/* ** 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. ** */ #pragma once #include <memory> #include <thread> class DrawerCommandQueue; typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr; class RenderMemory; class ADynamicLight; EXTERN_CVAR(Bool, r_models); namespace swrenderer { class VisibleSpriteList; class RenderPortal; class RenderOpaquePass; class RenderTranslucentPass; class RenderPlayerSprites; class RenderScene; class RenderViewport; class Clip3DFloors; class VisiblePlaneList; class DrawSegmentList; class RenderClipSegment; class RenderViewport; class LightVisibility; class SWPixelFormatDrawers; class SWTruecolorDrawers; class SWPalDrawers; class RenderThread { public: RenderThread(RenderScene *scene, bool mainThread = true); ~RenderThread(); RenderScene *Scene; int X1 = 0; int X2 = MAXWIDTH; bool MainThread = false; std::unique_ptr<RenderMemory> FrameMemory; std::unique_ptr<RenderOpaquePass> OpaquePass; std::unique_ptr<RenderTranslucentPass> TranslucentPass; std::unique_ptr<VisibleSpriteList> SpriteList; std::unique_ptr<RenderPortal> Portal; std::unique_ptr<Clip3DFloors> Clip3D; std::unique_ptr<RenderPlayerSprites> PlayerSprites; std::unique_ptr<VisiblePlaneList> PlaneList; std::unique_ptr<DrawSegmentList> DrawSegments; std::unique_ptr<RenderClipSegment> ClipSegments; std::unique_ptr<RenderViewport> Viewport; std::unique_ptr<LightVisibility> Light; DrawerCommandQueuePtr DrawQueue; TArray<ADynamicLight*> AddedLightsArray; std::thread thread; // VisibleSprite working buffers short clipbot[MAXWIDTH]; short cliptop[MAXWIDTH]; SWPixelFormatDrawers *Drawers(RenderViewport *viewport); // Make sure texture can accessed safely void PrepareTexture(FTexture *texture, FRenderStyle style); // Setup poly object in a threadsafe manner void PreparePolyObject(subsector_t *sub); private: std::unique_ptr<SWTruecolorDrawers> tc_drawers; std::unique_ptr<SWPalDrawers> pal_drawers; }; }