From e2c3dbe9cede4e07f45a576d7d244bc643e20c3d Mon Sep 17 00:00:00 2001 From: Alug Date: Thu, 31 Oct 2024 11:59:02 +0100 Subject: [PATCH] tab pls --- src/hardware/hw_batching.c | 35 ++++++++++++++++++----------------- 1 file changed, 18 insertions(+), 17 deletions(-) diff --git a/src/hardware/hw_batching.c b/src/hardware/hw_batching.c index 1c7aff69d..b322ea3a7 100644 --- a/src/hardware/hw_batching.c +++ b/src/hardware/hw_batching.c @@ -47,12 +47,12 @@ int unsortedVertexArrayAllocSize = 65536; // Call HWR_RenderBatches to render all the collected geometry. void HWR_StartBatching(void) { - if (currently_batching) + if (currently_batching) { - I_Error("Repeat call to HWR_StartBatching without HWR_RenderBatches"); + I_Error("Repeat call to HWR_StartBatching without HWR_RenderBatches"); } - // init arrays if that has not been done yet + // init arrays if that has not been done yet if (!finalVertexArray) { finalVertexArray = malloc(finalVertexArrayAllocSize * sizeof(FOutVector)); @@ -62,7 +62,7 @@ void HWR_StartBatching(void) unsortedVertexArray = malloc(unsortedVertexArrayAllocSize * sizeof(FOutVector)); } - currently_batching = true; + currently_batching = true; } // This replaces the direct calls to GL_SetTexture in cases where batching is available. @@ -70,14 +70,14 @@ void HWR_StartBatching(void) // Doing this was easier than getting a texture pointer to HWR_ProcessPolygon. void HWR_SetCurrentTexture(GLMipmap_t *texture) { - if (currently_batching) - { - current_texture = texture; - } - else - { - GL_SetTexture(texture); - } + if (currently_batching) + { + current_texture = texture; + } + else + { + GL_SetTexture(texture); + } } // If batching is enabled, this function collects the polygon data and the chosen texture @@ -85,7 +85,7 @@ void HWR_SetCurrentTexture(GLMipmap_t *texture) // render the polygon immediately. void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, int shader_target, boolean horizonSpecial) { - if (currently_batching) + if (currently_batching) { if (!pSurf) I_Error("Got a null FSurfaceInfo in batching");// nulls should not come in the stuff that batching currently applies to @@ -225,7 +225,7 @@ static int comparePolygonsNoShaders(const void *p1, const void *p2) // the rendering backend to draw them. void HWR_RenderBatches(void) { - int finalVertexWritePos = 0;// position in finalVertexArray + int finalVertexWritePos = 0;// position in finalVertexArray int finalIndexWritePos = 0;// position in finalVertexIndexArray int polygonReadPos = 0;// position in polygonArraySorted @@ -262,6 +262,7 @@ void HWR_RenderBatches(void) ps_hw_numcalls.value.i = ps_hw_numverts.value.i = 0; ps_hw_numshaders.value.i = ps_hw_numtextures.value.i = ps_hw_numpolyflags.value.i = ps_hw_numcolors.value.i = 1; + // init polygonArraySorted for (i = 0; i < polygonArraySize; i++) { @@ -300,8 +301,8 @@ void HWR_RenderBatches(void) if (currentPolyFlags & PF_NoTexture) currentTexture = NULL; - else - GL_SetTexture(currentTexture); + else + GL_SetTexture(currentTexture); while (1)// note: remember handling notexture polyflag as having texture number 0 (also in comparePolygons) { @@ -464,6 +465,7 @@ void HWR_RenderBatches(void) ps_hw_numcolors.value.i++; } + // and that should be it? } } // reset the arrays (set sizes to 0) @@ -473,5 +475,4 @@ void HWR_RenderBatches(void) PS_STOP_TIMING(ps_hw_batchdrawtime); } - #endif // HWRENDER