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STJr
SRB2
Commits
ef4f2e71
Commit
ef4f2e71
authored
1 year ago
by
Hanicef
Browse files
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Revert "Avoid batching skybox and horizon lines"
This reverts commit
fc1e8fb5
.
parent
71f326a1
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2 merge requests
!2355
fix newer versions of mixerx
,
!2253
Optimize polygon sorting on batch renderer
Changes
2
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2 changed files
src/hardware/hw_batching.c
+33
-19
33 additions, 19 deletions
src/hardware/hw_batching.c
src/hardware/hw_batching.h
+2
-0
2 additions, 0 deletions
src/hardware/hw_batching.h
with
35 additions
and
19 deletions
src/hardware/hw_batching.c
+
33
−
19
View file @
ef4f2e71
...
@@ -78,9 +78,7 @@ void HWR_SetCurrentTexture(GLMipmap_t *texture)
...
@@ -78,9 +78,7 @@ void HWR_SetCurrentTexture(GLMipmap_t *texture)
// render the polygon immediately.
// render the polygon immediately.
void
HWR_ProcessPolygon
(
FSurfaceInfo
*
pSurf
,
FOutVector
*
pOutVerts
,
FUINT
iNumPts
,
FBITFIELD
PolyFlags
,
int
shader
,
boolean
horizonSpecial
)
void
HWR_ProcessPolygon
(
FSurfaceInfo
*
pSurf
,
FOutVector
*
pOutVerts
,
FUINT
iNumPts
,
FBITFIELD
PolyFlags
,
int
shader
,
boolean
horizonSpecial
)
{
{
// draw skybox and horizon lines immediately so they don't bloat the polygon buffer.
if
(
currently_batching
)
// this is important for performance since horizon lines are order-sensitive and can't easily be batched.
if
(
currently_batching
&&
!
(
PolyFlags
&
PF_NoTexture
)
&&
!
horizonSpecial
)
{
{
if
(
!
pSurf
)
if
(
!
pSurf
)
I_Error
(
"Got a null FSurfaceInfo in batching"
);
// nulls should not come in the stuff that batching currently applies to
I_Error
(
"Got a null FSurfaceInfo in batching"
);
// nulls should not come in the stuff that batching currently applies to
...
@@ -117,25 +115,36 @@ void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPt
...
@@ -117,25 +115,36 @@ void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPt
polygonArray
[
polygonArraySize
].
polyFlags
=
PolyFlags
;
polygonArray
[
polygonArraySize
].
polyFlags
=
PolyFlags
;
polygonArray
[
polygonArraySize
].
texture
=
current_texture
;
polygonArray
[
polygonArraySize
].
texture
=
current_texture
;
polygonArray
[
polygonArraySize
].
shader
=
shader
;
polygonArray
[
polygonArraySize
].
shader
=
shader
;
polygonArray
[
polygonArraySize
].
horizonSpecial
=
horizonSpecial
;
// default to polygonArraySize so we don't lose order on horizon lines
// (yes, it's supposed to be negative, since we're sorting in that direction)
polygonArray
[
polygonArraySize
].
hash
=
-
polygonArraySize
;
polygonArraySize
++
;
polygonArraySize
++
;
// use FNV-1a to hash polygons for later sorting.
if
(
!
(
PolyFlags
&
PF_NoTexture
)
&&
!
horizonSpecial
)
INT32
hash
=
0x811c9dc5
;
#define DIGEST(h, x) h ^= (x); h *= 0x01000193
DIGEST
(
hash
,
current_texture
->
downloaded
);
DIGEST
(
hash
,
PolyFlags
);
DIGEST
(
hash
,
pSurf
->
PolyColor
.
rgba
);
if
(
cv_glshaders
.
value
&&
gl_shadersavailable
)
{
{
DIGEST
(
hash
,
shader
);
// use FNV-1a to hash polygons for later sorting.
DIGEST
(
hash
,
pSurf
->
TintColor
.
rgba
);
INT32
hash
=
0x811c9dc5
;
DIGEST
(
hash
,
pSurf
->
FadeColor
.
rgba
);
#define DIGEST(h, x) h ^= (x); h *= 0x01000193
DIGEST
(
hash
,
pSurf
->
LightInfo
.
light_level
);
if
(
current_texture
)
DIGEST
(
hash
,
pSurf
->
LightInfo
.
fade_start
);
{
DIGEST
(
hash
,
pSurf
->
LightInfo
.
fade_end
);
DIGEST
(
hash
,
current_texture
->
downloaded
);
}
}
DIGEST
(
hash
,
PolyFlags
);
DIGEST
(
hash
,
pSurf
->
PolyColor
.
rgba
);
if
(
cv_glshaders
.
value
&&
gl_shadersavailable
)
{
DIGEST
(
hash
,
shader
);
DIGEST
(
hash
,
pSurf
->
TintColor
.
rgba
);
DIGEST
(
hash
,
pSurf
->
FadeColor
.
rgba
);
DIGEST
(
hash
,
pSurf
->
LightInfo
.
light_level
);
DIGEST
(
hash
,
pSurf
->
LightInfo
.
fade_start
);
DIGEST
(
hash
,
pSurf
->
LightInfo
.
fade_end
);
}
#undef DIGEST
#undef DIGEST
polygonArray
[
polygonArraySize
-
1
].
hash
=
hash
;
// remove the sign bit to ensure that skybox and horizon line comes first.
polygonArray
[
polygonArraySize
-
1
].
hash
=
(
hash
&
INT32_MAX
);
}
memcpy
(
&
unsortedVertexArray
[
unsortedVertexArraySize
],
pOutVerts
,
iNumPts
*
sizeof
(
FOutVector
));
memcpy
(
&
unsortedVertexArray
[
unsortedVertexArraySize
],
pOutVerts
,
iNumPts
*
sizeof
(
FOutVector
));
unsortedVertexArraySize
+=
iNumPts
;
unsortedVertexArraySize
+=
iNumPts
;
...
@@ -230,7 +239,10 @@ void HWR_RenderBatches(void)
...
@@ -230,7 +239,10 @@ void HWR_RenderBatches(void)
HWD
.
pfnSetShader
(
currentShader
);
HWD
.
pfnSetShader
(
currentShader
);
}
}
HWD
.
pfnSetTexture
(
currentTexture
);
if
(
currentPolyFlags
&
PF_NoTexture
)
currentTexture
=
NULL
;
else
HWD
.
pfnSetTexture
(
currentTexture
);
while
(
1
)
// note: remember handling notexture polyflag as having texture number 0 (also in comparePolygons)
while
(
1
)
// note: remember handling notexture polyflag as having texture number 0 (also in comparePolygons)
{
{
...
@@ -302,6 +314,8 @@ void HWR_RenderBatches(void)
...
@@ -302,6 +314,8 @@ void HWR_RenderBatches(void)
nextTexture
=
polygonArray
[
nextIndex
].
texture
;
nextTexture
=
polygonArray
[
nextIndex
].
texture
;
nextPolyFlags
=
polygonArray
[
nextIndex
].
polyFlags
;
nextPolyFlags
=
polygonArray
[
nextIndex
].
polyFlags
;
nextSurfaceInfo
=
polygonArray
[
nextIndex
].
surf
;
nextSurfaceInfo
=
polygonArray
[
nextIndex
].
surf
;
if
(
nextPolyFlags
&
PF_NoTexture
)
nextTexture
=
0
;
if
(
currentShader
!=
nextShader
&&
cv_glshaders
.
value
&&
gl_shadersavailable
)
if
(
currentShader
!=
nextShader
&&
cv_glshaders
.
value
&&
gl_shadersavailable
)
{
{
changeState
=
true
;
changeState
=
true
;
...
...
This diff is collapsed.
Click to expand it.
src/hardware/hw_batching.h
+
2
−
0
View file @
ef4f2e71
...
@@ -24,6 +24,8 @@ typedef struct
...
@@ -24,6 +24,8 @@ typedef struct
FBITFIELD
polyFlags
;
FBITFIELD
polyFlags
;
GLMipmap_t
*
texture
;
GLMipmap_t
*
texture
;
int
shader
;
int
shader
;
// this tells batching that the plane belongs to a horizon line and must be drawn in correct order with the skywalls
boolean
horizonSpecial
;
INT32
hash
;
INT32
hash
;
}
PolygonArrayEntry
;
}
PolygonArrayEntry
;
...
...
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