X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=cc88e36d5d6ccc391e76d76be195fbb65f0b5787;hb=31060b267734aa1a6a5dfac52a396b76d7be1b5c;hp=c5fa542f4783654d115021070022080bcbb7d53c;hpb=3bd4b0e091f90d0dc390b19b5b9bdde0b3d4b20a;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index c5fa542f..cc88e36d 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,10 +1,27 @@ #include "quakedef.h" #include "image.h" +#include "jpeg.h" -cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "1024"}; +//#define MESH_VAR +#define MESH_BATCH + +// 65536 is the max addressable on a Geforce 256 up until Geforce3 +// (excluding MX), seems a reasonable number... +cvar_t gl_mesh_maxverts = {0, "gl_mesh_maxverts", "65536"}; cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "1"}; cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"}; +#ifdef MESH_VAR +cvar_t gl_mesh_vertex_array_range = {0, "gl_mesh_vertex_array_range", "0"}; +cvar_t gl_mesh_vertex_array_range_readfrequency = {0, "gl_mesh_vertex_array_range_readfrequency", "0.2"}; +cvar_t gl_mesh_vertex_array_range_writefrequency = {0, "gl_mesh_vertex_array_range_writefrequency", "0.2"}; +cvar_t gl_mesh_vertex_array_range_priority = {0, "gl_mesh_vertex_array_range_priority", "0.7"}; +#endif +#ifdef MESH_BATCH +cvar_t gl_mesh_batching = {0, "gl_mesh_batching", "1"}; +#endif +cvar_t gl_mesh_copyarrays = {0, "gl_mesh_copyarrays", "1"}; +cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"}; cvar_t r_render = {0, "r_render", "1"}; cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering @@ -51,7 +68,7 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) break; #endif #ifdef GL_TABLE_TOO_LARGE - case GL_TABLE_TOO_LARGE: + case GL_TABLE_TOO_LARGE: Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; #endif @@ -71,10 +88,26 @@ void SCR_ScreenShot_f (void); // these are externally accessible int r_lightmapscalebit; float r_colorscale; -float *varray_vertex; -float *varray_color; -float *varray_texcoord[MAX_TEXTUREUNITS]; +GLfloat *varray_vertex3f, *varray_buf_vertex3f; +GLfloat *varray_color4f, *varray_buf_color4f; +GLfloat *varray_texcoord3f[MAX_TEXTUREUNITS], *varray_buf_texcoord3f[MAX_TEXTUREUNITS]; +GLfloat *varray_texcoord2f[MAX_TEXTUREUNITS], *varray_buf_texcoord2f[MAX_TEXTUREUNITS]; +static qbyte *varray_buf_color4b; int mesh_maxverts; +#ifdef MESH_VAR +int mesh_var; +float mesh_var_readfrequency; +float mesh_var_writefrequency; +float mesh_var_priority; +#endif +int varray_offset = 0, varray_offsetnext = 0; +GLuint *varray_buf_elements3i; +int mesh_maxelements = 32768; +#ifdef MESH_BATCH +int gl_batchvertexfirst = 0; +int gl_batchvertexcount = 0; +int gl_batchelementcount = 0; +#endif static matrix4x4_t backend_viewmatrix; static matrix4x4_t backend_modelmatrix; @@ -83,7 +116,6 @@ static matrix4x4_t backend_glmodelviewmatrix; static matrix4x4_t backend_projectmatrix; static int backendunits, backendactive; -static qbyte *varray_bcolor; static mempool_t *gl_backend_mempool; /* @@ -103,51 +135,154 @@ A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E *elements++ = i + row + 1; */ +void GL_Backend_AllocElementsArray(void) +{ + if (varray_buf_elements3i) + Mem_Free(varray_buf_elements3i); + varray_buf_elements3i = Mem_Alloc(gl_backend_mempool, mesh_maxelements * sizeof(GLuint)); +} + +void GL_Backend_FreeElementArray(void) +{ + if (varray_buf_elements3i) + Mem_Free(varray_buf_elements3i); + varray_buf_elements3i = NULL; +} + +void GL_Backend_CheckCvars(void) +{ + if (gl_mesh_maxverts.integer < 1024) + Cvar_SetValueQuick(&gl_mesh_maxverts, 1024); + if (gl_mesh_maxverts.integer > 65536) + Cvar_SetValueQuick(&gl_mesh_maxverts, 65536); +#ifdef MESH_VAR + if (gl_mesh_vertex_array_range.integer && !gl_support_var) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range, 0); + if (gl_mesh_vertex_array_range_readfrequency.value < 0) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 0); + if (gl_mesh_vertex_array_range_readfrequency.value > 1) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range_readfrequency, 1); + if (gl_mesh_vertex_array_range_writefrequency.value < 0) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 0); + if (gl_mesh_vertex_array_range_writefrequency.value > 1) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range_writefrequency, 1); + if (gl_mesh_vertex_array_range_priority.value < 0) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 0); + if (gl_mesh_vertex_array_range_priority.value > 1) + Cvar_SetValueQuick(&gl_mesh_vertex_array_range_priority, 1); +#endif +} + int polygonelements[768]; +static void R_Mesh_CacheArray_Startup(void); +static void R_Mesh_CacheArray_Shutdown(void); void GL_Backend_AllocArrays(void) { - int i; + int i, size; + qbyte *data; - for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) + if (!gl_backend_mempool) { - polygonelements[i * 3 + 0] = 0; - polygonelements[i * 3 + 1] = i + 1; - polygonelements[i * 3 + 2] = i + 2; + gl_backend_mempool = Mem_AllocPool("GL_Backend"); + varray_buf_vertex3f = NULL; + varray_buf_color4f = NULL; + varray_buf_color4b = NULL; + varray_buf_elements3i = NULL; + for (i = 0;i < MAX_TEXTUREUNITS;i++) + varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; } - if (!gl_backend_mempool) - gl_backend_mempool = Mem_AllocPool("GL_Backend"); + if (varray_buf_vertex3f) +#ifdef MESH_VAR + VID_FreeVertexArrays(varray_buf_vertex3f); +#else + Mem_Free(varray_buf_vertex3f); +#endif + varray_buf_vertex3f = NULL; + varray_buf_color4f = NULL; + varray_buf_color4b = NULL; + for (i = 0;i < MAX_TEXTUREUNITS;i++) + varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; - varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); - varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); - varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4])); + mesh_maxverts = gl_mesh_maxverts.integer; + size = mesh_maxverts * (sizeof(float[3]) + sizeof(float[4]) + sizeof(qbyte[4]) + (sizeof(float[3]) + sizeof(float[2])) * backendunits); +#ifdef MESH_VAR + mesh_var = gl_mesh_vertex_array_range.integer && gl_support_var; + mesh_var_readfrequency = gl_mesh_vertex_array_range_readfrequency.value; + mesh_var_writefrequency = gl_mesh_vertex_array_range_writefrequency.value; + mesh_var_priority = gl_mesh_vertex_array_range_priority.value; + data = VID_AllocVertexArrays(gl_backend_mempool, size, gl_mesh_vertex_array_range.integer, gl_mesh_vertex_array_range_readfrequency.value, gl_mesh_vertex_array_range_writefrequency.value, gl_mesh_vertex_array_range_priority.value); +#else + data = Mem_Alloc(gl_backend_mempool, size); +#endif + + varray_buf_vertex3f = (void *)data;data += sizeof(float[3]) * mesh_maxverts; + varray_buf_color4f = (void *)data;data += sizeof(float[4]) * mesh_maxverts; for (i = 0;i < backendunits;i++) - varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); + { + varray_buf_texcoord3f[i] = (void *)data;data += sizeof(float[3]) * mesh_maxverts; + varray_buf_texcoord2f[i] = (void *)data;data += sizeof(float[2]) * mesh_maxverts; + } for (;i < MAX_TEXTUREUNITS;i++) - varray_texcoord[i] = NULL; + varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; + varray_buf_color4b = (void *)data;data += sizeof(qbyte[4]) * mesh_maxverts; + + GL_Backend_AllocElementsArray(); + +#ifdef MESH_VAR + if (mesh_var) + { + CHECKGLERROR + qglVertexArrayRangeNV(size, varray_buf_vertex3f); + CHECKGLERROR + } +#endif + + R_Mesh_CacheArray_Startup(); } -void GL_Backend_FreeArrays(int resizingbuffers) +void GL_Backend_FreeArrays(void) { int i; - if (resizingbuffers) - Mem_EmptyPool(gl_backend_mempool); - else - Mem_FreePool(&gl_backend_mempool); - varray_vertex = NULL; - varray_color = NULL; - varray_bcolor = NULL; + + R_Mesh_CacheArray_Shutdown(); + +#ifdef MESH_VAR + if (mesh_var) + { + CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); + CHECKGLERROR + } +#endif + + if (varray_buf_vertex3f) +#ifdef MESH_VAR + VID_FreeVertexArrays(varray_buf_vertex3f); +#else + Mem_Free(varray_buf_vertex3f); +#endif + varray_buf_vertex3f = NULL; + varray_buf_color4f = NULL; + varray_buf_color4b = NULL; for (i = 0;i < MAX_TEXTUREUNITS;i++) - varray_texcoord[i] = NULL; + varray_buf_texcoord3f[i] = varray_buf_texcoord2f[i] = NULL; + varray_buf_elements3i = NULL; + + Mem_FreePool(&gl_backend_mempool); } static void gl_backend_start(void) { + GL_Backend_CheckCvars(); + Con_Printf("OpenGL Backend started with gl_mesh_maxverts %i\n", gl_mesh_maxverts.integer); if (qglDrawRangeElements != NULL) { + CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); + CHECKGLERROR qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); CHECKGLERROR Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); @@ -162,6 +297,21 @@ static void gl_backend_start(void) GL_Backend_AllocArrays(); +#ifdef MESH_VAR + if (mesh_var) + { + CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY_RANGE_NV); + CHECKGLERROR + } +#endif + varray_offset = varray_offsetnext = 0; +#ifdef MESH_BATCH + gl_batchvertexfirst = 0; + gl_batchvertexcount = 0; + gl_batchelementcount = 0; +#endif + backendactive = true; } @@ -172,24 +322,23 @@ static void gl_backend_shutdown(void) Con_Printf("OpenGL Backend shutting down\n"); - GL_Backend_FreeArrays(false); -} +#ifdef MESH_VAR + if (mesh_var) + { + CHECKGLERROR + qglDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); + CHECKGLERROR + } +#endif -void GL_Backend_CheckCvars(void) -{ - // 21760 is (65536 / 3) rounded off to a multiple of 128 - if (gl_mesh_maxverts.integer < 1024) - Cvar_SetValueQuick(&gl_mesh_maxverts, 1024); - if (gl_mesh_maxverts.integer > 21760) - Cvar_SetValueQuick(&gl_mesh_maxverts, 21760); + GL_Backend_FreeArrays(); } -void GL_Backend_ResizeArrays(int numtriangles) +void GL_Backend_ResizeArrays(int numvertices) { - Cvar_SetValueQuick(&gl_mesh_maxverts, numtriangles); + Cvar_SetValueQuick(&gl_mesh_maxverts, numvertices); GL_Backend_CheckCvars(); mesh_maxverts = gl_mesh_maxverts.integer; - GL_Backend_FreeArrays(true); GL_Backend_AllocArrays(); } @@ -199,9 +348,19 @@ static void gl_backend_newmap(void) void gl_backend_init(void) { + int i; + + for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) + { + polygonelements[i * 3 + 0] = 0; + polygonelements[i * 3 + 1] = i + 1; + polygonelements[i * 3 + 2] = i + 