Create a RenderState object for each thread

This commit is contained in:
Magnus Norddahl 2023-05-17 22:39:22 +02:00
commit 7bdf3f7364
10 changed files with 62 additions and 31 deletions

View file

@ -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();
auto& RenderState = *screen->RenderState(0);
R_SetupFrame(mainvp, r_viewwindow, camera);
@ -168,7 +168,7 @@ 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());
di->ProcessScene(toscreen, *screen->RenderState(0));
if (mainview)
{
@ -264,7 +264,7 @@ void WriteSavePic(player_t* player, FileWriter* file, int width, int height)
bounds.top = 0;
bounds.width = width;
bounds.height = height;
auto& RenderState = *screen->RenderState();
auto& RenderState = *screen->RenderState(0);
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
screen->WaitForCommands(false);
@ -312,7 +312,7 @@ static void CheckTimer(FRenderState &state, uint64_t ShaderStartTime)
sector_t* RenderView(player_t* player)
{
auto RenderState = screen->RenderState();
auto RenderState = screen->RenderState(0);
RenderState->SetFlatVertexBuffer();
RenderState->ResetVertices();
hw_postprocess.SetTonemapMode(level.info ? level.info->tonemap : ETonemapMode::None);
@ -356,7 +356,7 @@ sector_t* RenderView(player_t* player)
screen->RenderTextureView(canvas->Tex, [=](IntRect& bounds)
{
screen->SetViewportRects(&bounds);
Draw2D(&canvas->Drawer, *screen->RenderState(), 0, 0, canvas->Tex->GetWidth(), canvas->Tex->GetHeight());
Draw2D(&canvas->Drawer, *screen->RenderState(0), 0, 0, canvas->Tex->GetWidth(), canvas->Tex->GetHeight());
canvas->Drawer.Clear();
});
canvas->Tex->SetUpdated(true);