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2299159722
commit
e2c3dbe9ce
1 file changed
+18
-17
+18
-17
@@ -47,12 +47,12 @@ int unsortedVertexArrayAllocSize = 65536;
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// Call HWR_RenderBatches to render all the collected geometry.
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void HWR_StartBatching(void)
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{
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if (currently_batching)
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if (currently_batching)
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{
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I_Error("Repeat call to HWR_StartBatching without HWR_RenderBatches");
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I_Error("Repeat call to HWR_StartBatching without HWR_RenderBatches");
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}
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// init arrays if that has not been done yet
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// init arrays if that has not been done yet
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if (!finalVertexArray)
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{
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finalVertexArray = malloc(finalVertexArrayAllocSize * sizeof(FOutVector));
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@@ -62,7 +62,7 @@ void HWR_StartBatching(void)
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unsortedVertexArray = malloc(unsortedVertexArrayAllocSize * sizeof(FOutVector));
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}
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currently_batching = true;
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currently_batching = true;
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}
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// This replaces the direct calls to GL_SetTexture in cases where batching is available.
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@@ -70,14 +70,14 @@ void HWR_StartBatching(void)
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// Doing this was easier than getting a texture pointer to HWR_ProcessPolygon.
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void HWR_SetCurrentTexture(GLMipmap_t *texture)
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{
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if (currently_batching)
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{
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current_texture = texture;
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}
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else
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{
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GL_SetTexture(texture);
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}
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if (currently_batching)
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{
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current_texture = texture;
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}
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else
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{
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GL_SetTexture(texture);
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}
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}
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// If batching is enabled, this function collects the polygon data and the chosen texture
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@@ -85,7 +85,7 @@ void HWR_SetCurrentTexture(GLMipmap_t *texture)
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// render the polygon immediately.
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void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, int shader_target, boolean horizonSpecial)
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{
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if (currently_batching)
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if (currently_batching)
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{
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if (!pSurf)
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I_Error("Got a null FSurfaceInfo in batching");// nulls should not come in the stuff that batching currently applies to
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@@ -225,7 +225,7 @@ static int comparePolygonsNoShaders(const void *p1, const void *p2)
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// the rendering backend to draw them.
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void HWR_RenderBatches(void)
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{
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int finalVertexWritePos = 0;// position in finalVertexArray
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int finalVertexWritePos = 0;// position in finalVertexArray
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int finalIndexWritePos = 0;// position in finalVertexIndexArray
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int polygonReadPos = 0;// position in polygonArraySorted
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@@ -262,6 +262,7 @@ void HWR_RenderBatches(void)
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ps_hw_numcalls.value.i = ps_hw_numverts.value.i = 0;
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ps_hw_numshaders.value.i = ps_hw_numtextures.value.i
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= ps_hw_numpolyflags.value.i = ps_hw_numcolors.value.i = 1;
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// init polygonArraySorted
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for (i = 0; i < polygonArraySize; i++)
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{
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@@ -300,8 +301,8 @@ void HWR_RenderBatches(void)
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if (currentPolyFlags & PF_NoTexture)
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currentTexture = NULL;
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else
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GL_SetTexture(currentTexture);
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else
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GL_SetTexture(currentTexture);
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while (1)// note: remember handling notexture polyflag as having texture number 0 (also in comparePolygons)
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{
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@@ -464,6 +465,7 @@ void HWR_RenderBatches(void)
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ps_hw_numcolors.value.i++;
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}
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// and that should be it?
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}
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}
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// reset the arrays (set sizes to 0)
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@@ -473,5 +475,4 @@ void HWR_RenderBatches(void)
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PS_STOP_TIMING(ps_hw_batchdrawtime);
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}
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#endif // HWRENDER
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