- Replaced sprite sorting with a stable sort. Performance at the start of

nuts.wad seems the same.


SVN r2028 (trunk)
This commit is contained in:
Randy Heit 2009-12-18 03:05:38 +00:00
parent 1c5103c9b1
commit f6428e1cbb
2 changed files with 9 additions and 8 deletions

View file

@ -1,3 +1,7 @@
December 17, 2009
- Replaced sprite sorting with a stable sort. Performance at the start of
nuts.wad seems the same.
December 16, 2009 (Changes by Graf Zahl)
- Fixed: Morphed players tried endlessly to switch to a weapon they picked up.
- fixed: P_DamageMobj just set an ice corpse's velocity to 0 to make it shatter.

View file

@ -23,6 +23,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <algorithm>
#include "templates.h"
#include "doomdef.h"
@ -1883,13 +1884,9 @@ void R_DrawRemainingPlayerSprites()
// gain compared to the old function.
//
// Sort vissprites by depth, far to near
static int STACK_ARGS sv_compare (const void *arg1, const void *arg2)
static bool sv_compare(vissprite_t *a, vissprite_t *b)
{
int diff = (*(vissprite_t **)arg2)->idepth - (*(vissprite_t **)arg1)->idepth;
// If two sprites are the same distance, then the higher one gets precedence
if (diff == 0)
return (*(vissprite_t **)arg2)->gzt - (*(vissprite_t **)arg1)->gzt;
return diff;
return a->idepth > b->idepth;
}
#if 0
@ -2023,7 +2020,7 @@ void R_SplitVisSprites ()
}
#endif
void R_SortVisSprites (int (STACK_ARGS *compare)(const void *, const void *), size_t first)
void R_SortVisSprites (bool (*compare)(vissprite_t *, vissprite_t *), size_t first)
{
int i;
vissprite_t **spr;
@ -2046,7 +2043,7 @@ void R_SortVisSprites (int (STACK_ARGS *compare)(const void *, const void *), si
spritesorter[i] = *spr;
}
qsort (spritesorter, vsprcount, sizeof (vissprite_t *), compare);
std::stable_sort(&spritesorter[0], &spritesorter[vsprcount], compare);
}