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.
112 lines
3.4 KiB
C++
112 lines
3.4 KiB
C++
/*
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** Renderer multithreading framework
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "doomdef.h"
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#include "m_bbox.h"
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#include "p_lnspec.h"
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#include "p_setup.h"
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#include "a_sharedglobal.h"
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#include "g_level.h"
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#include "p_effect.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "v_palette.h"
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#include "r_sky.h"
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#include "po_man.h"
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#include "r_data/colormaps.h"
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#include "r_renderthread.h"
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#include "swrenderer/things/r_visiblespritelist.h"
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#include "swrenderer/scene/r_portal.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_3dfloors.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/things/r_playersprite.h"
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#include "swrenderer/plane/r_visibleplanelist.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/segments/r_clipsegment.h"
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#include "r_thread.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_draw_pal.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "r_memory.h"
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std::pair<PalEntry, PalEntry>& R_GetSkyCapColor(FGameTexture* tex);
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namespace swrenderer
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{
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RenderThread::RenderThread(RenderScene *scene, bool mainThread)
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{
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Scene = scene;
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MainThread = mainThread;
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FrameMemory.reset(new RenderMemory());
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Viewport.reset(new RenderViewport());
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Light.reset(new LightVisibility());
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OpaquePass.reset(new RenderOpaquePass(this));
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TranslucentPass.reset(new RenderTranslucentPass(this));
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SpriteList.reset(new VisibleSpriteList());
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Portal.reset(new RenderPortal(this));
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Clip3D.reset(new Clip3DFloors(this));
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PlayerSprites.reset(new RenderPlayerSprites(this));
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PlaneList.reset(new VisiblePlaneList(this));
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DrawSegments.reset(new DrawSegmentList(this));
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ClipSegments.reset(new RenderClipSegment());
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tc_drawers.reset(new SWTruecolorDrawers(this));
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pal_drawers.reset(new SWPalDrawers(this));
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}
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RenderThread::~RenderThread()
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{
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}
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SWPixelFormatDrawers *RenderThread::Drawers(RenderViewport *viewport)
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{
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if (viewport->RenderTarget->IsBgra())
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return tc_drawers.get();
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else
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return pal_drawers.get();
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}
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std::mutex loadmutex;
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std::pair<PalEntry, PalEntry> RenderThread::GetSkyCapColor(FSoftwareTexture* tex)
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{
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std::unique_lock<std::mutex> lock(loadmutex);
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std::pair<PalEntry, PalEntry> colors = R_GetSkyCapColor(tex->GetTexture());
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return colors;
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}
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static std::mutex polyobjmutex;
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void RenderThread::PreparePolyObject(subsector_t *sub)
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{
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std::unique_lock<std::mutex> lock(polyobjmutex);
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if (sub->BSP == nullptr || sub->BSP->bDirty)
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{
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sub->BuildPolyBSP();
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}
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}
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}
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