2; + } + Cvar_RegisterVariable(&r_render); Cvar_RegisterVariable(&gl_dither); Cvar_RegisterVariable(&gl_lockarrays); + Cvar_RegisterVariable(&gl_delayfinish); #ifdef NORENDER Cvar_SetValue("r_render", 0); #endif @@ -209,7 +368,16 @@ void gl_backend_init(void) Cvar_RegisterVariable(&gl_mesh_maxverts); Cvar_RegisterVariable(&gl_mesh_floatcolors); Cvar_RegisterVariable(&gl_mesh_drawrangeelements); - GL_Backend_CheckCvars(); +#ifdef MESH_VAR + Cvar_RegisterVariable(&gl_mesh_vertex_array_range); + Cvar_RegisterVariable(&gl_mesh_vertex_array_range_readfrequency); + Cvar_RegisterVariable(&gl_mesh_vertex_array_range_writefrequency); + Cvar_RegisterVariable(&gl_mesh_vertex_array_range_priority); +#endif +#ifdef MESH_BATCH + Cvar_RegisterVariable(&gl_mesh_batching); +#endif + Cvar_RegisterVariable(&gl_mesh_copyarrays); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); } @@ -324,7 +492,8 @@ void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double typedef struct gltextureunit_s { int t1d, t2d, t3d, tcubemap; - int arrayenabled; + int arrayenabled, arrayis3d; + const void *pointer_texcoord; float rgbscale, alphascale; int combinergb, combinealpha; // FIXME: add more combine stuff @@ -342,6 +511,12 @@ static struct int clientunit; gltextureunit_t units[MAX_TEXTUREUNITS]; int colorarray; + float color4f[4]; + int lockrange_first; + int lockrange_count; + int pointervertexcount; + const void *pointer_vertex; + const void *pointer_color; } gl_state; @@ -360,20 +535,15 @@ void GL_SetupTextureState(void) unit->t2d = 0; unit->t3d = 0; unit->tcubemap = 0; + unit->arrayenabled = false; + unit->arrayis3d = false; + unit->pointer_texcoord = NULL; unit->rgbscale = 1; unit->alphascale = 1; unit->combinergb = GL_MODULATE; unit->combinealpha = GL_MODULATE; - unit->arrayenabled = false; qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - if (gl_texture3d || gl_texturecubemap) - { - qglTexCoordPointer(3, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR - } - else - { - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[4]), varray_texcoord[i]);CHECKGLERROR - } + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]);CHECKGLERROR qglDisable(GL_TEXTURE_1D);CHECKGLERROR qglDisable(GL_TEXTURE_2D);CHECKGLERROR if (gl_texture3d) @@ -390,7 +560,7 @@ void GL_SetupTextureState(void) qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR @@ -420,7 +590,14 @@ void GL_Backend_ResetState(void) gl_state.blend = false; gl_state.depthmask = GL_TRUE; gl_state.colorarray = false; + gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; + gl_state.lockrange_first = 0; + gl_state.lockrange_count = 0; + gl_state.pointervertexcount = 0; + gl_state.pointer_vertex = NULL; + gl_state.pointer_color = NULL; + CHECKGLERROR qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR @@ -430,16 +607,17 @@ void GL_Backend_ResetState(void) qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR qglDisable(GL_BLEND);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR - qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_vertex3f);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR if (gl_mesh_floatcolors.integer) { - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_buf_color4f);CHECKGLERROR } else { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR + qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_buf_color4b);CHECKGLERROR } + GL_Color(0, 0, 0, 0); GL_Color(1, 1, 1, 1); GL_SetupTextureState(); @@ -449,6 +627,10 @@ void GL_UseColorArray(void) { if (!gl_state.colorarray) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif gl_state.colorarray = true; qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } @@ -458,10 +640,55 @@ void GL_Color(float cr, float cg, float cb, float ca) { if (gl_state.colorarray) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif gl_state.colorarray = false; qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + gl_state.color4f[0] = cr; + gl_state.color4f[1] = cg; + gl_state.color4f[2] = cb; + gl_state.color4f[3] = ca; + qglColor4f(cr, cg, cb, ca); + } + else + { + if (gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + gl_state.color4f[0] = cr; + gl_state.color4f[1] = cg; + gl_state.color4f[2] = cb; + gl_state.color4f[3] = ca; + qglColor4f(cr, cg, cb, ca); + } + } +} + +void GL_LockArrays(int first, int count) +{ + if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) + { + if (gl_state.lockrange_count) + { + gl_state.lockrange_count = 0; + CHECKGLERROR + qglUnlockArraysEXT(); + CHECKGLERROR + } + if (count && gl_supportslockarrays && gl_lockarrays.integer) + { + gl_state.lockrange_first = first; + gl_state.lockrange_count = count; + CHECKGLERROR + qglLockArraysEXT(first, count); + CHECKGLERROR + } } - qglColor4f(cr, cg, cb, ca); } void GL_TransformToScreen(const vec4_t in, vec4_t out) @@ -484,50 +711,59 @@ void R_Mesh_Start(void) CHECKGLERROR GL_Backend_CheckCvars(); - if (mesh_maxverts != gl_mesh_maxverts.integer) + if (mesh_maxverts != gl_mesh_maxverts.integer +#ifdef MESH_VAR + || mesh_var != (gl_mesh_vertex_array_range.integer && gl_support_var) + || mesh_var_readfrequency != gl_mesh_vertex_array_range_readfrequency.value + || mesh_var_writefrequency != gl_mesh_vertex_array_range_writefrequency.value + || mesh_var_priority != gl_mesh_vertex_array_range_priority.value +#endif + ) GL_Backend_ResizeArrays(gl_mesh_maxverts.integer); GL_Backend_ResetState(); +#ifdef MESH_VAR + if (!mesh_var) + { + gl_batchvertexfirst = gl_batchvertexcount = gl_batchelementcount = 0; + varray_offset = varray_offsetnext = 0; + } +#else + varray_offset = varray_offsetnext = 0; +#endif } int gl_backend_rebindtextures; -void GL_ConvertColorsFloatToByte(int numverts) +void GL_ConvertColorsFloatToByte(int first, int count) { - int i, k, total; - // LordHavoc: to avoid problems with aliasing (treating memory as two - // different types - exactly what this is doing), these must be volatile - // (or a union) - volatile int *icolor; - volatile float *fcolor; - qbyte *bcolor; - - total = numverts * 4; + int i, k; + union {float f[4];int i[4];} *color4fi; + struct {GLubyte c[4];} *color4b; // shift float to have 8bit fraction at base of number - fcolor = varray_color; - for (i = 0;i < total;) + color4fi = (void *)(varray_buf_color4f + first * 4); + for (i = 0;i < count;i++, color4fi++) { - fcolor[i ] += 32768.0f; - fcolor[i + 1] += 32768.0f; - fcolor[i + 2] += 32768.0f; - fcolor[i + 3] += 32768.0f; - i += 4; + color4fi->f[0] += 32768.0f; + color4fi->f[1] += 32768.0f; + color4fi->f[2] += 32768.0f; + color4fi->f[3] += 32768.0f; } // then read as integer and kill float bits... - icolor = (int *)varray_color; - bcolor = varray_bcolor; - for (i = 0;i < total;) + color4fi = (void *)(varray_buf_color4f + first * 4); + color4b = (void *)(varray_buf_color4b + first * 4); + for (i = 0;i < count;i++, color4fi++, color4b++) { - k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k; - k = icolor[i + 1] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 1] = (qbyte) k; - k = icolor[i + 2] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 2] = (qbyte) k; - k = icolor[i + 3] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i + 3] = (qbyte) k; - i += 4; + k = color4fi->i[0] & 0x7FFFFF;color4b->c[0] = (GLubyte) min(k, 255); + k = color4fi->i[1] & 0x7FFFFF;color4b->c[1] = (GLubyte) min(k, 255); + k = color4fi->i[2] & 0x7FFFFF;color4b->c[2] = (GLubyte) min(k, 255); + k = color4fi->i[3] & 0x7FFFFF;color4b->c[3] = (GLubyte) min(k, 255); } } +/* // enlarges geometry buffers if they are too small void _R_Mesh_ResizeCheck(int numverts) { @@ -538,39 +774,219 @@ void _R_Mesh_ResizeCheck(int numverts) GL_Backend_ResetState(); } } +*/ + +void R_Mesh_EndBatch(void) +{ +#ifdef MESH_BATCH + if (gl_batchelementcount) + { + if (gl_state.pointervertexcount) + Host_Error("R_Mesh_EndBatch: called with pointers enabled\n"); + + if (gl_state.colorarray && !gl_mesh_floatcolors.integer && gl_state.pointer_color == NULL) + GL_ConvertColorsFloatToByte(gl_batchvertexfirst, gl_batchvertexcount); + if (r_render.integer) + { + //int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount); + CHECKGLERROR + GL_LockArrays(gl_batchvertexfirst, gl_batchvertexcount); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, gl_batchelementcount, GL_UNSIGNED_INT, (const GLuint *) varray_buf_elements3i);CHECKGLERROR + } + GL_LockArrays(0, 0); + } + gl_batchelementcount = 0; + gl_batchvertexcount = 0; + } +#endif +} + +void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) +{ + int i; + //if (offset) + for (i = 0;i < count;i++) + *out++ = *in++ + offset; + //else + // memcpy(out, in, sizeof(*out) * count); +} + +// gets vertex buffer space for use with a following R_Mesh_Draw +// (can be multiple Draw calls per GetSpace) +void R_Mesh_GetSpace(int numverts) +{ + int i; + + if (gl_state.pointervertexcount) + Host_Error("R_Mesh_GetSpace: called with pointers enabled\n"); + if (gl_state.lockrange_count) + Host_Error("R_Mesh_GetSpace: called with arrays locked\n"); + + varray_offset = varray_offsetnext; + if (varray_offset + numverts > mesh_maxverts) + { + //Con_Printf("R_Mesh_GetSpace: vertex buffer wrap\n"); +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + varray_offset = 0; +#ifdef MESH_VAR + if (mesh_var) + { + CHECKGLERROR + qglFlushVertexArrayRangeNV(); + CHECKGLERROR + } +#endif + if (numverts > mesh_maxverts) + { + GL_Backend_ResizeArrays(numverts + 100); + GL_Backend_ResetState(); + } + } + + varray_vertex3f = varray_buf_vertex3f + varray_offset * 3; + varray_color4f = varray_buf_color4f + varray_offset * 4; + for (i = 0;i < backendunits;i++) + { + varray_texcoord3f[i] = varray_buf_texcoord3f[i] + varray_offset * 3; + varray_texcoord2f[i] = varray_buf_texcoord2f[i] + varray_offset * 2; + } + + varray_offsetnext = varray_offset + numverts; +} -// renders the mesh +// renders triangles using vertices from the most recent GetSpace call +// (can be multiple Draw calls per GetSpace) void R_Mesh_Draw(int numverts, int numtriangles, const int *elements) { - int numelements; + int numelements = numtriangles * 3; if (numtriangles == 0 || numverts == 0) { Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements); return; } - numelements = numtriangles * 3; c_meshs++; c_meshelements += numelements; - if (gl_state.colorarray && !gl_mesh_floatcolors.integer) - GL_ConvertColorsFloatToByte(numverts); - if (!r_render.integer) + CHECKGLERROR + if (gl_state.pointervertexcount) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + if (r_render.integer) + { + GL_LockArrays(0, gl_state.pointervertexcount); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + } + GL_LockArrays(0, 0); + } + } +#ifdef MESH_BATCH + else if (gl_mesh_batching.integer) + { + if (mesh_maxelements < gl_batchelementcount + numelements) + { + //Con_Printf("R_Mesh_Draw: enlarging elements array\n"); + if (gl_batchelementcount) + R_Mesh_EndBatch(); + // round up to a multiple of 1024 and add another 1024 just for good measure + mesh_maxelements = (gl_batchelementcount + numelements + 1024 + 1023) & ~1023; + GL_Backend_AllocElementsArray(); + } + if (varray_offset < gl_batchvertexfirst && gl_batchelementcount) + R_Mesh_EndBatch(); + if (gl_batchelementcount == 0) + { + gl_batchvertexfirst = varray_offset; + gl_batchvertexcount = 0; + } + if (gl_batchvertexcount < varray_offsetnext - gl_batchvertexfirst) + gl_batchvertexcount = varray_offsetnext - gl_batchvertexfirst; + GL_Backend_RenumberElements(varray_buf_elements3i + gl_batchelementcount, numelements, elements, varray_offset); + //Con_Printf("off %i:%i, vertex %i:%i, element %i:%i\n", varray_offset, varray_offsetnext, gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount, gl_batchelementcount + numelements); + gl_batchelementcount += numelements; + //{int i;for (i = 0;i < gl_batchelementcount;i++) if (varray_buf_elements3i[i] < gl_batchvertexfirst || varray_buf_elements3i[i] >= (gl_batchvertexfirst + gl_batchvertexcount)) Host_Error("R_Mesh_EndBatch: invalid element #%i (value %i) outside range %i-%i, there were previously %i elements and there are now %i elements, varray_offset is %i\n", i, varray_buf_elements3i[i], gl_batchvertexfirst, gl_batchvertexfirst + gl_batchvertexcount, gl_batchelementcount - numelements, gl_batchelementcount, varray_offset);} + } +#endif + else + { + GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset); + if (r_render.integer) + { + GL_LockArrays(varray_offset, numverts); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR + } + GL_LockArrays(0, 0); + } + } +} + +// renders triangles using vertices from the most recent GetSpace call +// (can be multiple Draw calls per GetSpace) +void R_Mesh_Draw_NoBatching(int numverts, int numtriangles, const int *elements) +{ + int numelements = numtriangles * 3; + if (numtriangles == 0 || numverts == 0) + { + Con_Printf("R_Mesh_Draw_NoBatching(%d, %d, %08p);\n", numverts, numtriangles, elements); return; - if (gl_supportslockarrays && gl_lockarrays.integer) + } + c_meshs++; + c_meshelements += numelements; + CHECKGLERROR + if (gl_state.pointervertexcount) { - qglLockArraysEXT(0, numverts); - CHECKGLERROR - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numelements, GL_UNSIGNED_INT, (const GLuint *) elements); - else - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements); - CHECKGLERROR - qglUnlockArraysEXT(); - CHECKGLERROR + if (r_render.integer) + { + GL_LockArrays(0, gl_state.pointervertexcount); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR + } + GL_LockArrays(0, 0); + } } else { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (const GLuint *) elements); - CHECKGLERROR + GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset); + if (r_render.integer) + { + GL_LockArrays(varray_offset, numverts); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR + } + GL_LockArrays(0, 0); + } } } @@ -579,6 +995,11 @@ void R_Mesh_Finish(void) { int i; BACKENDACTIVECHECK +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + GL_LockArrays(0, 0); for (i = backendunits - 1;i >= 0;i--) { @@ -617,6 +1038,10 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) { if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif backend_modelmatrix = *matrix; Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); @@ -627,10 +1052,15 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix) // sets up the requested state void R_Mesh_MainState(const rmeshstate_t *m) { + const void *p; BACKENDACTIVECHECK if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR if (gl_state.blendfunc2 == GL_ZERO) { @@ -662,6 +1092,10 @@ void R_Mesh_MainState(const rmeshstate_t *m) } if (gl_state.depthdisable != m->depthdisable) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif gl_state.depthdisable = m->depthdisable; if (gl_state.depthdisable) qglDisable(GL_DEPTH_TEST); @@ -670,8 +1104,47 @@ void R_Mesh_MainState(const rmeshstate_t *m) } if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR } + + if (gl_state.pointervertexcount != m->pointervertexcount) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + gl_state.pointervertexcount = m->pointervertexcount; + } + + p = gl_state.pointervertexcount ? m->pointer_vertex : NULL; + if (gl_state.pointer_vertex != p) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + gl_state.pointer_vertex = p; + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_vertex3f);CHECKGLERROR + } + + p = gl_state.pointervertexcount ? m->pointer_color : NULL; + if (gl_state.pointer_color != p) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + gl_state.pointer_color = p; + if (p || gl_mesh_floatcolors.integer) + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), p ? p : varray_buf_color4f); + else + qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), p ? p : varray_buf_color4b); + CHECKGLERROR + } } void R_Mesh_TextureState(const rmeshstate_t *m) @@ -679,6 +1152,7 @@ void R_Mesh_TextureState(const rmeshstate_t *m) int i, combinergb, combinealpha; float scale; gltextureunit_t *unit; + const void *p; BACKENDACTIVECHECK @@ -693,14 +1167,56 @@ void R_Mesh_TextureState(const rmeshstate_t *m) unit = gl_state.units + i; if (unit->t1d != m->tex1d[i] || unit->t2d != m->tex[i] || unit->t3d != m->tex3d[i] || unit->tcubemap != m->texcubemap[i]) { - if (gl_state.unit != i) + if (m->tex3d[i] || m->texcubemap[i]) { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + if (!unit->arrayis3d) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + unit->arrayis3d = true; + if (gl_state.clientunit != i) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + } + qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), varray_buf_texcoord3f[i]); + } + if (!unit->arrayenabled) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + unit->arrayenabled = true; + if (gl_state.clientunit != i) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + } + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } } - if (m->tex1d[i] || m->tex[i] || m->tex3d[i] || m->texcubemap[i]) + else if (m->tex1d[i] || m->tex[i]) { + if (unit->arrayis3d) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + unit->arrayis3d = false; + if (gl_state.clientunit != i) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + } + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_buf_texcoord2f[i]); + } if (!unit->arrayenabled) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif unit->arrayenabled = true; if (gl_state.clientunit != i) { @@ -713,6 +1229,10 @@ void R_Mesh_TextureState(const rmeshstate_t *m) { if (unit->arrayenabled) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif unit->arrayenabled = false; if (gl_state.clientunit != i) { @@ -721,34 +1241,16 @@ void R_Mesh_TextureState(const rmeshstate_t *m) qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } - combinergb = m->texcombinergb[i]; - combinealpha = m->texcombinealpha[i]; - if (!combinergb) - combinergb = GL_MODULATE; - if (!combinealpha) - combinealpha = GL_MODULATE; - if (unit->combinergb != combinergb) - { - unit->combinergb = combinergb; - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR - } - } - if (unit->combinealpha != combinealpha) + if (unit->t1d != m->tex1d[i]) { - unit->combinealpha = combinealpha; - if (gl_combine.integer) +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + if (gl_state.unit != i) { - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } - } - if (unit->t1d != m->tex1d[i]) - { if (m->tex1d[i]) { if (unit->t1d == 0) @@ -763,6 +1265,14 @@ void R_Mesh_TextureState(const rmeshstate_t *m) } if (unit->t2d != m->tex[i]) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } if (m->tex[i]) { if (unit->t2d == 0) @@ -777,6 +1287,14 @@ void R_Mesh_TextureState(const rmeshstate_t *m) } if (unit->t3d != m->tex3d[i]) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } if (m->tex3d[i]) { if (unit->t3d == 0) @@ -791,6 +1309,14 @@ void R_Mesh_TextureState(const rmeshstate_t *m) } if (unit->tcubemap != m->texcubemap[i]) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } if (m->texcubemap[i]) { if (unit->tcubemap == 0) @@ -804,9 +1330,55 @@ void R_Mesh_TextureState(const rmeshstate_t *m) qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, (unit->tcubemap = m->texcubemap[i]));CHECKGLERROR } } + combinergb = m->texcombinergb[i]; + if (!combinergb) + combinergb = GL_MODULATE; + if (unit->combinergb != combinergb) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + unit->combinergb = combinergb; + if (gl_combine.integer) + { + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + } + else + { + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR + } + } + combinealpha = m->texcombinealpha[i]; + if (!combinealpha) + combinealpha = GL_MODULATE; + if (unit->combinealpha != combinealpha) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + unit->combinealpha = combinealpha; + if (gl_combine.integer) + { + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + } + } scale = max(m->texrgbscale[i], 1); if (gl_state.units[i].rgbscale != scale) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif if (gl_state.unit != i) { qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR @@ -816,12 +1388,37 @@ void R_Mesh_TextureState(const rmeshstate_t *m) scale = max(m->texalphascale[i], 1); if (gl_state.units[i].alphascale != scale) { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif if (gl_state.unit != i) { qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (gl_state.units[i].alphascale = scale));CHECKGLERROR } + if (unit->arrayenabled) + { + p = gl_state.pointervertexcount ? m->pointer_texcoord[i] : NULL; + if (unit->pointer_texcoord != p) + { +#ifdef MESH_BATCH + if (gl_batchelementcount) + R_Mesh_EndBatch(); +#endif + unit->pointer_texcoord = p; + if (gl_state.clientunit != i) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + } + if (unit->arrayis3d) + qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_texcoord3f[i]); + else + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), p ? p : varray_buf_texcoord2f[i]); + CHECKGLERROR + } + } } } @@ -839,7 +1436,7 @@ void R_Mesh_State(const rmeshstate_t *m) ============================================================================== */ -qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) +qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg) { qboolean ret; int i, j; @@ -862,7 +1459,10 @@ qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height) } } - ret = Image_WriteTGARGB_preflipped(filename, width, height, buffer); + if (jpeg) + ret = JPEG_SaveImage_preflipped (filename, width, height, buffer); + else + ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer); Mem_Free(buffer); return ret; @@ -908,9 +1508,12 @@ text to the screen. */ void SCR_UpdateScreen (void) { - VID_Finish (); + if (gl_delayfinish.integer) + { + VID_Finish (); - R_TimeReport("finish"); + R_TimeReport("finish"); + } if (r_textureunits.integer > gl_textureunits) Cvar_SetValueQuick(&r_textureunits, gl_textureunits); @@ -940,8 +1543,330 @@ void SCR_UpdateScreen (void) // draw 2D stuff R_DrawQueue(); - // tell driver to commit it's partially full geometry queue to the rendering queue - // (this doesn't wait for the commands themselves to complete) - qglFlush(); + if (gl_delayfinish.integer) + { + // tell driver to commit it's partially full geometry queue to the rendering queue + // (this doesn't wait for the commands themselves to complete) + qglFlush(); + } + else + { + VID_Finish (); + + R_TimeReport("finish"); + } +} + +// utility functions + +void R_Mesh_CopyVertex3f(const float *vertex3f, int numverts) +{ +#ifdef MESH_VAR + if (mesh_var) + { + float *out = varray_vertex3f; + while (--numverts) + { + *out++ = *vertex3f++; + *out++ = *vertex3f++; + *out++ = *vertex3f++; + } + } + else +#endif + memcpy(varray_vertex3f, vertex3f, numverts * sizeof(float[3])); +} + +void R_Mesh_CopyTexCoord2f(int tmu, const float *texcoord2f, int numverts) +{ +#ifdef MESH_VAR + if (mesh_var) + { + float *out = varray_texcoord2f[tmu]; + while (numverts--) + { + *out++ = *texcoord2f++; + *out++ = *texcoord2f++; + } + } + else +#endif + memcpy(varray_texcoord2f[tmu], texcoord2f, numverts * sizeof(float[2])); +} + +void R_Mesh_CopyColor4f(const float *color4f, int numverts) +{ +#ifdef MESH_VAR + if (mesh_var) + { + float *out = varray_color4f; + while (numverts--) + { + *out++ = *color4f++; + *out++ = *color4f++; + *out++ = *color4f++; + *out++ = *color4f++; + } + } + else +#endif + memcpy(varray_color4f, color4f, numverts * sizeof(float[4])); +} + +void R_ScrollTexCoord2f (float *out2f, const float *in2f, int numverts, float s, float t) +{ + while (numverts--) + { + *out2f++ = *in2f++ + s; + *out2f++ = *in2f++ + t; + } +} + +//=========================================================================== +// vertex array caching subsystem +//=========================================================================== + +typedef struct rcachearraylink_s +{ + struct rcachearraylink_s *next, *prev; + struct rcachearrayitem_s *data; +} +rcachearraylink_t; + +typedef struct rcachearrayitem_s +{ + // the original request structure + rcachearrayrequest_t request; + // active + int active; + // offset into r_mesh_rcachedata + int offset; + // for linking this into the sequential list + rcachearraylink_t sequentiallink; + // for linking this into the lookup list + rcachearraylink_t hashlink; +} +rcachearrayitem_t; + +#define RCACHEARRAY_HASHSIZE 65536 +#define RCACHEARRAY_ITEMS 4096 +#define RCACHEARRAY_DEFAULTSIZE (4 << 20) + +// all active items are linked into this chain in sorted order +static rcachearraylink_t r_mesh_rcachesequentialchain; +// all inactive items are linked into this chain in unknown order +static rcachearraylink_t r_mesh_rcachefreechain; +// all active items are also linked into these chains (using their hashlink) +static rcachearraylink_t r_mesh_rcachechain[RCACHEARRAY_HASHSIZE]; + +// all items are stored here, whether active or inactive +static rcachearrayitem_t r_mesh_rcacheitems[RCACHEARRAY_ITEMS]; + +// size of data buffer +static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE; +// data buffer +static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE]; + +// current state +static int r_mesh_rcachedata_offset; +static rcachearraylink_t *r_mesh_rcachesequentialchain_current; + +static void R_Mesh_CacheArray_Startup(void) +{ + int i; + rcachearraylink_t *l; + // prepare all the linked lists + l = &r_mesh_rcachesequentialchain;l->next = l->prev = l;l->data = NULL; + l = &r_mesh_rcachefreechain;l->next = l->prev = l;l->data = NULL; + memset(&r_mesh_rcachechain, 0, sizeof(r_mesh_rcachechain)); + for (i = 0;i < RCACHEARRAY_HASHSIZE;i++) + { + l = &r_mesh_rcachechain[i]; + l->next = l->prev = l; + l->data = NULL; + } + memset(&r_mesh_rcacheitems, 0, sizeof(r_mesh_rcacheitems)); + for (i = 0;i < RCACHEARRAY_ITEMS;i++) + { + r_mesh_rcacheitems[i].hashlink.data = r_mesh_rcacheitems[i].sequentiallink.data = &r_mesh_rcacheitems[i]; + l = &r_mesh_rcacheitems[i].sequentiallink; + l->next = &r_mesh_rcachefreechain; + l->prev = l->next->prev; + l->next->prev = l->prev->next = l; + } + // clear other state + r_mesh_rcachedata_offset = 0; + r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; +} + +static void R_Mesh_CacheArray_Shutdown(void) +{ +} + +/* +static void R_Mesh_CacheArray_ValidateState(int num) +{ + rcachearraylink_t *l, *lhead; + lhead = &r_mesh_rcachesequentialchain; + if (r_mesh_rcachesequentialchain_current == lhead) + return; + for (l = lhead->next;l != lhead;l = l->next) + if (r_mesh_rcachesequentialchain_current == l) + return; + Sys_Error("%i", num); +} +*/ + +int R_Mesh_CacheArray(rcachearrayrequest_t *r) +{ + rcachearraylink_t *l, *lhead, *lnext; + rcachearrayitem_t *d; + int hashindex, offset, offsetend; + + //R_Mesh_CacheArray_ValidateState(3); + // calculate a hashindex to choose a cache chain + r->data = NULL; + hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE; + + // is it already cached? + for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next) + { + if (!memcmp(&l->data->request, r, sizeof(l->data->request))) + { + // we have it cached already + r->data = r_mesh_rcachedata + l->data->offset; + return false; + } + } + + // we need to add a new cache item, this means finding a place for the new + // data and making sure we have a free item available, lots of work... + + // check if buffer needs to wrap + if (r_mesh_rcachedata_offset + r->data_size > r_mesh_rcachedata_size) + { + /* + if (r->data_size * 10 > r_mesh_rcachedata_size) + { + // realloc whole cache + } + */ + // reset back to start + r_mesh_rcachedata_offset = 0; + r_mesh_rcachesequentialchain_current = &r_mesh_rcachesequentialchain; + } + offset = r_mesh_rcachedata_offset; + r_mesh_rcachedata_offset += r->data_size; + offsetend = r_mesh_rcachedata_offset; + //R_Mesh_CacheArray_ValidateState(4); + + /* + { + int n; + for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++); + Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n); + } + */ + + // make room for the new data (remove old items) + lhead = &r_mesh_rcachesequentialchain; + l = r_mesh_rcachesequentialchain_current; + if (l == lhead) + l = l->next; + while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset) + { + //r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(8); + lnext = l->next; + // if at the end of the chain, wrap around + if (lnext == lhead) + lnext = lnext->next; + //r_mesh_rcachesequentialchain_current = lnext; + //R_Mesh_CacheArray_ValidateState(10); + + // unlink from sequential chain + l->next->prev = l->prev; + l->prev->next = l->next; + //R_Mesh_CacheArray_ValidateState(11); + // link into free chain + l->next = &r_mesh_rcachefreechain; + l->prev = l->next->prev; + l->next->prev = l->prev->next = l; + //R_Mesh_CacheArray_ValidateState(12); + + l = &l->data->hashlink; + // unlink from hash chain + l->next->prev = l->prev; + l->prev->next = l->next; + + l = lnext; + //r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(9); + } + //r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(5); + // gobble an extra item if we have no free items available + if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain) + { + lnext = l->next; + + // unlink from sequential chain + l->next->prev = l->prev; + l->prev->next = l->next; + // link into free chain + l->next = &r_mesh_rcachefreechain; + l->prev = l->next->prev; + l->next->prev = l->prev->next = l; + + l = &l->data->hashlink; + // unlink from hash chain + l->next->prev = l->prev; + l->prev->next = l->next; + + l = lnext; + } + r_mesh_rcachesequentialchain_current = l; + //R_Mesh_CacheArray_ValidateState(6); + + // now take an item from the free chain + l = r_mesh_rcachefreechain.next; + // set it up + d = l->data; + d->request = *r; + d->offset = offset; + // unlink + l->next->prev = l->prev; + l->prev->next = l->next; + // relink to sequential + l->next = r_mesh_rcachesequentialchain_current->prev; + l->prev = l->next->prev; + while (l->next->data && l->data && l->next->data->offset <= d->offset) + { + //Con_Printf(">\n"); + l->next = l->next->next; + l->prev = l->prev->next; + } + while (l->prev->data && l->data && l->prev->data->offset >= d->offset) + { + //Con_Printf("<\n"); + l->prev = l->prev->prev; + l->next = l->next->prev; + } + l->next->prev = l->prev->next = l; + // also link into hash chain + l = &l->data->hashlink; + l->next = &r_mesh_rcachechain[hashindex]; + l->prev = l->next->prev; + l->prev->next = l; + l->next->prev = l->prev->next = l; + + + //r_mesh_rcachesequentialchain_current = d->sequentiallink.next; + + //R_Mesh_CacheArray_ValidateState(7); + // and finally set the data pointer + r->data = r_mesh_rcachedata + d->offset; + // and tell the caller to fill the array + return true; }