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https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 23:32:04 +00:00
Stop using validcount for sprites
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parent
cfe4c55973
commit
beae9a3dc7
4 changed files with 29 additions and 8 deletions
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@ -773,6 +773,9 @@ namespace swrenderer
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void RenderOpaquePass::RenderScene()
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{
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SeenSpriteSectors.clear();
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SeenActors.clear();
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InSubsector = nullptr;
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RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
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}
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@ -824,11 +827,12 @@ namespace swrenderer
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// A sector might have been split into several
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// subsectors during BSP building.
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// Thus we check whether it was already added.
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if (sec->touching_renderthings == nullptr || sec->validcount == validcount)
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if (sec->touching_renderthings == nullptr || SeenSpriteSectors.find(sec) != SeenSpriteSectors.end()/*|| sec->validcount == validcount*/)
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return;
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// Well, now it will be done.
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sec->validcount = validcount;
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//sec->validcount = validcount;
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SeenSpriteSectors.insert(sec);
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int spriteshade = LIGHT2SHADE(lightlevel + R_ActualExtraLight(foggy));
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@ -836,8 +840,10 @@ namespace swrenderer
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for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
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{
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auto thing = p->m_thing;
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if (thing->validcount == validcount) continue;
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thing->validcount = validcount;
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if (SeenActors.find(thing) != SeenActors.end()) continue;
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SeenActors.insert(thing);
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//if (thing->validcount == validcount) continue;
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//thing->validcount = validcount;
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FIntCVar *cvar = thing->GetClass()->distancecheck;
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if (cvar != nullptr && *cvar >= 0)
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@ -18,6 +18,7 @@
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#include "r_defs.h"
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#include "swrenderer/line/r_line.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include <set>
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struct FVoxelDef;
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@ -84,5 +85,7 @@ namespace swrenderer
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bool r_fakingunderwater = false;
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SWRenderLine renderline;
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std::set<sector_t*> SeenSpriteSectors;
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std::set<AActor*> SeenActors;
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};
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}
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@ -106,9 +106,8 @@ namespace swrenderer
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if (CameraLight::Instance()->ShaderColormap() && viewport->RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
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{
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MainThread()->DrawQueue->Push<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->ShaderColormap(), screen);
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RenderDrawQueues();
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}
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RenderDrawQueues();
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}
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void RenderScene::RenderDrawQueues()
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@ -120,6 +119,9 @@ namespace swrenderer
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queues.push_back((*it)->DrawQueue);
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}
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DrawerThreads::Execute(queues);
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//using namespace std::chrono_literals;
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//std::this_thread::sleep_for(0.5s);
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}
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void RenderScene::RenderActorView(AActor *actor, bool dontmaplines)
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@ -151,6 +153,7 @@ namespace swrenderer
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}
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RenderThreadSlices();
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RenderDrawQueues();
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camera->renderflags = savedflags;
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interpolator.RestoreInterpolations();
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@ -165,7 +168,13 @@ namespace swrenderer
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void RenderScene::RenderThreadSlices()
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{
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int numThreads = r_scene_multithreaded ? 8 : 1;
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int numThreads = std::thread::hardware_concurrency();
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if (numThreads == 0)
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numThreads = 4;
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if (!r_scene_multithreaded)
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numThreads = 1;
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if (numThreads != Threads.size())
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{
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StopThreads();
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@ -327,7 +336,6 @@ namespace swrenderer
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viewport->SetViewport(width, height, WidescreenRatio);
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RenderActorView(actor, dontmaplines);
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RenderDrawQueues();
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viewport->RenderTarget = screen;
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@ -77,6 +77,10 @@ namespace swrenderer
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if (x1 >= x2)
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return;
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// Reject sprites outside the slice rendered by the thread
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if (x2 < thread->X1 || x1 > thread->X2)
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return;
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// [RH] Sprites split behind a one-sided line can also be discarded.
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if (spr->sector == nullptr)
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return;
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