Removed r_columnmethod as its performance gains are too insignificant to justify its complexity on the codebase

This commit is contained in:
Magnus Norddahl 2016-12-25 05:05:53 +01:00
commit b0febec986
7 changed files with 10 additions and 207 deletions

View file

@ -415,46 +415,13 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
mceilingclip = wallupper;
// draw the columns one at a time
if (drawmode == DoDraw0)
if (drawmode == DoDraw)
{
for (dc_x = x1; dc_x < x2; ++dc_x)
{
BlastMaskedColumn (tex, false);
}
}
else
{
// [RH] Draw up to four columns at once
int stop = x2 & ~3;
if (x1 >= x2)
goto clearfog;
dc_x = x1;
while ((dc_x < stop) && (dc_x & 3))
{
BlastMaskedColumn (tex, false);
dc_x++;
}
while (dc_x < stop)
{
rt_initcols(nullptr);
BlastMaskedColumn (tex, true); dc_x++;
BlastMaskedColumn (tex, true); dc_x++;
BlastMaskedColumn (tex, true); dc_x++;
BlastMaskedColumn (tex, true);
rt_draw4cols (dc_x - 3);
dc_x++;
}
while (dc_x < x2)
{
BlastMaskedColumn (tex, false);
dc_x++;
}
}
}
else
{ // Texture does wrap vertically.
@ -2346,42 +2313,6 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
}
else
{
int stop4;
if (mode == DoDraw0)
{ // 1 column at a time
stop4 = dc_x;
}
else // DoDraw1
{ // up to 4 columns at a time
stop4 = x2 & ~3;
}
while ((dc_x < stop4) && (dc_x & 3))
{
if (calclighting)
{ // calculate lighting
R_SetColorMapLight(usecolormap, rw_light, wallshade);
}
R_WallSpriteColumn (false);
dc_x++;
}
while (dc_x < stop4)
{
if (calclighting)
{ // calculate lighting
R_SetColorMapLight(usecolormap, rw_light, wallshade);
}
rt_initcols(nullptr);
for (int zz = 4; zz; --zz)
{
R_WallSpriteColumn (true);
dc_x++;
}
rt_draw4cols (dc_x - 4);
}
while (dc_x < x2)
{
if (calclighting)