/* ** Renderer multithreading framework ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include #include "doomdef.h" #include "m_bbox.h" #include "p_lnspec.h" #include "p_setup.h" #include "a_sharedglobal.h" #include "g_level.h" #include "p_effect.h" #include "doomstat.h" #include "r_state.h" #include "v_palette.h" #include "r_sky.h" #include "po_man.h" #include "r_data/colormaps.h" #include "r_renderthread.h" #include "swrenderer/things/r_visiblespritelist.h" #include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_opaque_pass.h" #include "swrenderer/scene/r_translucent_pass.h" #include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_scene.h" #include "swrenderer/things/r_playersprite.h" #include "swrenderer/plane/r_visibleplanelist.h" #include "swrenderer/segments/r_drawsegment.h" #include "swrenderer/segments/r_clipsegment.h" #include "r_thread.h" #include "swrenderer/drawers/r_draw.h" #include "swrenderer/drawers/r_draw_rgba.h" #include "swrenderer/drawers/r_draw_pal.h" #include "swrenderer/viewport/r_viewport.h" #include "r_memory.h" #include "common/rendering/polyrenderer/drawers/poly_thread.h" std::pair& R_GetSkyCapColor(FGameTexture* tex); namespace swrenderer { RenderThread::RenderThread(RenderScene *scene, bool mainThread) { Scene = scene; MainThread = mainThread; FrameMemory.reset(new RenderMemory()); Viewport.reset(new RenderViewport()); Light.reset(new LightVisibility()); OpaquePass.reset(new RenderOpaquePass(this)); TranslucentPass.reset(new RenderTranslucentPass(this)); SpriteList.reset(new VisibleSpriteList()); Portal.reset(new RenderPortal(this)); Clip3D.reset(new Clip3DFloors(this)); PlayerSprites.reset(new RenderPlayerSprites(this)); PlaneList.reset(new VisiblePlaneList(this)); DrawSegments.reset(new DrawSegmentList(this)); ClipSegments.reset(new RenderClipSegment()); Poly.reset(new PolyTriangleThreadData(0, 1, 0, 1, 0, screen->GetHeight())); tc_drawers.reset(new SWTruecolorDrawers(this)); pal_drawers.reset(new SWPalDrawers(this)); } RenderThread::~RenderThread() { } SWPixelFormatDrawers *RenderThread::Drawers(RenderViewport *viewport) { if (viewport->RenderTarget->IsBgra()) return tc_drawers.get(); else return pal_drawers.get(); } std::mutex loadmutex; std::pair RenderThread::GetSkyCapColor(FSoftwareTexture* tex) { std::unique_lock lock(loadmutex); std::pair colors = R_GetSkyCapColor(tex->GetTexture()); return colors; } static std::mutex polyobjmutex; void RenderThread::PreparePolyObject(subsector_t *sub) { std::unique_lock lock(polyobjmutex); if (sub->BSP == nullptr || sub->BSP->bDirty) { sub->BuildPolyBSP(); } } }