- Expand truecolor sky buffer from 4 columns to 2048 columns. 2048 is probably the max we'll ever need, even with 4k, 8k, or higher resolutions, since the algorithm checks for repeat columns.

This commit is contained in:
raa-eruanna 2016-10-13 02:12:48 -04:00
parent e01cdf6946
commit d96ec6c311

View file

@ -852,10 +852,11 @@ extern FTexture *rw_pic;
// since the most anyone can ever see of the sky is 500 pixels.
// We need 4 skybufs because wallscan can draw up to 4 columns at a time.
// Need two versions - one for true color and one for palette
#define MAXSKYBUF 2048
static BYTE skybuf[4][512];
static uint32_t skybuf_bgra[4][512];
static uint32_t skybuf_bgra[MAXSKYBUF][512];
static DWORD lastskycol[4];
static DWORD lastskycol_bgra[4];
static DWORD lastskycol_bgra[MAXSKYBUF];
static int skycolplace;
static int skycolplace_bgra;
@ -945,7 +946,7 @@ static const BYTE *R_GetTwoSkyColumns (FTexture *fronttex, int x)
else
{
//return R_GetOneSkyColumn(fronttex, x);
for (i = 0; i < 4; ++i)
for (i = 0; i < MAXSKYBUF; ++i)
{
if (lastskycol_bgra[i] == skycol)
{
@ -955,7 +956,7 @@ static const BYTE *R_GetTwoSkyColumns (FTexture *fronttex, int x)
lastskycol_bgra[skycolplace_bgra] = skycol;
uint32_t *composite = skybuf_bgra[skycolplace_bgra];
skycolplace_bgra = (skycolplace_bgra + 1) & 3;
skycolplace_bgra = (skycolplace_bgra + 1) % MAXSKYBUF;
// The ordering of the following code has been tuned to allow VC++ to optimize
// it well. In particular, this arrangement lets it keep count in a register