reworked some code for BATCHNEED_NOGAPS to be more consistent and made
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 8 Jan 2013 12:29:24 +0000 (12:29 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 8 Jan 2013 12:29:24 +0000 (12:29 +0000)
the comments more clear about its behavior (firstvertex is 0, no gaps),
no longer using BATCHNEED_NOGAPS in a couple places

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11873 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c
render.h

index 22edd22..c4cbe0d 100644 (file)
@@ -8625,7 +8625,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
        {
                dynamicvertex = true;
-               batchneed |= BATCHNEED_NOGAPS;
                needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
        }
 
@@ -8647,36 +8646,36 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        break;
                case Q3DEFORM_AUTOSPRITE:
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_AUTOSPRITE2:
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_NORMAL:
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_WAVE:
                        if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
                                break; // if wavefunc is a nop, ignore this transform
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_BULGE:
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_MOVE:
                        if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
                                break; // if wavefunc is a nop, ignore this transform
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
                        break;
                }
@@ -8688,35 +8687,45 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                break;
        case Q3TCGEN_LIGHTMAP:
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
                needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
                break;
        case Q3TCGEN_VECTOR:
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_VERTEX;
                needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
                break;
        case Q3TCGEN_ENVIRONMENT:
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
                needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
                break;
        }
        if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
        {
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
                needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
        }
 
        if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
        {
                dynamicvertex = true;
-               batchneed |= BATCHNEED_NOGAPS;
                needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
        }
 
-       if (dynamicvertex || gaps || rsurface.batchfirstvertex)
+       // when the model data has no vertex buffer (dynamic mesh), we need to
+       // eliminate gaps
+       if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
+               batchneed |= BATCHNEED_NOGAPS;
+
+       // the caller can specify BATCHNEED_NOGAPS to force a batch with
+       // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
+       // we ensure this by treating the vertex batch as dynamic...
+       if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
+               dynamicvertex = true;
+
+       if (dynamicvertex)
        {
                // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
                if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
@@ -8727,11 +8736,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
        }
 
-       // when the model data has no vertex buffer (dynamic mesh), we need to
-       // eliminate gaps
-       if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
-               batchneed |= BATCHNEED_NOGAPS;
-
        // if needsupdate, we have to do a dynamic vertex batch for sure
        if (needsupdate & batchneed)
                dynamicvertex = true;
@@ -8740,11 +8744,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
                dynamicvertex = true;
 
-       // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
-       // also some drivers strongly dislike firstvertex
-       if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
-               dynamicvertex = true;
-
        rsurface.batchvertex3f = rsurface.modelvertex3f;
        rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
        rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
@@ -8843,7 +8842,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 
        // now copy the vertex data into a combined array and make an index array
        // (this is what Quake3 does all the time)
-       //if (gaps || rsurface.batchfirstvertex)
+       //if (dynamicvertex)
        {
                rsurface.batchvertex3fbuffer = NULL;
                rsurface.batchvertexmesh = NULL;
@@ -9496,7 +9495,7 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
                d = 0;
                if(!prepared)
                {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
                        prepared = true;
                        if(rsurface.batchnumvertices == 0)
                                break;
@@ -9843,7 +9842,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
                        // just to make sure that braindead drivers don't draw
                        // anything despite that colormask...
                        GL_BlendFunc(GL_ZERO, GL_ONE);
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
                        if (rsurface.batchvertex3fbuffer)
                                R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
                        else
@@ -10262,7 +10261,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
        {
                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
                batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
-               for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
+               for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
                {
                        VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
                        Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
@@ -10274,7 +10273,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
        {
                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
                batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
-               for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
+               for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
                {
                        unsigned char c = (vi << 3) * (1.0f / 256.0f);
                        VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
index 19726fb..e1c2c0c 100644 (file)
--- a/render.h
+++ b/render.h
@@ -430,7 +430,7 @@ void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatri
 #define BATCHNEED_ARRAY_VERTEXCOLOR      (1<<10) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
 #define BATCHNEED_ARRAY_TEXCOORD         (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
 #define BATCHNEED_ARRAY_LIGHTMAP         (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_NOGAPS                 (1<<13) // force vertex copying (no gaps)
+#define BATCHNEED_NOGAPS                 (1<<13) // force vertex copying if firstvertex is not zero or there are gaps
 #define BATCHNEED_ALLOWMULTIDRAW         (1<<14) // allow multiple draws
 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
 void RSurf_DrawBatch(void);