* store the frame time in the current screen buffer from where all render code can access it. * replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
449 lines
13 KiB
C++
449 lines
13 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2016 Magnus Norddahl
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include <float.h>
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#include "templates.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "r_sky.h"
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#include "stats.h"
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#include "v_video.h"
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#include "a_sharedglobal.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "p_effect.h"
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#include "po_man.h"
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#include "st_stuff.h"
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#include "r_data/r_interpolate.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_translucent_pass.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/segments/r_clipsegment.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/segments/r_portalsegment.h"
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#include "swrenderer/plane/r_visibleplanelist.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/drawers/r_thread.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/r_renderthread.h"
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#include "swrenderer/things/r_playersprite.h"
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#include <chrono>
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#ifdef WIN32
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void PeekThreadedErrorPane();
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#endif
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, r_clearbuffer)
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CVAR(Bool, r_scene_multithreaded, false, 0);
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namespace swrenderer
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{
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cycle_t WallCycles, PlaneCycles, MaskedCycles, DrawerWaitCycles;
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RenderScene::RenderScene()
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{
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Threads.push_back(std::unique_ptr<RenderThread>(new RenderThread(this)));
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}
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RenderScene::~RenderScene()
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{
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StopThreads();
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}
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void RenderScene::SetClearColor(int color)
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{
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clearcolor = color;
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}
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void RenderScene::RenderView(player_t *player)
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{
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auto viewport = MainThread()->Viewport.get();
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viewport->RenderTarget = screen;
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int width = SCREENWIDTH;
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int height = SCREENHEIGHT;
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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viewport->SetViewport(MainThread(), width, height, trueratio);
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if (r_clearbuffer != 0)
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{
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if (!viewport->RenderTarget->IsBgra())
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{
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memset(viewport->RenderTarget->GetBuffer(), clearcolor, viewport->RenderTarget->GetPitch() * viewport->RenderTarget->GetHeight());
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}
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else
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{
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uint32_t bgracolor = GPalette.BaseColors[clearcolor].d;
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int size = viewport->RenderTarget->GetPitch() * viewport->RenderTarget->GetHeight();
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uint32_t *dest = (uint32_t *)viewport->RenderTarget->GetBuffer();
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for (int i = 0; i < size; i++)
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dest[i] = bgracolor;
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}
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}
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RenderActorView(player->mo);
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// Apply special colormap if the target cannot do it
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if (CameraLight::Instance()->ShaderColormap() && viewport->RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
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{
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auto queue = std::make_shared<DrawerCommandQueue>(MainThread()->FrameMemory.get());
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queue->Push<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->ShaderColormap(), screen);
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DrawerThreads::Execute(queue);
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}
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DrawerWaitCycles.Clock();
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DrawerThreads::WaitForWorkers();
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DrawerWaitCycles.Unclock();
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}
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void RenderScene::RenderActorView(AActor *actor, bool dontmaplines)
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{
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WallCycles.Reset();
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PlaneCycles.Reset();
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MaskedCycles.Reset();
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DrawerWaitCycles.Reset();
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R_SetupFrame(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow, actor);
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if (APART(R_OldBlend)) NormalLight.Maps = realcolormaps.Maps;
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else NormalLight.Maps = realcolormaps.Maps + NUMCOLORMAPS * 256 * R_OldBlend;
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CameraLight::Instance()->SetCamera(MainThread()->Viewport->viewpoint, MainThread()->Viewport->RenderTarget, actor);
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MainThread()->Viewport->SetupFreelook();
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NetUpdate();
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this->dontmaplines = dontmaplines;
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// [RH] Setup particles for this frame
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P_FindParticleSubsectors();
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// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
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PO_LinkToSubsectors();
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R_UpdateFuzzPosFrameStart();
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ActorRenderFlags savedflags = MainThread()->Viewport->viewpoint.camera->renderflags;
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// Never draw the player unless in chasecam mode
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if (!MainThread()->Viewport->viewpoint.showviewer)
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{
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MainThread()->Viewport->viewpoint.camera->renderflags |= RF_INVISIBLE;
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}
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RenderThreadSlices();
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RenderPSprites();
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MainThread()->Viewport->viewpoint.camera->renderflags = savedflags;
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interpolator.RestoreInterpolations();
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// If we don't want shadered colormaps, NULL it now so that the
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// copy to the screen does not use a special colormap shader.
