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https://github.com/ZDoom/qzdoom.git
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- basic multithreading for the render data generation.
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parent
b56e80a556
commit
55df324d16
3 changed files with 235 additions and 6 deletions
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@ -31,6 +31,7 @@
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#include "g_levellocals.h"
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#include "p_effect.h"
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#include "po_man.h"
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#include "ctpl.h"
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#include "hwrenderer/scene/hw_fakeflat.h"
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#include "hwrenderer/scene/hw_clipper.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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@ -40,6 +41,210 @@
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#include "hwrenderer/data/flatvertices.h"
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thread_local bool isWorkerThread;
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ctpl::thread_pool renderPool;
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bool inited = false;
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void InitRenderPool()
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{
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if (!inited)
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{
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inited = true;
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renderPool.resize(1); // we only need one worker.
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}
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}
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struct RenderJob
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{
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enum
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{
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FlatJob,
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WallJob,
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SpriteJob,
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ParticleJob,
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TerminateJob // inserted when all work is done so that the worker can return.
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};
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int type;
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subsector_t *sub;
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seg_t *seg;
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RenderJob *Next;
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};
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// Used for a few things where the overhead of a full-blown mutex would be too costly.
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// Code taken from http://www.modernescpp.com/index.php/the-atomic-flag
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class Spinlock
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{
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std::atomic_bool flag = false;
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public:
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void lock()
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{
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do
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{
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while (flag.load(std::memory_order_relaxed))
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{
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_mm_pause();
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}
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} while (flag.exchange(true, std::memory_order_acquire));
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}
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void unlock()
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{
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flag.store(false, std::memory_order_release);
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}
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};
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template<class T> class TRenderList
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{
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T *mHead = nullptr;
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T *mTail = nullptr;
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Spinlock mLock;
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public:
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// Since we do not own the elements we will not free them.
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void Clear()
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{
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mHead = nullptr;
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mTail = nullptr;
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}
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T* Head() const
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{
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return mHead;
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}
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void AddTail(T *element)
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{
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mLock.lock();
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if (mHead == nullptr) mHead = element;
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if (mTail != nullptr) mTail->Next = element;
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mTail = element;
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element->Next = nullptr;
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mLock.unlock();
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}
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void AddHead(T *element)
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{
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mLock.lock();
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element->Next = mHead;
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mHead = element;
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mLock.unlock();
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}
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T* GetHead()
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{
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if (mHead == nullptr) return nullptr; // handle an empty list without thrashing the spinlock.
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mLock.lock();
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auto val = mHead;
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if (val != nullptr) mHead = val->Next;
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mLock.unlock();
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return val;
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}
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};
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class RenderJobQueue
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{
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RenderJob pool[200000]; // Way more than ever needed.
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int poolindex = 0;
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TRenderList<RenderJob> jobList;
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public:
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void AddJob(int type, subsector_t *sub, seg_t *seg = nullptr)
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{
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RenderJob *job = &pool[poolindex++];
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*job = { type, sub, seg, nullptr };
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jobList.AddTail(job);
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}
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RenderJob *GetJob()
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{
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return jobList.GetHead();
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}
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void ReleaseAll()
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{
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poolindex = 0;
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}
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};
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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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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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{
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auto job = jobQueue.GetJob();
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if (job == nullptr)
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{
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// The queue is empty. But here yielding would be too costly and possibly cause further delays down the line if the thread is halted.
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// So instead add a few pause instructions and retry immediately.
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_mm_pause();
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_mm_pause();
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_mm_pause();
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_mm_pause();
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_mm_pause();
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_mm_pause();
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_mm_pause();
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_mm_pause();
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_mm_pause();
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_mm_pause();
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}
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else switch (job->type)
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{
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case RenderJob::TerminateJob:
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return;
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case RenderJob::WallJob:
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{
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GLWall wall;
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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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rendered_lines++;
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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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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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break;
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case RenderJob::ParticleJob:
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{
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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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{
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int clipres = di->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(di, &Particles[i], job->sub->render_sector);
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}
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break;
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}
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}
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}
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}
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EXTERN_CVAR(Bool, gl_render_segs)
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CVAR(Bool, gl_render_things, true, 0)
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@ -171,11 +376,14 @@ 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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@ -350,7 +558,6 @@ void HWDrawInfo::AddSpecialPortalLines(subsector_t * sub, sector_t * sector, lin
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void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
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{
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SetupSprite.Clock();
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sector_t * sec=sub->sector;
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// Handle all things in sector.
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const auto &vp = Viewpoint;
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@ -395,7 +602,6 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
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GLSprite sprite;
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sprite.Process(this, thing, sector, in_area, true);
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}
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SetupSprite.Unclock();
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}
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@ -463,10 +669,13 @@ 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 (gl_render_things)
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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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@ -478,8 +687,10 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
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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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if (gl_render_things)
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{
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RenderThings(sub, fakesector);
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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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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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@ -595,4 +812,14 @@ void HWDrawInfo::RenderBSPNode (void *node)
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DoSubsector ((subsector_t *)((uint8_t *)node - 1));
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}
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void HWDrawInfo::RenderBSP(void *node)
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{
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InitRenderPool();
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auto future = renderPool.push([&](int id) {
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WorkerThread(this);
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});
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RenderBSPNode(node);
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jobQueue.AddJob(RenderJob::TerminateJob, nullptr, nullptr);
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future.wait();
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jobQueue.ReleaseAll();
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}
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@ -459,7 +459,7 @@ void HWDrawInfo::CreateScene()
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validcount++; // used for processing sidedefs only once by the renderer.
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RenderBSPNode(level.HeadNode());
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RenderBSP(level.HeadNode());
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PreparePlayerSprites(vp.sector, in_area);
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// Process all the sprites on the current portal's back side which touch the portal.
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@ -199,6 +199,7 @@ private:
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void AddPolyobjs(subsector_t *sub);
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void AddLines(subsector_t * sub, sector_t * sector);
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void AddSpecialPortalLines(subsector_t * sub, sector_t * sector, line_t *line);
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public:
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void RenderThings(subsector_t * sub, sector_t * sector);
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void DoSubsector(subsector_t * sub);
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int SetupLightsForOtherPlane(subsector_t * sub, FDynLightData &lightdata, const secplane_t *plane);
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HWPortal * FindPortal(const void * src);
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void RenderBSPNode(void *node);
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void RenderBSP(void *node);
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static HWDrawInfo *StartDrawInfo(HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
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void StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
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