#include "quakedef.h"
-//cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "21760"};
-cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "8192"};
-//cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "1024"};
+cvar_t gl_mesh_maxtriangles = {0, "gl_mesh_maxtriangles", "1024"};
cvar_t gl_mesh_batchtriangles = {0, "gl_mesh_batchtriangles", "0"};
+cvar_t gl_mesh_transtriangles = {0, "gl_mesh_transtriangles", "16384"};
cvar_t gl_mesh_floatcolors = {0, "gl_mesh_floatcolors", "0"};
cvar_t gl_mesh_drawmode = {CVAR_SAVE, "gl_mesh_drawmode", "3"};
cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
+int gl_maxdrawrangeelementsvertices;
+int gl_maxdrawrangeelementsindices;
+
#ifdef DEBUGGL
int errornumber = 0;
void SCR_ScreenShot_f (void);
static int max_meshs;
+static int max_transmeshs;
static int max_batch;
static int max_verts; // always max_meshs * 3
+static int max_transverts; // always max_transmeshs * 3
#define TRANSDEPTHRES 4096
typedef struct buf_mesh_s
int i;
max_verts = max_meshs * 3;
+ max_transverts = max_transmeshs * 3;
if (!gl_backend_mempool)
gl_backend_mempool = Mem_AllocPool("GL_Backend");
-#define BACKENDALLOC(var, count, sizeofstruct)\
+#define BACKENDALLOC(var, count, sizeofstruct, varname)\
{\
var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\
if (var == NULL)\
- Sys_Error("gl_backend_start: unable to allocate memory\n");\
+ Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\
memset(var, 0, count * sizeof(sizeofstruct));\
}
- BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t)
- BACKENDALLOC(buf_tri, max_meshs, buf_tri_t)
- BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t)
- BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t)
- BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t)
+ BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh")
+ BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri")
+ BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex")
+ BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor")
+ BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor")
- BACKENDALLOC(buf_transmesh, max_meshs, buf_mesh_t)
- BACKENDALLOC(buf_sorttranstri, max_meshs, buf_transtri_t)
- BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *)
- BACKENDALLOC(buf_transtri, max_meshs, buf_tri_t)
- BACKENDALLOC(buf_transvertex, max_verts, buf_vertex_t)
- BACKENDALLOC(buf_transfcolor, max_verts, buf_fcolor_t)
+ BACKENDALLOC(buf_transmesh, max_transmeshs, buf_mesh_t, "buf_transmesh")
+ BACKENDALLOC(buf_sorttranstri, max_transmeshs, buf_transtri_t, "buf_sorttranstri")
+ BACKENDALLOC(buf_sorttranstri_list, TRANSDEPTHRES, buf_transtri_t *, "buf_sorttranstri_list")
+ BACKENDALLOC(buf_transtri, max_transmeshs, buf_tri_t, "buf_transtri")
+ BACKENDALLOC(buf_transvertex, max_transverts, buf_vertex_t, "buf_vertex")
+ BACKENDALLOC(buf_transfcolor, max_transverts, buf_fcolor_t, "buf_fcolor")
for (i = 0;i < MAX_TEXTUREUNITS;i++)
{
// only allocate as many texcoord arrays as we need
if (i < gl_textureunits)
{
- BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t)
- BACKENDALLOC(buf_transtexcoord[i], max_verts, buf_texcoord_t)
+ BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i))
+ BACKENDALLOC(buf_transtexcoord[i], max_transverts, buf_texcoord_t, va("buf_transtexcoord[%d]", i))
}
else
{
static void gl_backend_bufferchanges(int init)
{
+ if (gl_mesh_drawmode.integer == 3 && qglDrawRangeElements != NULL)
+ {
+ if (gl_mesh_maxtriangles.integer * 3 > gl_maxdrawrangeelementsindices)
+ Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) (gl_maxdrawrangeelementsindices / 3));
+ if (gl_mesh_maxtriangles.integer * 3 > gl_maxdrawrangeelementsvertices)
+ Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) (gl_maxdrawrangeelementsvertices / 3));
+ }
+
// 21760 is (65536 / 3) rounded off to a multiple of 128
- if (gl_mesh_maxtriangles.integer < 256)
- Cvar_SetValue("gl_mesh_maxtriangles", 256);
+ if (gl_mesh_maxtriangles.integer < 1024)
+ Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024);
if (gl_mesh_maxtriangles.integer > 21760)
- Cvar_SetValue("gl_mesh_maxtriangles", 21760);
+ Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760);
+
+ if (gl_mesh_transtriangles.integer < 1024)
+ Cvar_SetValueQuick(&gl_mesh_transtriangles, 1024);
+ if (gl_mesh_transtriangles.integer > 65536)
+ Cvar_SetValueQuick(&gl_mesh_transtriangles, 65536);
if (gl_mesh_batchtriangles.integer < 0)
- Cvar_SetValue("gl_mesh_batchtriangles", 0);
+ Cvar_SetValueQuick(&gl_mesh_batchtriangles, 0);
if (gl_mesh_batchtriangles.integer > gl_mesh_maxtriangles.integer)
- Cvar_SetValue("gl_mesh_batchtriangles", gl_mesh_maxtriangles.integer);
+ Cvar_SetValueQuick(&gl_mesh_batchtriangles, gl_mesh_maxtriangles.integer);
max_batch = gl_mesh_batchtriangles.integer;
- if (max_meshs != gl_mesh_maxtriangles.integer)
+ if (max_meshs != gl_mesh_maxtriangles.integer || max_transmeshs != gl_mesh_transtriangles.integer)
{
max_meshs = gl_mesh_maxtriangles.integer;
+ max_transmeshs = gl_mesh_transtriangles.integer;
if (!init)
{
#endif
Cvar_RegisterVariable(&gl_mesh_maxtriangles);
+ Cvar_RegisterVariable(&gl_mesh_transtriangles);
Cvar_RegisterVariable(&gl_mesh_batchtriangles);
Cvar_RegisterVariable(&gl_mesh_floatcolors);
Cvar_RegisterVariable(&gl_mesh_drawmode);
}
}
-//static float gldepthmin, gldepthmax;
-
/*
=============
GL_SetupFrame
if (!r_render.integer)
return;
-// qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-// gldepthmin = 0;
-// gldepthmax = 1;
qglDepthFunc (GL_LEQUAL);CHECKGLERROR
-// qglDepthRange (gldepthmin, gldepthmax);CHECKGLERROR
-
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
qglLoadIdentity ();CHECKGLERROR
// set view pyramid
qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
-// qglCullFace(GL_FRONT);CHECKGLERROR
-
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
qglLoadIdentity ();CHECKGLERROR
qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR
// camera location
qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR
-
-// qglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
- //
- // set drawing parms
- //
-// if (gl_cull.integer)
-// {
-// qglEnable(GL_CULL_FACE);CHECKGLERROR
-// }
-// else
-// {
-// qglDisable(GL_CULL_FACE);CHECKGLERROR
-// }
-
-// qglEnable(GL_BLEND);CHECKGLERROR
-// qglEnable(GL_DEPTH_TEST);CHECKGLERROR
-// qglDepthMask(1);CHECKGLERROR
}
static int mesh_blendfunc1;
void GL_ConvertColorsFloatToByte(void)
{
- int i, k, *icolor;
- float *fcolor;
+ 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 = currentvertex * 4;
+
// shift float to have 8bit fraction at base of number
- for (i = 0, fcolor = &buf_fcolor->c[0];i < currentvertex;i++)
+ fcolor = &buf_fcolor->c[0];
+ for (i = 0;i < total;)
{
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
- *fcolor++ += 32768.0f;
+ fcolor[i ] += 32768.0f;
+ fcolor[i + 1] += 32768.0f;
+ fcolor[i + 2] += 32768.0f;
+ fcolor[i + 3] += 32768.0f;
+ i += 4;
}
+
// then read as integer and kill float bits...
