/* ** Renderer multithreading framework ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include #include "templates.h" #include "doomdef.h" #include "m_bbox.h" #include "i_system.h" #include "p_lnspec.h" #include "p_setup.h" #include "a_sharedglobal.h" #include "g_level.h" #include "p_effect.h" #include "doomstat.h" #include "r_state.h" #include "v_palette.h" #include "r_sky.h" #include "po_man.h" #include "r_data/colormaps.h" #include "r_renderthread.h" #include "swrenderer/things/r_visiblespritelist.h" #include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_opaque_pass.h" #include "swrenderer/scene/r_translucent_pass.h" #include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_scene.h" #include "swrenderer/things/r_playersprite.h" #include "swrenderer/plane/r_visibleplanelist.h" #include "swrenderer/segments/r_drawsegment.h" #include "swrenderer/segments/r_clipsegment.h" #include "swrenderer/drawers/r_thread.h" #include "swrenderer/drawers/r_draw.h" #include "swrenderer/drawers/r_draw_rgba.h" #include "swrenderer/drawers/r_draw_pal.h" #include "swrenderer/viewport/r_viewport.h" #include "r_memory.h" namespace swrenderer { RenderThread::RenderThread(RenderScene *scene, bool mainThread) { Scene = scene; MainThread = mainThread; FrameMemory.reset(new RenderMemory()); Viewport.reset(new RenderViewport()); Light.reset(new LightVisibility()); DrawQueue.reset(new DrawerCommandQueue(FrameMemory.get())); OpaquePass.reset(new RenderOpaquePass(this)); TranslucentPass.reset(new RenderTranslucentPass(this)); SpriteList.reset(new VisibleSpriteList()); Portal.reset(new RenderPortal(this)); Clip3D.reset(new Clip3DFloors(this)); PlayerSprites.reset(new RenderPlayerSprites(this)); PlaneList.reset(new VisiblePlaneList(this)); DrawSegments.reset(new DrawSegmentList(this)); ClipSegments.reset(new RenderClipSegment()); tc_drawers.reset(new SWTruecolorDrawers(DrawQueue)); pal_drawers.reset(new SWPalDrawers(DrawQueue)); } RenderThread::~RenderThread() { } SWPixelFormatDrawers *RenderThread::Drawers(RenderViewport *viewport) { if (viewport->RenderTarget->IsBgra()) return tc_drawers.get(); else return pal_drawers.get(); } void RenderThread::PrepareTexture(FTexture *texture, FRenderStyle style) { if (texture == nullptr) return; // Textures may not have loaded/refreshed yet. The shared code doing // this is not thread safe. By calling GetPixels in a mutex lock we // make sure that only one thread is loading a texture at any given // time. // // It is critical that this function is called before any direct // calls to GetPixels for this to work. static std::mutex loadmutex; std::unique_lock lock(loadmutex); texture->GetPixels(style); const FTexture::Span *spans; texture->GetColumn(style, 0, &spans); if (Viewport->RenderTarget->IsBgra()) { texture->GetPixelsBgra(); texture->GetColumnBgra(0, &spans); } } void RenderThread::PreparePolyObject(subsector_t *sub) { static std::mutex polyobjmutex; std::unique_lock lock(polyobjmutex); if (sub->BSP == nullptr || sub->BSP->bDirty) { sub->BuildPolyBSP(); } } }