- removed the Softpoly backend.
Its only relevant use case has been to use the software renderer on hardware not capable of OpenGL 3.3, but a large chunk of that can now be serviced with GLES. In addition it has ceased further development and has not received any of the recent 2D render features which further reduces its viability.
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58 changed files with 25 additions and 7282 deletions
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@ -65,8 +65,6 @@ EXTERN_CVAR(Int, r_debug_draw)
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CVAR(Int, r_scene_multithreaded, 1, 0);
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CVAR(Bool, r_models, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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bool r_modelscene = false;
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namespace swrenderer
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{
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cycle_t WallCycles, PlaneCycles, MaskedCycles;
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@ -100,18 +98,6 @@ namespace swrenderer
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ActiveRatio(width, height, &trueratio);
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viewport->SetViewport(player->camera->Level, MainThread(), width, height, trueratio);
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/*r_modelscene = r_models && Models.Size() > 0;
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if (r_modelscene)
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{
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if (!DepthStencil || DepthStencil->Width() != viewport->RenderTarget->GetWidth() || DepthStencil->Height() != viewport->RenderTarget->GetHeight())
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{
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DepthStencil.reset();
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DepthStencil.reset(new PolyDepthStencil(viewport->RenderTarget->GetWidth(), viewport->RenderTarget->GetHeight()));
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}
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PolyTriangleDrawer::SetViewport(MainThread()->DrawQueue, 0, 0, viewport->RenderTarget->GetWidth(), viewport->RenderTarget->GetHeight(), viewport->RenderTarget, DepthStencil.get());
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PolyTriangleDrawer::ClearStencil(MainThread()->DrawQueue, 0);
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}*/
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if (r_clearbuffer != 0 || r_debug_draw != 0)
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{
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if (!viewport->RenderTarget->IsBgra())
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@ -158,9 +144,6 @@ namespace swrenderer
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R_UpdateFuzzPosFrameStart();
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if (r_modelscene)
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MainThread()->Viewport->SetupPolyViewport(MainThread());
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FRenderViewpoint origviewpoint = MainThread()->Viewport->viewpoint;
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ActorRenderFlags savedflags = MainThread()->Viewport->viewpoint.camera->renderflags;
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@ -174,8 +157,6 @@ namespace swrenderer
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// Mirrors fail to restore the original viewpoint -- we need it for the HUD weapon to draw correctly.
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MainThread()->Viewport->viewpoint = origviewpoint;
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if (r_modelscene)
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MainThread()->Viewport->SetupPolyViewport(MainThread());
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if (renderPlayerSprites)
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RenderPSprites();
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@ -259,12 +240,6 @@ namespace swrenderer
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thread->OpaquePass->ResetFakingUnderwater(); // [RH] Hack to make windows into underwater areas possible
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thread->Portal->SetMainPortal();
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/*if (r_modelscene && thread->MainThread)
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PolyTriangleDrawer::ClearStencil(MainThread()->DrawQueue, 0);
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PolyTriangleDrawer::SetViewport(thread->DrawQueue, viewwindowx, viewwindowy, viewwidth, viewheight, thread->Viewport->RenderTarget, DepthStencil.get());
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PolyTriangleDrawer::SetScissor(thread->DrawQueue, viewwindowx, viewwindowy, viewwidth, viewheight);*/
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// Cull things outside the range seen by this thread
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VisibleSegmentRenderer visitor;
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if (thread->X1 > 0)
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@ -388,14 +363,6 @@ namespace swrenderer
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viewwindowy = y;
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viewactive = true;
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viewport->SetViewport(actor->Level, MainThread(), width, height, MainThread()->Viewport->viewwindow.WidescreenRatio);
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if (r_modelscene)
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{
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if (!DepthStencil || DepthStencil->Width() != viewport->RenderTarget->GetWidth() || DepthStencil->Height() != viewport->RenderTarget->GetHeight())
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{
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DepthStencil.reset();
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DepthStencil.reset(new PolyDepthStencil(viewport->RenderTarget->GetWidth(), viewport->RenderTarget->GetHeight()));
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}
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}
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// Render:
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RenderActorView(actor, false, dontmaplines);
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