- some code cleanup.
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parent
bf6079af46
commit
904cc2e158
5 changed files with 9 additions and 305 deletions
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@ -186,20 +186,9 @@ static void AddLine (seg_t *seg)
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{
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SetupWall.Clock();
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//if (!gl_multithreading)
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{
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GLWall wall;
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wall.sub = currentsubsector;
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wall.Process(seg, currentsector, backsector);
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}
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/*
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else
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{
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FJob *job = new FGLJobProcessWall(currentsubsector, seg,
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currentsector->sectornum, backsector != NULL? backsector->sectornum : -1);
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GLRenderer->mThreadManager->AddJob(job);
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}
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*/
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GLWall wall;
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wall.sub = currentsubsector;
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wall.Process(seg, currentsector, backsector);
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rendered_lines++;
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SetupWall.Unclock();
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@ -341,21 +330,11 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
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sector_t * sec=sub->sector;
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if (sec->thinglist != NULL)
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{
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//if (!gl_multithreading)
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// Handle all things in sector.
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for (AActor * thing = sec->thinglist; thing; thing = thing->snext)
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{
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// Handle all things in sector.
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for (AActor * thing = sec->thinglist; thing; thing = thing->snext)
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{
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GLRenderer->ProcessSprite(thing, sector);
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}
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GLRenderer->ProcessSprite(thing, sector);
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}
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/*
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else if (sec->thinglist != NULL)
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{
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FJob *job = new FGLJobProcessSprites(sector);
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GLRenderer->mThreadManager->AddJob(job);
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}
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*/
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}
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SetupSprite.Unclock();
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}
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@ -416,20 +395,10 @@ static void DoSubsector(subsector_t * sub)
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{
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SetupSprite.Clock();
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//if (!gl_multithreading)
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for (i = ParticlesInSubsec[DWORD(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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for (i = ParticlesInSubsec[DWORD(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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GLRenderer->ProcessParticle(&Particles[i], fakesector);
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}
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GLRenderer->ProcessParticle(&Particles[i], fakesector);
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}
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/*
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else if (ParticlesInSubsec[DWORD(sub-subsectors)] != NO_PARTICLE)
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{
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FJob job = new FGLJobProcessParticles(sub);
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GLRenderer->mThreadManager->AddJob(job);
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}
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*/
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SetupSprite.Unclock();
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}
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@ -476,17 +445,7 @@ static void DoSubsector(subsector_t * sub)
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srf |= SSRF_PROCESSED;
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SetupFlat.Clock();
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//if (!gl_multithreading)
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{
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GLRenderer->ProcessSector(fakesector);
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}
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/*
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else
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{
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FJob *job = new FGLJobProcessFlats(sub);
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GLRenderer->mThreadManager->AddJob(job);
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}
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*/
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GLRenderer->ProcessSector(fakesector);
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SetupFlat.Unclock();
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}
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// mark subsector as processed - but mark for rendering only if it has an actual area.
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