Remove multithreading RenderState as that seemed to be a poor approach
This commit is contained in:
parent
ac1680c7a2
commit
411b281e7c
19 changed files with 64 additions and 237 deletions
|
|
@ -104,7 +104,7 @@ void CollectLights(FLevelLocals* Level)
|
|||
|
||||
sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
|
||||
{
|
||||
auto& RenderState = *screen->RenderState(0);
|
||||
auto& RenderState = *screen->RenderState();
|
||||
|
||||
R_SetupFrame(mainvp, r_viewwindow, camera);
|
||||
|
||||
|
|
@ -170,7 +170,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
|
|||
vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees());
|
||||
di->SetupView(RenderState, vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
|
||||
|
||||
di->ProcessScene(toscreen, *screen->RenderState(0));
|
||||
di->ProcessScene(toscreen, *screen->RenderState());
|
||||
|
||||
if (mainview)
|
||||
{
|
||||
|
|
@ -266,7 +266,7 @@ void WriteSavePic(player_t* player, FileWriter* file, int width, int height)
|
|||
bounds.top = 0;
|
||||
bounds.width = width;
|
||||
bounds.height = height;
|
||||
auto& RenderState = *screen->RenderState(0);
|
||||
auto& RenderState = *screen->RenderState();
|
||||
|
||||
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
|
||||
screen->WaitForCommands(false);
|
||||
|
|
@ -313,7 +313,7 @@ static void CheckTimer(FRenderState &state, uint64_t ShaderStartTime)
|
|||
|
||||
sector_t* RenderView(player_t* player)
|
||||
{
|
||||
auto RenderState = screen->RenderState(0);
|
||||
auto RenderState = screen->RenderState();
|
||||
RenderState->SetFlatVertexBuffer();
|
||||
RenderState->ResetVertices();
|
||||
hw_postprocess.SetTonemapMode(level.info ? level.info->tonemap : ETonemapMode::None);
|
||||
|
|
@ -355,7 +355,7 @@ sector_t* RenderView(player_t* player)
|
|||
screen->RenderTextureView(canvas->Tex, [=](IntRect& bounds)
|
||||
{
|
||||
screen->SetViewportRects(&bounds);
|
||||
Draw2D(&canvas->Drawer, *screen->RenderState(0), 0, 0, canvas->Tex->GetWidth(), canvas->Tex->GetHeight());
|
||||
Draw2D(&canvas->Drawer, *screen->RenderState(), 0, 0, canvas->Tex->GetWidth(), canvas->Tex->GetHeight());
|
||||
canvas->Drawer.Clear();
|
||||
});
|
||||
canvas->Tex->SetUpdated(true);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue