Commit graph

23 commits

Author SHA1 Message Date
Christoph Oelckers
1422a95aa8 Merge branch 'Texture_Cleanup'
# Conflicts:
#	src/textures/formats/multipatchtexture.cpp
2018-12-16 10:19:58 +01:00
Christoph Oelckers
d0ce021805 - fixed: Both main and worker thread were modifying the portal state.
The parts in the main thread have been offloaded to a new worker job to avoid having to use a mutex to protect the portal state.
2018-12-16 09:05:02 +01:00
Christoph Oelckers
091f73b833 - fixed: no sprites were drawn in a sector if it only had ones in its sectorportal_thinglist. 2018-12-15 20:22:42 +01:00
Christoph Oelckers
79a0f76801 - replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.

Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers
6eab4a882c - narrowing down the public interface of the texture class
Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00
Christoph Oelckers
a90655b295 - cache the results of hw_FakeFlat for the remainder of the current scene instead of storing this in local variables.
An exception is made for the sprite drawer which needs to call this in the worker thread on some occasions for as-yet unprocessed sectors.
This case may not alter the cache to avoid having to add thread synchronization to it.

The main reason for this change is that pointers to such manipulated sectors can now be considered static in the renderer.
Due to them being short lived local buffers it was not possible to carry them along with the render data for information retrieval.
2018-11-10 20:07:00 +01:00
Christoph Oelckers
f6af50fc74 - restored portal code that shouldn't have been deleted. 2018-11-08 20:39:44 +01:00
Christoph Oelckers
f2e593f8bf - disabled the hack for fixing the original design of the portal in KDiZD's Z1M1.
This portal got fixed in a later re-release of KDiZD and no other portal needs this runtime fix to my knowledge.
The main problem here is that this runtime fix requires some manipulation of the render data that does not work anymore.

Should other maps need this fix as well they are probably best served with a compatibility entry.
2018-11-06 21:41:16 +01:00
Christoph Oelckers
ba66c0c889 - changed dynamic light traversal to use sections instead of the subsectors.
This is mostly complete, except for handling intra-section sidedefs.
2018-11-06 00:13:23 +01:00
Christoph Oelckers
d7db00d92e - sector rendering refactoring for sections - work in progress. 2018-11-05 01:01:48 +01:00
Tommy Nguyen
40c56bad09 - fix _mm_pause() compiler error and zero initialize atomics 2018-10-31 22:35:56 +02:00
Christoph Oelckers
a33cc13054 - make GCC happy... :( 2018-10-31 17:20:04 +01:00
Christoph Oelckers
2dec7bb1e5 - added a non-multithreaded option for the renderer and fixed a few places where the wrong sector was used
The render_sector is only relevant for flats, but never for walls or sprites!
2018-10-31 17:13:22 +01:00
Christoph Oelckers
790b121195 - added a bit of profiling code to the multithreaded parts of the renderer. 2018-10-31 10:20:06 +01:00
Christoph Oelckers
01a0af8ad1 - simplified the render job interface.
Since the job nodes were already taken from a static array, the added linked list isn't really needed. All we need is a read and a write pointer into the array, This can even be done without a spinlock as long as we assume that the list never overflows.
2018-10-31 09:49:07 +01:00
Christoph Oelckers
1be1470d47 - cleanup of hw_bsp.cpp. 2018-10-30 22:19:55 +01:00
Christoph Oelckers
55df324d16 - basic multithreading for the render data generation. 2018-10-30 14:58:43 +01:00
Christoph Oelckers
f7c7c8d1c5 - moved some buffer variables out of GLRenderer into common parts of the code so that they can be accessed from hwrenderer as well.
This will allow more code to be moved out of the API dependent parts.
2018-10-28 13:56:24 +01:00
Christoph Oelckers
6ebec37baf - moved all portal code that sets up a scene to be rendered into API independent code and let it be handled by a common wrapper class. 2018-06-23 23:03:34 +02:00
Christoph Oelckers
54970b60e8 - use locally stored viewpoint variables in the hardware renderer.
- move a few variables from SceneDrawer to FRenderViewpoint.

The global r_viewpoint variable is left alone now to always represent the current viewpoint to the play code.
The main reason behind this change is to reduce the amount of global variables being used by the hardware renderer's scene processing code.
2018-06-19 23:45:17 +02:00
Christoph Oelckers
22b8d0a8d7 - r_viewpoint reduction in hwrenderer 2018-06-19 11:21:13 +02:00
Christoph Oelckers
496e6e2e8f - fixed: The vertex height updater was using the index buffer offsets to access the vertex buffer.
I missed this part when repurposing the vboindex members to store the index buffer offsets.
However, since both indices are needed, they need another set of variables.
2018-05-24 00:01:56 +02:00
Christoph Oelckers
3f6789ecac - moved gl_bsp.cpp to its proper place. 2018-05-22 21:36:42 +02:00
Renamed from src/gl/scene/gl_bsp.cpp (Browse further)