This commit is contained in:
commit
7600fdb200
13 changed files with 175 additions and 11 deletions
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@ -1576,8 +1576,7 @@ DEFINE_ACTION_FUNCTION(DSBarInfo, GetProtrusion)
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DBaseStatusBar *CreateCustomStatusBar(int scriptno)
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{
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auto script = SBarInfoScript[scriptno];
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if (script == NULL)
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I_FatalError("Tried to create a status bar with no script!");
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if (script == nullptr) return nullptr;
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auto sbar = (DBaseStatusBar*)PClass::FindClass("SBarInfoWrapper")->CreateNew();
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auto core = new DSBarInfo(sbar, script);
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@ -303,6 +303,15 @@ void ST_CreateStatusBar(bool bTitleLevel)
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{
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StatusBar = CreateCustomStatusBar(SCRIPT_DEFAULT);
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}
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// SBARINFO failed so try the current statusbarclass again.
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if (StatusBar == nullptr)
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{
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auto cls = PClass::FindClass(gameinfo.statusbarclass);
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if (cls != nullptr)
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{
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StatusBar = (DBaseStatusBar *)cls->CreateNew();
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}
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}
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}
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if (StatusBar == nullptr)
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{
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@ -933,6 +933,7 @@ void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width,
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{
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GL_IRECT bounds;
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P_FindParticleSubsectors(); // make sure that all recently spawned particles have a valid subsector.
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bounds.left=0;
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bounds.top=0;
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bounds.width=width;
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@ -1185,10 +1185,11 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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y = particle->Pos.Y;
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z = particle->Pos.Z;
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float scalefac=particle->size/4.0f;
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// [BB] The smooth particles are smaller than the other ones. Compensate for this here.
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if (gl_particles_style==2)
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scalefac *= 1.7;
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float factor;
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if (gl_particles_style == 1) factor = 1.3f / 7.f;
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else if (gl_particles_style == 2) factor = 2.5f / 7.f;
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else factor = 1 / 7.f;
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float scalefac=particle->size * factor;
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float viewvecX = GLRenderer->mViewVector.X;
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float viewvecY = GLRenderer->mViewVector.Y;
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@ -36,6 +36,7 @@
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musicBlock::musicBlock ()
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{
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memset (this, 0, sizeof(*this));
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for(auto &oplchannel : oplchannels) oplchannel.Panning = 64; // default to center panning.
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for(auto &voice : voices) voice.index = ~0u; // mark all free.
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}
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@ -33,6 +33,11 @@
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#include "r_thread.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/r_renderthread.h"
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#include <chrono>
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#ifdef WIN32
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void PeekThreadedErrorPane();
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#endif
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CVAR(Bool, r_multithreaded, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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@ -73,10 +78,20 @@ void DrawerThreads::Execute(DrawerCommandQueuePtr commands)
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void DrawerThreads::WaitForWorkers()
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{
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using namespace std::chrono_literals;
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// Wait for workers to finish
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auto queue = Instance();
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std::unique_lock<std::mutex> end_lock(queue->end_mutex);
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queue->end_condition.wait(end_lock, [&]() { return queue->tasks_left == 0; });
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if (!queue->end_condition.wait_for(end_lock, 5s, [&]() { return queue->tasks_left == 0; }))
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{
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#ifdef WIN32
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PeekThreadedErrorPane();
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#endif
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// Invoke the crash reporter so that we can capture the call stack of whatever the hung worker thread is doing
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int *threadCrashed = nullptr;
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*threadCrashed = 0xdeadbeef;
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}
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end_lock.unlock();
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// Clean up
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@ -57,6 +57,11 @@
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#include "swrenderer/r_memory.h"
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#include "swrenderer/r_renderthread.h"
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#include "swrenderer/things/r_playersprite.h"
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#include <chrono>
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#ifdef WIN32
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void PeekThreadedErrorPane();
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#endif
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, r_clearbuffer)
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@ -217,9 +222,18 @@ namespace swrenderer
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// Wait for everyone to finish:
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if (Threads.size() > 1)
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{
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using namespace std::chrono_literals;
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std::unique_lock<std::mutex> end_lock(end_mutex);
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finished_threads++;
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end_condition.wait(end_lock, [&]() { return finished_threads == Threads.size(); });
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if (!end_condition.wait_for(end_lock, 5s, [&]() { return finished_threads == Threads.size(); }))
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{
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#ifdef WIN32
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PeekThreadedErrorPane();
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#endif
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// Invoke the crash reporter so that we can capture the call stack of whatever the hung worker thread is doing
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int *threadCrashed = nullptr;
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*threadCrashed = 0xdeadbeef;
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}
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finished_threads = 0;
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}
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@ -821,6 +821,13 @@ void ShowErrorPane(const char *text)
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}
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}
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void PeekThreadedErrorPane()
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{
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// Allow SendMessage from another thread to call its message handler so that it can display the crash dialog
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MSG msg;
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PeekMessage(&msg, 0, 0, 0, PM_NOREMOVE);
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}
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//==========================================================================
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//
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// DoMain
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