gzdoom/src/swrenderer
Christoph Oelckers bd7476fb8d - untangled r_defs.h from actor.h
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00
..
drawers - untangled r_defs.h from actor.h 2017-03-10 02:22:42 +01:00
line - except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types. 2017-03-09 19:54:41 +01:00
plane Minor code clean up 2017-03-06 23:27:02 +01:00
scene - replaced a large batch of DWORDs. 2017-03-09 20:19:55 +01:00
segments
things - except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types. 2017-03-09 19:54:41 +01:00
viewport - except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types. 2017-03-09 19:54:41 +01:00
r_all.cpp - compile both poly and sw renderer as one unit, because due to the includes this gets really slow otherwise. Lumping these together saves 50 seconds per build on my system with a 3.4 GHz Core i7 and an SSD for storage, so on other systems it may be even more. 2017-03-10 00:43:36 +01:00
r_memory.cpp
r_memory.h - untangled r_defs.h from actor.h 2017-03-10 02:22:42 +01:00
r_renderthread.cpp
r_renderthread.h
r_swcanvas.cpp - replaced a large batch of DWORDs. 2017-03-09 20:19:55 +01:00
r_swcanvas.h - replaced homegrown SWORD, SBYTE and uint32_t types. 2017-03-09 19:31:45 +01:00
r_swrenderer.cpp - except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types. 2017-03-09 19:54:41 +01:00
r_swrenderer.h - except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types. 2017-03-09 19:54:41 +01:00