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if (!r_shadercolormaps && !MainThread()->Viewport->RenderTarget->IsBgra())
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{
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CameraLight::Instance()->ClearShaderColormap();
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}
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}
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void RenderScene::RenderPSprites()
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{
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// Player sprites needs to be rendered after all the slices because they may be hardware accelerated.
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// If they are not hardware accelerated the drawers must run after all sliced drawers finished.
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DrawerWaitCycles.Clock();
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DrawerThreads::WaitForWorkers();
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DrawerWaitCycles.Unclock();
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MainThread()->DrawQueue->Clear();
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MainThread()->PlayerSprites->Render();
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DrawerThreads::Execute(MainThread()->DrawQueue);
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}
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void RenderScene::RenderThreadSlices()
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{
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int numThreads = std::thread::hardware_concurrency();
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if (numThreads == 0)
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numThreads = 4;
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if (!r_scene_multithreaded || !r_multithreaded)
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numThreads = 1;
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if (numThreads != (int)Threads.size())
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{
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StopThreads();
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StartThreads(numThreads);
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}
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// Setup threads:
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std::unique_lock<std::mutex> start_lock(start_mutex);
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for (int i = 0; i < numThreads; i++)
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{
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*Threads[i]->Viewport = *MainThread()->Viewport;
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*Threads[i]->Light = *MainThread()->Light;
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Threads[i]->X1 = viewwidth * i / numThreads;
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Threads[i]->X2 = viewwidth * (i + 1) / numThreads;
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}
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run_id++;
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start_lock.unlock();
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// Notify threads to run
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if (Threads.size() > 1)
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{
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start_condition.notify_all();
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}
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// Do the main thread ourselves:
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RenderThreadSlice(MainThread());
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// Wait for everyone to finish:
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if (Threads.size() > 1)
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{
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using namespace std::chrono_literals;
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std::unique_lock<std::mutex> end_lock(end_mutex);
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finished_threads++;
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if (!end_condition.wait_for(end_lock, 5s, [&]() { return finished_threads == Threads.size(); }))
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{
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#ifdef WIN32
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PeekThreadedErrorPane();
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#endif
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// Invoke the crash reporter so that we can capture the call stack of whatever the hung worker thread is doing
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int *threadCrashed = nullptr;
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*threadCrashed = 0xdeadbeef;
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}
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finished_threads = 0;
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}
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// Change main thread back to covering the whole screen for player sprites
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MainThread()->X1 = 0;
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MainThread()->X2 = viewwidth;
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}
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void RenderScene::RenderThreadSlice(RenderThread *thread)
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{
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thread->DrawQueue->Clear();
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thread->FrameMemory->Clear();
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thread->Clip3D->Cleanup();
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thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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thread->Portal->CopyStackedViewParameters();
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thread->ClipSegments->Clear(0, viewwidth);
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thread->DrawSegments->Clear();
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thread->PlaneList->Clear();
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thread->TranslucentPass->Clear();
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thread->OpaquePass->ClearClip();
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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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// 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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thread->ClipSegments->Clip(0, thread->X1, true, &visitor);
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if (thread->X2 < viewwidth)
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thread->ClipSegments->Clip(thread->X2, viewwidth, true, &visitor);
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thread->OpaquePass->RenderScene();
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thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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if (thread->MainThread)
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NetUpdate();
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if (viewactive)
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{
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thread->PlaneList->Render();
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thread->Portal->RenderPlanePortals();
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thread->Portal->RenderLinePortals();
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if (thread->MainThread)
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NetUpdate();
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thread->TranslucentPass->Render();
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if (thread->MainThread)
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NetUpdate();
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}
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DrawerThreads::Execute(thread->DrawQueue);
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}
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void RenderScene::StartThreads(size_t numThreads)
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{
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while (Threads.size() < (size_t)numThreads)
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{
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std::unique_ptr<RenderThread> thread(new RenderThread(this, false));
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auto renderthread = thread.get();
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int start_run_id = run_id;
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thread->thread = std::thread([=]()
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{
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int last_run_id = start_run_id;
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while (true)
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{
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// Wait until we are signalled to run:
