Release(di);
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if (gl_drawinfo == nullptr)
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ResetAllocator();
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}
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@ -106,7 +106,7 @@ struct SortNode
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struct GLDrawList
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{
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//private:
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TArray<GLWall> walls;
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TArray<GLWall*> walls;
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TArray<GLFlat> flats;
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TArray<GLSprite> sprites;
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TArray<GLDrawItem> drawitems;
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@ -131,7 +131,8 @@ public:
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return drawitems.Size();
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}
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void AddWall(GLWall * wall);
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GLWall *NewWall();
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//void AddWall(GLWall * wall);
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void AddFlat(GLFlat * flat);
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void AddSprite(GLSprite * sprite);
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void Reset();
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@ -55,7 +55,8 @@ void FDrawInfo::AddWall(GLWall *wall)
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{
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wall->ViewDistance = (r_viewpoint.Pos - (wall->seg->linedef->v1->fPos() + wall->seg->linedef->Delta() / 2)).XY().LengthSquared();
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if (gl.buffermethod == BM_DEFERRED) wall->MakeVertices(true);
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drawlists[GLDL_TRANSLUCENT].AddWall(wall);
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auto newwall = drawlists[GLDL_TRANSLUCENT].NewWall();
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*newwall = *wall;
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}
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else
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{
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list = masked ? GLDL_MASKEDWALLS : GLDL_PLAINWALLS;
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}
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if (gl.buffermethod == BM_DEFERRED) wall->MakeVertices(false);
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drawlists[list].AddWall(wall);
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auto newwall = drawlists[list].NewWall();
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*newwall = *wall;
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}
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}
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@ -172,7 +173,8 @@ void GLWall::PutPortal(int ptype)
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{
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// draw a reflective layer over the mirror
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type=RENDERWALL_MIRRORSURFACE;
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gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].AddWall(this);
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auto newwall = gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].NewWall();
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*newwall = *this;
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}
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break;
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@ -560,6 +560,10 @@ public:
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{
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return Array[index];
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}
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T &At(size_t index) const
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{
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return Array[index];
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}
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unsigned int Size() const
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{
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return Count;
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