- moved all rendering code into a common subdirectory.
No changes to the files themselves was made.
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256 changed files with 193 additions and 191 deletions
131
src/rendering/swrenderer/r_renderthread.cpp
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131
src/rendering/swrenderer/r_renderthread.cpp
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/*
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** Renderer multithreading framework
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "m_bbox.h"
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#include "p_lnspec.h"
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#include "p_setup.h"
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#include "a_sharedglobal.h"
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#include "g_level.h"
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#include "p_effect.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "v_palette.h"
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#include "r_sky.h"
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#include "po_man.h"
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#include "r_data/colormaps.h"
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#include "r_renderthread.h"
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#include "swrenderer/things/r_visiblespritelist.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_translucent_pass.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/things/r_playersprite.h"
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#include "swrenderer/plane/r_visibleplanelist.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/segments/r_clipsegment.h"
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#include "swrenderer/drawers/r_thread.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/drawers/r_draw_pal.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "r_memory.h"
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namespace swrenderer
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{
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RenderThread::RenderThread(RenderScene *scene, bool mainThread)
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{
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Scene = scene;
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MainThread = mainThread;
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FrameMemory.reset(new RenderMemory());
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Viewport.reset(new RenderViewport());
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Light.reset(new LightVisibility());
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DrawQueue.reset(new DrawerCommandQueue(FrameMemory.get()));
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OpaquePass.reset(new RenderOpaquePass(this));
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TranslucentPass.reset(new RenderTranslucentPass(this));
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SpriteList.reset(new VisibleSpriteList());
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Portal.reset(new RenderPortal(this));
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Clip3D.reset(new Clip3DFloors(this));
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PlayerSprites.reset(new RenderPlayerSprites(this));
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PlaneList.reset(new VisiblePlaneList(this));
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DrawSegments.reset(new DrawSegmentList(this));
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ClipSegments.reset(new RenderClipSegment());
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tc_drawers.reset(new SWTruecolorDrawers(DrawQueue));
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pal_drawers.reset(new SWPalDrawers(DrawQueue));
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}
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RenderThread::~RenderThread()
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{
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}
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SWPixelFormatDrawers *RenderThread::Drawers(RenderViewport *viewport)
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{
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if (viewport->RenderTarget->IsBgra())
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return tc_drawers.get();
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else
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return pal_drawers.get();
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}
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static std::mutex loadmutex;
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void RenderThread::PrepareTexture(FSoftwareTexture *texture, FRenderStyle style) {
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if (texture == nullptr)
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return;
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// Textures may not have loaded/refreshed yet. The shared code doing
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// this is not thread safe. By calling GetPixels in a mutex lock we
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// make sure that only one thread is loading a texture at any given
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// time.
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//
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// It is critical that this function is called before any direct
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// calls to GetPixels for this to work.
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std::unique_lock<std::mutex> lock(loadmutex);
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const FSoftwareTextureSpan *spans;
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if (Viewport->RenderTarget->IsBgra())
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{
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texture->GetPixelsBgra();
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texture->GetColumnBgra(0, &spans);
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}
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else
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{
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bool alpha = !!(style.Flags & STYLEF_RedIsAlpha);
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texture->GetPixels(alpha);
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texture->GetColumn(alpha, 0, &spans);
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}
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}
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static std::mutex polyobjmutex;
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void RenderThread::PreparePolyObject(subsector_t *sub)
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{
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std::unique_lock<std::mutex> lock(polyobjmutex);
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if (sub->BSP == nullptr || sub->BSP->bDirty)
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{
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sub->BuildPolyBSP();
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}
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}
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}
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