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std::unique_lock<std::mutex> start_lock(start_mutex);
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start_condition.wait(start_lock, [&]() { return run_id != last_run_id || shutdown_flag; });
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if (shutdown_flag)
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break;
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last_run_id = run_id;
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start_lock.unlock();
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RenderThreadSlice(renderthread);
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// Notify main thread that we finished:
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std::unique_lock<std::mutex> end_lock(end_mutex);
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finished_threads++;
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end_lock.unlock();
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end_condition.notify_all();
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}
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});
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Threads.push_back(std::move(thread));
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}
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}
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void RenderScene::StopThreads()
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{
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std::unique_lock<std::mutex> lock(start_mutex);
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shutdown_flag = true;
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lock.unlock();
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start_condition.notify_all();
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while (Threads.size() > 1)
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{
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Threads.back()->thread.join();
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Threads.pop_back();
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}
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lock.lock();
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shutdown_flag = false;
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}
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void RenderScene::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines)
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{
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auto viewport = MainThread()->Viewport.get();
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const bool savedviewactive = viewactive;
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viewwidth = width;
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viewport->RenderTarget = canvas;
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R_SetWindow(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow, 12, width, height, height, true);
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viewwindowx = x;
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viewwindowy = y;
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viewactive = true;
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viewport->SetViewport(MainThread(), width, height, MainThread()->Viewport->viewwindow.WidescreenRatio);
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RenderActorView(actor, dontmaplines);
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DrawerWaitCycles.Clock();
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DrawerThreads::WaitForWorkers();
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DrawerWaitCycles.Unclock();
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viewport->RenderTarget = screen;
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R_ExecuteSetViewSize(MainThread()->Viewport->viewpoint, MainThread()->Viewport->viewwindow);
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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screen->Lock(true);
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viewport->SetViewport(MainThread(), width, height, trueratio);
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screen->Unlock();
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viewactive = savedviewactive;
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}
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void RenderScene::ScreenResized()
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{
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auto viewport = MainThread()->Viewport.get();
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viewport->RenderTarget = screen;
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int width = SCREENWIDTH;
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int height = SCREENHEIGHT;
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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screen->Lock(true);
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viewport->SetViewport(MainThread(), SCREENWIDTH, SCREENHEIGHT, trueratio);
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screen->Unlock();
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}
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void RenderScene::Init()
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{
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// viewwidth / viewheight are set by the defaults
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fillshort(zeroarray, MAXWIDTH, 0);
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R_InitShadeMaps();
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}
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void RenderScene::Deinit()
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{
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MainThread()->TranslucentPass->Deinit();
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MainThread()->Clip3D->Cleanup();
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}
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/////////////////////////////////////////////////////////////////////////
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ADD_STAT(fps)
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{
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FString out;
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out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms drawers=%04.1f ms",
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FrameCycles.TimeMS(), WallCycles.TimeMS(), PlaneCycles.TimeMS(), MaskedCycles.TimeMS(), DrawerWaitCycles.TimeMS());
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return out;
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}
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static double f_acc, w_acc, p_acc, m_acc, drawer_acc;
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static int acc_c;
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ADD_STAT(fps_accumulated)
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{
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f_acc += FrameCycles.TimeMS();
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w_acc += WallCycles.TimeMS();
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p_acc += PlaneCycles.TimeMS();
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m_acc += MaskedCycles.TimeMS();
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drawer_acc += DrawerWaitCycles.TimeMS();
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acc_c++;
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FString out;
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out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms drawers=%04.1f ms %d counts",
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f_acc / acc_c, w_acc / acc_c, p_acc / acc_c, m_acc / acc_c, drawer_acc / acc_c, acc_c);
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Printf(PRINT_LOG, "%s\n", out.GetChars());
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return out;
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}
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static double bestwallcycles = HUGE_VAL;
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ADD_STAT(wallcycles)
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{
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FString out;
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double cycles = WallCycles.Time();
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if (cycles && cycles < bestwallcycles)
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bestwallcycles = cycles;
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out.Format("%g", bestwallcycles);
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return out;
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}
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CCMD(clearwallcycles)
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{
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bestwallcycles = HUGE_VAL;
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}
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}
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