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- Add polyobj support to r_scene_multithreaded
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3 changed files with 24 additions and 18 deletions
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@ -103,23 +103,28 @@ namespace swrenderer
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// calls to GetPixels for this to work.
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static std::mutex loadmutex;
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loadmutex.lock();
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try
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std::unique_lock<std::mutex> lock(loadmutex);
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texture->GetPixels();
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const FTexture::Span *spans;
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texture->GetColumn(0, &spans);
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if (Viewport->RenderTarget->IsBgra())
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{
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texture->GetPixels();
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const FTexture::Span *spans;
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texture->GetColumn(0, &spans);
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if (Viewport->RenderTarget->IsBgra())
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{
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texture->GetPixelsBgra();
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texture->GetColumnBgra(0, &spans);
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}
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loadmutex.unlock();
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texture->GetPixelsBgra();
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texture->GetColumnBgra(0, &spans);
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}
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catch (...)
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}
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void RenderThread::PreparePolyObject(subsector_t *sub)
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{
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static std::mutex polyobjmutex;
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std::unique_lock<std::mutex> lock(polyobjmutex);
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if (sub->BSP == nullptr || sub->BSP->bDirty)
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{
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loadmutex.unlock();
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throw;
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sub->BuildPolyBSP();
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}
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}
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}
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@ -84,6 +84,9 @@ namespace swrenderer
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// Make sure texture can accessed safely
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void PrepareTexture(FTexture *texture);
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// Setup poly object in a threadsafe manner
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void PreparePolyObject(subsector_t *sub);
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private:
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std::unique_ptr<SWTruecolorDrawers> tc_drawers;
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std::unique_ptr<SWPalDrawers> pal_drawers;
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@ -390,10 +390,8 @@ namespace swrenderer
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void RenderOpaquePass::AddPolyobjs(subsector_t *sub)
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{
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if (sub->BSP == nullptr || sub->BSP->bDirty)
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{
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sub->BuildPolyBSP();
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}
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Thread->PreparePolyObject(sub);
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if (sub->BSP->Nodes.Size() == 0)
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{
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RenderSubsector(&sub->BSP->Subsectors[0]);
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