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https://github.com/ZDoom/gzdoom.git
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- cleanup of hw_bsp.cpp.
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parent
48bc5550d7
commit
1be1470d47
1 changed files with 20 additions and 46 deletions
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@ -175,7 +175,7 @@ RenderJobQueue jobQueue;
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void WorkerThread(HWDrawInfo *di)
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{
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sector_t fakefront, fakeback;
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sector_t fakefront, fakeback, *front, *back;
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isWorkerThread = true; // for adding asserts in GL API code. The worker thread may never call any GL API.
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while (true)
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@ -204,25 +204,37 @@ void WorkerThread(HWDrawInfo *di)
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case RenderJob::WallJob:
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{
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GLWall wall;
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SetupWall.Clock();
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wall.sub = job->sub;
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wall.Process(di, job->seg, job->sub->render_sector, job->seg->PartnerSeg ? job->seg->PartnerSeg->Subsector->render_sector : nullptr);
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front = hw_FakeFlat(job->sub->render_sector, &fakefront, di->in_area, false);
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back = job->seg->PartnerSeg ? hw_FakeFlat(job->seg->PartnerSeg->Subsector->render_sector, &fakeback, di->in_area, true) : nullptr;
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wall.Process(di, job->seg, front, back);
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rendered_lines++;
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SetupWall.Unclock();
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break;
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}
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case RenderJob::FlatJob:
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{
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GLFlat flat;
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flat.ProcessSector(di, job->sub->render_sector);
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SetupFlat.Clock();
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front = hw_FakeFlat(job->sub->render_sector, &fakefront, di->in_area, false);
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flat.ProcessSector(di, front);
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SetupFlat.Unclock();
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break;
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}
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case RenderJob::SpriteJob:
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di->RenderThings(job->sub, job->sub->render_sector);
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SetupSprite.Clock();
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front = hw_FakeFlat(job->sub->render_sector, &fakefront, di->in_area, false);
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di->RenderThings(job->sub, front);
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SetupSprite.Unclock();
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break;
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case RenderJob::ParticleJob:
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{
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SetupSprite.Clock();
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front = hw_FakeFlat(job->sub->render_sector, &fakefront, di->in_area, false);
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for (int i = ParticlesInSubsec[job->sub->Index()]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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if (di->mClipPortal)
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@ -232,9 +244,9 @@ void WorkerThread(HWDrawInfo *di)
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}
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GLSprite sprite;
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sprite.ProcessParticle(di, &Particles[i], job->sub->render_sector);
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sprite.ProcessParticle(di, &Particles[i], front);
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}
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SetupSprite.Unclock();
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break;
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}
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}
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@ -375,17 +387,7 @@ void HWDrawInfo::AddLine (seg_t *seg, bool portalclip)
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if (gl_render_walls)
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{
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SetupWall.Clock();
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jobQueue.AddJob(RenderJob::WallJob, seg->Subsector, seg);
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/*
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GLWall wall;
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wall.sub = currentsubsector;
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wall.Process(this, seg, currentsector, backsector);
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rendered_lines++;
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*/
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SetupWall.Unclock();
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}
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}
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}
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@ -616,7 +618,6 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
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void HWDrawInfo::DoSubsector(subsector_t * sub)
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{
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unsigned int i;
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sector_t * sector;
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sector_t * fakesector;
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sector_t fake;
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@ -669,29 +670,11 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
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// [RH] Add particles
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//int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel)/2 + r_actualextralight);
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#if 0
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if (gl_render_things && ParticlesInSubsec[sub->Index()] != NO_PARTICLE)
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{
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SetupSprite.Clock();
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jobQueue.AddJob(RenderJob::ParticleJob, sub, nullptr);
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/*
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for (i = ParticlesInSubsec[sub->Index()]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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if (mClipPortal)
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{
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int clipres = mClipPortal->ClipPoint(Particles[i].Pos);
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if (clipres == PClip_InFront) continue;
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}
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GLSprite sprite;
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sprite.ProcessParticle(this, &Particles[i], fakesector);
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}
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*/
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SetupSprite.Unclock();
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}
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#endif
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AddLines(sub, fakesector);
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// BSP is traversed by subsector.
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@ -702,15 +685,12 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
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{
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// Well, now it will be done.
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sector->validcount = validcount;
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sector->MoreFlags |= SECMF_DRAWN;
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if (gl_render_things)
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{
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SetupSprite.Clock();
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jobQueue.AddJob(RenderJob::SpriteJob, sub, nullptr);
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//RenderThings(sub, fakesector);
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SetupSprite.Unclock();
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}
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sector->MoreFlags |= SECMF_DRAWN;
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}
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if (gl_render_flats)
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@ -737,13 +717,7 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
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{
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srf |= SSRF_PROCESSED;
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SetupFlat.Clock();
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jobQueue.AddJob(RenderJob::FlatJob, sub);
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/*
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GLFlat flat;
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flat.ProcessSector(this, fakesector);
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*/
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SetupFlat.Unclock();
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}
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// mark subsector as processed - but mark for rendering only if it has an actual area.
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ss_renderflags[sub->Index()] =
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