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https://github.com/ZDoom/raze-gles.git
synced 2025-01-27 01:10:51 +00:00
- disabled the QAV preload calls in Blood.
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
This commit is contained in:
parent
d663d84596
commit
6342926871
11 changed files with 4 additions and 80 deletions
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@ -69,7 +69,7 @@ CGameMenuItemQAV::CGameMenuItemQAV(int a3, int a4, const char* name, bool widesc
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data->nSprite = -1;
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data->x = m_nX;
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data->y = m_nY;
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data->Preload();
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//data->Preload();
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duration = data->duration;
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lastTick = I_GetBuildTime();
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}
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@ -124,7 +124,6 @@ extern int nPrecacheCount;
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int tileInit(char a1, const char *a2);
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void tileProcessGLVoxels(void);
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void tilePreloadTile(int nTile);
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void tilePrecacheTile(int nTile, int nType, HitList& hits);
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char tileGetSurfType(int hit);
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@ -1326,7 +1326,7 @@ void trPlayerCtrlStartScene(XSPRITE* pXSource, PLAYER* pPlayer, bool force) {
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pCtrl->qavScene.qavResrc = pQav;
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pCtrl->qavScene.dummy = -1;
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pCtrl->qavScene.qavResrc->Preload();
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//pCtrl->qavScene.qavResrc->Preload();
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pPlayer->sceneQav = pXSource->data2;
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pPlayer->weaponTimer = pCtrl->qavScene.qavResrc->duration;
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@ -2319,7 +2319,7 @@ void SerializePlayers(FSerializer& arc)
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if (pQav)
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{
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gPlayerCtrl[i].qavScene.qavResrc = pQav;
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gPlayerCtrl[i].qavScene.qavResrc->Preload();
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//gPlayerCtrl[i].qavScene.qavResrc->Preload();
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}
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else
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{
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@ -36,52 +36,6 @@ void fxPrecache(HitList &hits);
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void gibPrecache(HitList &hits);
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void tilePreloadTile(int nTile)
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{
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if (!r_precache) return;
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int n = 1;
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switch (picanm[nTile].extra & 7)
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{
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case 0:
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n = 1;
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break;
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case 1:
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n = 5;
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break;
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case 2:
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n = 8;
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break;
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case 3:
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n = 2;
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break;
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case 6:
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case 7:
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if (voxelIndex[nTile] < 0 || voxelIndex[nTile] >= kMaxVoxels)
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{
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voxelIndex[nTile] = -1;
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picanm[nTile].extra &= ~7;
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}
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break;
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}
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while (n--)
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{
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if (picanm[nTile].sf & PICANM_ANIMTYPE_MASK)
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{
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for (int frame = picanm[nTile].num; frame >= 0; frame--)
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{
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if ((picanm[nTile].sf & PICANM_ANIMTYPE_MASK) == PICANM_ANIMTYPE_BACK)
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PrecacheHardwareTextures(nTile - frame);
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else
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PrecacheHardwareTextures(nTile + frame);
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}
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}
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else
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PrecacheHardwareTextures(nTile);
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nTile += 1 + picanm[nTile].num;
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}
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}
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void tilePrecacheTile(int nTile, int nType, HitList &hits)
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{
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int n = 1;
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@ -146,18 +146,6 @@ void QAV::Play(int start, int end, int nCallback, void *pData)
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}
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}
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void QAV::Preload(void)
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{
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for (int i = 0; i < nFrames; i++)
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{
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for (int j = 0; j < 8; j++)
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{
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if (frames[i].tiles[j].picnum >= 0)
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tilePreloadTile(frames[i].tiles[j].picnum);
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}
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}
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}
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void QAV::Precache(HitList &hits)
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{
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for (int i = 0; i < nFrames; i++)
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@ -82,7 +82,6 @@ struct QAV
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void Draw(int ticks, int stat, int shade, int palnum, bool in3dscene);
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void Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool in3dscene);
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void Play(int, int, int, void *);
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void Preload(void);
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void Precache(HitList &hits);
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};
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@ -102,16 +102,6 @@ static void (*seqClientCallback[])(int, DBloodActor*) = {
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//
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//---------------------------------------------------------------------------
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void Seq::Preload(void)
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{
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if (memcmp(signature, "SEQ\x1a", 4) != 0)
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I_Error("Invalid sequence");
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if ((version & 0xff00) != 0x300)
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I_Error("Obsolete sequence version");
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for (int i = 0; i < nFrames; i++)
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tilePreloadTile(seqGetTile(&frames[i]));
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}
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void Seq::Precache(HitList& hits)
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{
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if (memcmp(signature, "SEQ\x1a", 4) != 0)
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@ -59,7 +59,6 @@ struct Seq {
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short soundId;
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int flags;
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SEQFRAME frames[1];
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void Preload(void);
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void Precache(HitList&);
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bool isLooping()
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@ -132,10 +132,6 @@ void viewDrawText(int nFont, const char *pString, int x, int y, int nShade, int
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}
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void InitStatusBar(void)
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{
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if (r_precache) PrecacheHardwareTextures(2200);
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}
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GameStats GameInterface::getStats()
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{
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return { gKillMgr.Kills, gKillMgr.TotalKills, gSecretMgr.Founds, gSecretMgr.Total, gFrameCount / kTicsPerSec, gPlayer[myconnectindex].fragCount };
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@ -168,7 +164,6 @@ extern int dword_172CE0[16][3];
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void viewInit(void)
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{
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Printf("Initializing status bar\n");
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InitStatusBar();
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FontSet(0, 4096, 0);
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FontSet(1, 4192, 1);
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FontSet(2, 4288, 1);
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@ -302,7 +302,7 @@ static void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int callback, bool looped
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pPlayer->weaponTimer = weaponQAV[nWeaponQAV]->duration;
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pPlayer->qavCallback = callback;
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pPlayer->qavLoop = looped;
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weaponQAV[nWeaponQAV]->Preload();
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//weaponQAV[nWeaponQAV]->Preload();
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WeaponPlay(pPlayer);
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pPlayer->weaponTimer -= 4;
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}
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