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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Make RenderScene the work dispatching class
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parent
5105a5d254
commit
5bae06a3c6
9 changed files with 47 additions and 43 deletions
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@ -50,7 +50,7 @@ PolyRenderer *PolyRenderer::Instance()
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return &scene;
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}
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PolyRenderer::PolyRenderer()
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PolyRenderer::PolyRenderer() : Thread(nullptr)
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{
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}
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@ -282,5 +282,5 @@ DrawerCommandQueue::DrawerCommandQueue(swrenderer::RenderThread *renderthread) :
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void *DrawerCommandQueue::AllocMemory(size_t size)
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{
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return renderthread->FrameMemory->AllocMemory<uint8_t>(size);
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return renderthread->FrameMemory->AllocMemory<uint8_t>((int)size);
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}
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@ -56,8 +56,9 @@
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namespace swrenderer
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{
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RenderThread::RenderThread()
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RenderThread::RenderThread(RenderScene *scene)
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{
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Scene = scene;
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FrameMemory = std::make_unique<RenderMemory>();
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DrawQueue = std::make_shared<DrawerCommandQueue>(this);
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OpaquePass = std::make_unique<RenderOpaquePass>(this);
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@ -67,7 +68,6 @@ namespace swrenderer
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Clip3DFloors = std::make_unique<swrenderer::Clip3DFloors>(this);
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PlayerSprites = std::make_unique<RenderPlayerSprites>(this);
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PlaneList = std::make_unique<VisiblePlaneList>(this);
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Scene = std::make_unique<RenderScene>(this);
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DrawSegments = std::make_unique<DrawSegmentList>(this);
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ClipSegments = std::make_unique<RenderClipSegment>();
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tc_drawers = std::make_unique<SWTruecolorDrawers>(DrawQueue);
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@ -47,9 +47,11 @@ namespace swrenderer
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class RenderThread
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{
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public:
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RenderThread();
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RenderThread(RenderScene *scene);
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~RenderThread();
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RenderScene *Scene;
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std::unique_ptr<RenderMemory> FrameMemory;
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std::unique_ptr<RenderOpaquePass> OpaquePass;
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std::unique_ptr<RenderTranslucentPass> TranslucentPass;
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@ -58,7 +60,6 @@ namespace swrenderer
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std::unique_ptr<Clip3DFloors> Clip3DFloors;
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std::unique_ptr<RenderPlayerSprites> PlayerSprites;
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std::unique_ptr<VisiblePlaneList> PlaneList;
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std::unique_ptr<RenderScene> Scene;
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std::unique_ptr<DrawSegmentList> DrawSegments;
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std::unique_ptr<RenderClipSegment> ClipSegments;
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DrawerCommandQueuePtr DrawQueue;
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@ -88,7 +88,7 @@ void FSoftwareRenderer::Init()
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{
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gl_ParseDefs();
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mMainThread.Scene->Init();
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mScene.Init();
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}
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bool FSoftwareRenderer::UsesColormap() const
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@ -178,7 +178,7 @@ void FSoftwareRenderer::RenderView(player_t *player)
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if (r_polyrenderer)
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PolyRenderer::Instance()->RenderView(player);
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else
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mMainThread.Scene->RenderView(player);
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mScene.RenderView(player);
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FCanvasTextureInfo::UpdateAll();
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}
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@ -202,7 +202,7 @@ void FSoftwareRenderer::WriteSavePic (player_t *player, FileWriter *file, int wi
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if (r_polyrenderer)
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PolyRenderer::Instance()->RenderViewToCanvas(player->mo, pic, 0, 0, width, height, true);
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else
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mMainThread.Scene->RenderViewToCanvas (player->mo, pic, 0, 0, width, height);
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mScene.RenderViewToCanvas (player->mo, pic, 0, 0, width, height);
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screen->GetFlashedPalette (palette);
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M_CreatePNG (file, pic->GetBuffer(), palette, SS_PAL, width, height, pic->GetPitch());
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pic->Unlock ();
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@ -215,7 +215,7 @@ void FSoftwareRenderer::DrawRemainingPlayerSprites()
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{
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if (!r_polyrenderer)
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{
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mMainThread.PlayerSprites->RenderRemaining();
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mScene.MainThread()->PlayerSprites->RenderRemaining();
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}
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else
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{
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@ -237,12 +237,12 @@ bool FSoftwareRenderer::RequireGLNodes()
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void FSoftwareRenderer::OnModeSet ()
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{
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mMainThread.Scene->ScreenResized();
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mScene.ScreenResized();
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}
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void FSoftwareRenderer::SetClearColor(int color)
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{
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mMainThread.Scene->SetClearColor(color);
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mScene.SetClearColor(color);
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}
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void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov)
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@ -262,7 +262,7 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
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if (r_polyrenderer)
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PolyRenderer::Instance()->RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
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else
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mMainThread.Scene->RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
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mScene.RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
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R_SetFOV (savedfov);
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@ -319,7 +319,7 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
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sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel)
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{
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return mMainThread.OpaquePass->FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0);
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return mScene.MainThread()->OpaquePass->FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0);
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}
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void FSoftwareRenderer::StateChanged(AActor *actor)
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@ -2,7 +2,7 @@
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#pragma once
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#include "r_renderer.h"
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#include "r_renderthread.h"
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#include "swrenderer/scene/r_scene.h"
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struct FSoftwareRenderer : public FRenderer
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{
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@ -43,5 +43,5 @@ struct FSoftwareRenderer : public FRenderer
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private:
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void PrecacheTexture(FTexture *tex, int cache);
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swrenderer::RenderThread mMainThread;
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swrenderer::RenderScene mScene;
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};
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@ -56,9 +56,9 @@ namespace swrenderer
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{
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cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
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RenderScene::RenderScene(RenderThread *thread)
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RenderScene::RenderScene()
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{
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Thread = thread;
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Threads.push_back(std::make_unique<RenderThread>(this));
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}
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void RenderScene::SetClearColor(int color)
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@ -98,10 +98,10 @@ namespace swrenderer
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// Apply special colormap if the target cannot do it
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if (CameraLight::Instance()->ShaderColormap() && viewport->RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
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{
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Thread->DrawQueue->Push<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->ShaderColormap(), screen);
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MainThread()->DrawQueue->Push<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->ShaderColormap(), screen);
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}
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DrawerThreads::Execute({ Thread->DrawQueue });
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DrawerThreads::Execute({ MainThread()->DrawQueue });
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}
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void RenderScene::RenderActorView(AActor *actor, bool dontmaplines)
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@ -111,9 +111,9 @@ namespace swrenderer
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MaskedCycles.Reset();
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WallScanCycles.Reset();
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Thread->FrameMemory->Clear();
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MainThread()->FrameMemory->Clear();
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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Clip3DFloors *clip3d = MainThread()->Clip3DFloors.get();
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clip3d->Cleanup();
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clip3d->ResetClip(); // reset clips (floor/ceiling)
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@ -121,25 +121,25 @@ namespace swrenderer
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CameraLight::Instance()->SetCamera(actor);
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RenderViewport::Instance()->SetupFreelook();
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Thread->Portal->CopyStackedViewParameters();
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MainThread()->Portal->CopyStackedViewParameters();
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// Clear buffers.
