mirror of
https://github.com/ZDoom/gzdoom.git
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2d51fa5b43
- Slightly improve how softpoly processes portals - Pass the vertex transform matrix via a command rather than being part of the drawer args - Improve zbuffer drawers in the software renderer - Misc model rendering fixes
99 lines
2.8 KiB
C++
99 lines
2.8 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include <memory>
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#include <thread>
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#include "swrenderer/r_memory.h"
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class DrawerCommandQueue;
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typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
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class RenderMemory;
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class PolyTranslucentObject;
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class PolyDrawSectorPortal;
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class PolyDrawLinePortal;
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class PolyRenderThread
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{
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public:
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PolyRenderThread(int threadIndex);
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~PolyRenderThread();
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void FlushDrawQueue();
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int Start = 0;
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int End = 0;
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bool MainThread = false;
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int ThreadIndex = 0;
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std::unique_ptr<RenderMemory> FrameMemory;
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DrawerCommandQueuePtr DrawQueue;
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std::vector<PolyTranslucentObject *> TranslucentObjects;
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std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
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std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
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// Make sure texture can accessed safely
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void PrepareTexture(FTexture *texture, FRenderStyle style);
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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::thread thread;
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std::vector<DrawerCommandQueuePtr> UsedDrawQueues;
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std::vector<DrawerCommandQueuePtr> FreeDrawQueues;
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friend class PolyRenderThreads;
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};
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class PolyRenderThreads
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{
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public:
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PolyRenderThreads();
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~PolyRenderThreads();
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void Clear();
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void RenderThreadSlices(int totalcount, std::function<void(PolyRenderThread *)> workerCallback, std::function<void(PolyRenderThread *)> collectCallback);
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PolyRenderThread *MainThread() { return Threads.front().get(); }
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int NumThreads() const { return (int)Threads.size(); }
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std::vector<std::unique_ptr<PolyRenderThread>> Threads;
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private:
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void RenderThreadSlice(PolyRenderThread *thread);
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void StartThreads(size_t numThreads);
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void StopThreads();
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std::function<void(PolyRenderThread *)> WorkerCallback;
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std::mutex start_mutex;
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std::condition_variable start_condition;
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bool shutdown_flag = false;
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int run_id = 0;
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std::mutex end_mutex;
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std::condition_variable end_condition;
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size_t finished_threads = 0;
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};
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