- for (i = 0, icolor = (int *)&buf_fcolor->c[0], bcolor = &buf_bcolor->c[0];i < currentvertex;i++)
+ icolor = (int *)&buf_fcolor->c[0];
+ bcolor = &buf_bcolor->c[0];
+ for (i = 0;i < total;)
{
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
- k = (*icolor++) & 0x7FFFFF;*bcolor++ = k > 255 ? 255 : k;
+ 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;
}
}
}
qglEnd();
}
- /*
- if (qglDrawRangeElements)
- qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, index);
- else
- {
- }
- #ifdef WIN32
- // FIXME: dynamic link to GL so we can get DrawRangeElements on WIN32
- qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
- #else
- qglDrawRangeElements(GL_TRIANGLES, firstvert, firstvert + mesh->verts, indexcount, GL_UNSIGNED_INT, index);CHECKGLERROR
- #endif
- */
}
// renders mesh buffers, called to flush buffers when full
if (!currentmesh)
return;
+ if (!r_render.integer)
+ {
+ currentmesh = 0;
+ currenttriangle = 0;
+ currentvertex = 0;
+ return;
+ }
+
CHECKGLERROR
GL_UpdateFarclip();
if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer == 0)
GL_ConvertColorsFloatToByte();
- // lock the arrays now that they will have no further modifications
- //GL_LockArray(0, currentvertex);CHECKGLERROR
if (gl_backend_rebindtextures)
{
gl_backend_rebindtextures = false;
for (;transmesh;transmesh = transmesh->chain)
{
- if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currentvertex + transmesh->verts > max_verts)
+ if (currentmesh >= max_meshs || currenttriangle + transmesh->triangles > max_batch || currenttriangle + transmesh->triangles > 1024 || currentvertex + transmesh->verts > max_verts)
R_Mesh_Render();
mesh = &buf_mesh[currentmesh++];
Host_Error("R_Mesh_Draw: invalid index (%i of %i verts)\n", m->index, m->numverts);
#endif
+ // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
+ if (m->numtriangles > 1024 || m->numverts > 3072)
+ {
+ Con_Printf("R_Mesh_Draw: mesh too big for 3DFX drivers, rejected\n");
+ return;
+ }
+
+ if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ {
+ Con_Printf("R_Mesh_Draw: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
+ return;
+ }
+
+
if (m->transparent)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
{
if (!transranout)
{
}
else
{
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw: mesh too big for buffers\n");
- return;
- }
-
if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
R_Mesh_Render();
else
memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
}
- #if 0
- for (;j < backendunits;j++)
- memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
- #endif
+
+ if (currenttriangle >= max_batch)
+ R_Mesh_Render();
}
void R_Mesh_Draw_NativeOnly(const rmeshinfo_t *m)
return;
}
+ // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
+ if (m->numtriangles > 1024 || m->numverts > 3072)
+ {
+ Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for 3DFX drivers, rejected\n");
+ return;
+ }
+
+ if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ {
+ Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
+ return;
+ }
+
+
if (m->transparent)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
{
if (!transranout)
{
}
else
{
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw_NativeOnly: mesh too big for buffers\n");
- return;
- }
-
if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
R_Mesh_Render();
memcpy(vert, m->vertex, m->numverts * sizeof(buf_vertex_t));
for (j = 0;j < MAX_TEXTUREUNITS && m->tex[j];j++)
memcpy(&texcoord[j][0].t[0], m->texcoords[j], m->numverts * sizeof(buf_texcoord_t));
- #if 0
- for (;j < backendunits;j++)
- memset(&texcoord[j][0].t[0], 0, m->numverts * sizeof(buf_texcoord_t));
- #endif
memcpy(fcolor, m->color, m->numverts * sizeof(buf_fcolor_t));
fcolor[i].c[2] *= scaler;
}
}
+
+ if (currenttriangle >= max_batch)
+ R_Mesh_Render();
}
// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct
|| !m->numverts)
Host_Error("R_Mesh_Draw: no triangles or verts\n");
+ // FIXME: we can work around this by falling back on non-array renderer if buffers are too big
+ if (m->numtriangles > 1024 || m->numverts > 3072)
+ {
+ Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n");
+ return false;
+ }
+
+ if (m->numtriangles > max_meshs || m->numverts > max_verts)
+ {
+ Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, rejected\n");
+ return false;
+ }
+
+
if (m->transparent)
{
- if (currenttransmesh >= max_meshs || (currenttranstriangle + m->numtriangles) > max_meshs || (currenttransvertex + m->numverts) > max_verts)
+ if (currenttransmesh >= max_transmeshs || (currenttranstriangle + m->numtriangles) > max_transmeshs || (currenttransvertex + m->numverts) > max_transverts)
{
if (!transranout)
{
}
else
{
- if (m->numtriangles > max_meshs || m->numverts > max_verts)
- {
- Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for buffers\n");
- return false;
- }
-
if (currentmesh >= max_meshs || (currenttriangle + m->numtriangles) > max_batch || (currentvertex + m->numverts) > max_verts)
R_Mesh_Render();
*/
void SCR_UpdateScreen (void)
{
- //Mem_CheckSentinelsGlobal();
- //R_TimeReport("memtest");
-
VID_Finish ();
R_TimeReport("finish");
// (this doesn't wait for the commands themselves to complete)
qglFlush();
}
+