gzdoom-gles/src/swrenderer/r_renderthread.h
Christoph Oelckers f4d9ad1123 - extended FTexture::GetPixels and FTexture::GetColumn by a RenderStyle parameter.
Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel.
Handling of the alPh chunk has been removed as a result as it in no longer needed.
2018-03-18 21:33:44 +01:00

96 lines
2.8 KiB
C++

/*
** 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;
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;
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;
};
}