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- move PrepareTexture out of the inner drawer loops
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64bdc8c495
commit
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8 changed files with 8 additions and 6 deletions
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@ -292,6 +292,7 @@ namespace swrenderer
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// draw the columns one at a time
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if (visible)
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{
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Thread->PrepareTexture(tex);
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for (int x = x1; x < x2; ++x)
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{
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if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
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@ -163,6 +163,9 @@ namespace swrenderer
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drawerargs.SetLight(&NormalLight, 0, 0);
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}
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Thread->PrepareTexture(frontskytex);
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Thread->PrepareTexture(backskytex);
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DrawSky(pl);
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}
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@ -301,6 +301,7 @@ namespace swrenderer
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if (visible)
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{
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thread->PrepareTexture(WallSpriteTile);
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while (x < x2)
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{
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if (calclighting)
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@ -628,6 +628,7 @@ namespace swrenderer
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short *mceilingclip = zeroarray;
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fixed_t frac = startfrac;
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thread->PrepareTexture(pic);
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for (int x = x1; x < x2; x++)
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{
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drawerargs.DrawMaskedColumn(thread, x, iscale, pic, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false);
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@ -343,6 +343,7 @@ namespace swrenderer
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{
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RenderTranslucentPass *translucentPass = thread->TranslucentPass.get();
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thread->PrepareTexture(tex);
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while (x < x2)
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{
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if (!translucentPass->ClipSpriteColumnWithPortals(x, vis))
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@ -232,6 +232,7 @@ namespace swrenderer
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{
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RenderTranslucentPass *translucentPass = thread->TranslucentPass.get();
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thread->PrepareTexture(WallSpriteTile);
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while (x < x2)
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{
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if (calclighting)
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@ -36,7 +36,6 @@ namespace swrenderer
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void SkyDrawerArgs::SetFrontTexture(RenderThread *thread, FTexture *texture, uint32_t column)
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{
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thread->PrepareTexture(texture);
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if (thread->Viewport->RenderTarget->IsBgra())
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{
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dc_source = (const uint8_t *)texture->GetColumnBgra(column, nullptr);
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@ -51,7 +50,6 @@ namespace swrenderer
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void SkyDrawerArgs::SetBackTexture(RenderThread *thread, FTexture *texture, uint32_t column)
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{
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thread->PrepareTexture(texture);
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if (texture == nullptr)
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{
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dc_source2 = nullptr;
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@ -62,8 +62,6 @@ namespace swrenderer
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dc_iscale = iscale;
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dc_textureheight = tex->GetHeight();
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thread->PrepareTexture(tex);
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const FTexture::Span *span;
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const uint8_t *column;
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if (viewport->RenderTarget->IsBgra() && !drawer_needs_pal_input)
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@ -134,8 +132,6 @@ namespace swrenderer
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dc_x = x;
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dc_iscale = iscale;
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thread->PrepareTexture(tex);
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// Normalize to 0-1 range:
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double uv_stepd = FIXED2DBL(dc_iscale);
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double v_step = uv_stepd / tex->GetHeight();
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