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Thread->ClipSegments->Clear(0, viewwidth);
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Thread->DrawSegments->Clear();
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Thread->PlaneList->Clear();
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Thread->TranslucentPass->Clear();
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MainThread()->ClipSegments->Clear(0, viewwidth);
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MainThread()->DrawSegments->Clear();
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MainThread()->PlaneList->Clear();
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MainThread()->TranslucentPass->Clear();
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// opening / clipping determination
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Thread->OpaquePass->ClearClip();
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MainThread()->OpaquePass->ClearClip();
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NetUpdate();
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Thread->Portal->SetMainPortal();
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MainThread()->Portal->SetMainPortal();
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this->dontmaplines = dontmaplines;
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// [RH] Hack to make windows into underwater areas possible
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Thread->OpaquePass->ResetFakingUnderwater();
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MainThread()->OpaquePass->ResetFakingUnderwater();
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// [RH] Setup particles for this frame
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P_FindParticleSubsectors();
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@ -153,8 +153,8 @@ namespace swrenderer
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}
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// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
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PO_LinkToSubsectors();
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Thread->OpaquePass->RenderScene();
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Thread->Clip3DFloors->ResetClip(); // reset clips (floor/ceiling)
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MainThread()->OpaquePass->RenderScene();
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MainThread()->Clip3DFloors->ResetClip(); // reset clips (floor/ceiling)
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camera->renderflags = savedflags;
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WallCycles.Unclock();
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@ -163,16 +163,16 @@ namespace swrenderer
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if (viewactive)
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{
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PlaneCycles.Clock();
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Thread->PlaneList->Render();
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Thread->Portal->RenderPlanePortals();
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MainThread()->PlaneList->Render();
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MainThread()->Portal->RenderPlanePortals();
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PlaneCycles.Unclock();
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Thread->Portal->RenderLinePortals();
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MainThread()->Portal->RenderLinePortals();
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NetUpdate();
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MaskedCycles.Clock();
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Thread->TranslucentPass->Render();
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MainThread()->TranslucentPass->Render();
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MaskedCycles.Unclock();
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NetUpdate();
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@ -204,7 +204,7 @@ namespace swrenderer
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RenderActorView(actor, dontmaplines);
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DrawerThreads::Execute({ Thread->DrawQueue });
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DrawerThreads::Execute({ MainThread()->DrawQueue });
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viewport->RenderTarget = screen;
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@ -241,8 +241,8 @@ namespace swrenderer
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void RenderScene::Deinit()
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{
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Thread->TranslucentPass->Deinit();
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Thread->Clip3DFloors->Cleanup();
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MainThread()->TranslucentPass->Deinit();
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MainThread()->Clip3DFloors->Cleanup();
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}
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/////////////////////////////////////////////////////////////////////////
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@ -14,6 +14,7 @@
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#pragma once
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#include <stddef.h>
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#include <memory>
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#include "r_defs.h"
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#include "d_player.h"
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@ -28,7 +29,7 @@ namespace swrenderer
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class RenderScene
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{
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public:
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RenderScene(RenderThread *thread);
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RenderScene();
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void Init();
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void ScreenResized();
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@ -41,12 +42,14 @@ namespace swrenderer
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bool DontMapLines() const { return dontmaplines; }
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RenderThread *Thread = nullptr;
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RenderThread *MainThread() { return Threads.front().get(); }
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private:
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void RenderActorView(AActor *actor, bool dontmaplines = false);
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bool dontmaplines = false;
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int clearcolor = 0;
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std::vector<std::unique_ptr<RenderThread>> Threads;
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};
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}
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@ -279,7 +279,7 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
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int x2_i = int(x2);
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fixed_t xiscale_i = FLOAT2FIXED(xiscale);
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static RenderThread thread;
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static RenderThread thread(nullptr);
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thread.DrawQueue->ThreadedRender = false;
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while (x < x2_i)
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{
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@ -1430,7 +1430,7 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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pt2++; if (pt2 > npoints) pt2 = 0;
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} while (pt1 != botpt);
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static RenderThread thread;
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static RenderThread thread(nullptr);
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thread.DrawQueue->ThreadedRender = false;
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// Travel down the left edge and fill it in.
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