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r_main.c
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r_main.c
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/* r_main.c */
#include "doomdef.h"
#include "r_local.h"
#ifdef MARS
#include "mars.h"
#include "marshw.h"
#endif
int16_t viewportWidth, viewportHeight;
int16_t centerX, centerY;
fixed_t centerXFrac, centerYFrac;
fixed_t stretch;
fixed_t stretchX;
VINT weaponYpos;
fixed_t weaponXScale;
VINT anamorphicview = 0;
VINT initmathtables = 2;
drawcol_t drawcol;
drawcol_t drawfuzzcol;
drawcol_t drawcolnpo2;
drawcol_t drawcollow;
drawspan_t drawspan;
short fuzzoffset[FUZZTABLE] =
{
1,-1,1,-1,1,1,-1,
1,1,-1,1,1,1,-1,
1,1,1,-1,-1,-1,-1,
1,-1,-1,1,1,1,1,-1,
1,-1,1,1,-1,-1,1,
1,-1,-1,-1,-1,1,1,
1,1,-1,1,1,-1,1,
-1,-1,1,-1,1,1,1,
1,-1,1,-1,-1,1,1
};
/*===================================== */
const uint16_t visplane0open[SCREENWIDTH+2] = { 0 };
/*===================================== */
#ifndef MARS
boolean phase1completed;
pixel_t *workingscreen;
#endif
#ifdef MARS
static int16_t curpalette = -1;
__attribute__((aligned(16)))
pixel_t* viewportbuffer;
__attribute__((aligned(16)))
#endif
viewdef_t vd;
player_t *viewplayer;
VINT framecount; /* incremented every frame */
VINT extralight; /* bumped light from gun blasts */
/* */
/* precalculated math */
/* */
#ifndef MARS
fixed_t *finecosine_ = &finesine_[FINEANGLES/4];
#endif
fixed_t *yslope/*[SCREENHEIGHT]*/;
fixed_t *distscale/*[SCREENWIDTH]*/;
VINT *viewangletox/*[FINEANGLES/2]*/;
uint16_t *xtoviewangle/*[SCREENWIDTH+1]*/;
/* */
/* performance counters */
/* */
VINT t_ref_cnt = 0;
int t_ref_bsp[4], t_ref_prep[4], t_ref_segs[4], t_ref_planes[4], t_ref_sprites[4], t_ref_total[4];
r_texcache_t r_texcache;
texture_t *testtex;
/*
===============================================================================
=
= R_PointToAngle
=
===============================================================================
*/
static int SlopeDiv(unsigned int num, unsigned int den) ATTR_DATA_CACHE_ALIGN;
static int SlopeDiv (unsigned num, unsigned den)
{
unsigned ans;
den >>= 8;
if (den < 2)
return SLOPERANGE;
ans = (num<<3)/den;
return ans <= SLOPERANGE ? ans : SLOPERANGE;
}
angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
{
int x;
int y;
int base = 0;
int num = 0, den = 0, n = 1;
x = x2 - x1;
y = y2 - y1;
if ( (!x) && (!y) )
return 0;
if (x>= 0)
{ /* x >=0 */
if (y>= 0)
{ /* y>= 0 */
if (x>y)
{
/* octant 0 */
num = y, den = x;
}
else
{
/* octant 1 */
base = ANG90-1, n = -1, num = x, den = y;
}
}
else
{ /* y<0 */
y = -y;
if (x>y)
{
n = -1, num = y, den = x; /* octant 8 */
}
else
{
base = ANG270, n = 1, num = x, den = y; /* octant 7 */
}
}
}
else
{ /* x<0 */
x = -x;
if (y>= 0)
{ /* y>= 0 */
if (x>y)
{
base = ANG180-1, n = -1, num = y, den = x; /* octant 3 */
}
else
{
base = ANG90, num = x, den = y; /* octant 2 */
}
}
else
{ /* y<0 */
y = -y;
if (x>y)
{
base = ANG180, num = y, den = x; /* octant 4 */
}
else
{
base = ANG270-1, n = -1, num = x, den = y; /* octant 5 */
}
}
}
return base + n * tantoangle[SlopeDiv(num, den)];
}
/*
==============
=
= R_PointInSubsector
=
==============
*/
struct subsector_s *R_PointInSubsector (fixed_t x, fixed_t y)
{
node_t *node;
int side, nodenum;
if (!numnodes) /* single subsector is a special case */
return subsectors;
nodenum = numnodes-1;
#ifdef MARS
while ( (int16_t)nodenum >= 0 )
#else
while (! (nodenum & NF_SUBSECTOR) )
#endif
{
node = &nodes[nodenum];
side = R_PointOnSide(x, y, node);
nodenum = node->children[side];
}
return &subsectors[nodenum & ~NF_SUBSECTOR];
}
/*============================================================================= */
const VINT viewports[][2][3] = {
{ { 128, 144, true }, { 80, 100, true } },
{ { 160, 180, true }, { 80, 144, true } },
{ { 256, 144, false }, { 160, 128, false } },
{ { 320, 180, false }, { 160, 144, false } },
};
VINT viewportNum;
boolean lowResMode;
const VINT numViewports = sizeof(viewports) / sizeof(viewports[0]);
/*
================
=
= R_SetViewportSize
=
================
*/
void R_SetViewportSize(int num)
{
int width, height;
while (!I_RefreshCompleted())
;
num %= numViewports;
width = viewports[num][splitscreen][0];
height = viewports[num][splitscreen][1];
lowResMode = viewports[num][splitscreen][2];
viewportNum = num;
viewportWidth = width;
viewportHeight = height;
centerX = viewportWidth / 2;
centerY = viewportHeight / 2;
centerXFrac = centerX * FRACUNIT;
centerYFrac = centerY * FRACUNIT;
if (anamorphicview)
{
stretch = ((FRACUNIT * 16 * height) / 180 * 28) / width;
//weaponXScale = 1050 * (lowResMode ? 1 : 2) * FRACUNIT / 1100;
weaponXScale = FRACUNIT * (lowResMode ? 1 : 2);
}
else
{
/* proper screen size would be 160*100, stretched to 224 is 2.2 scale */
//stretch = (fixed_t)((160.0f / width) * ((float)height / 180.0f) * 2.2f * FRACUNIT);
stretch = ((FRACUNIT * 16 * height) / 180 * 22) / width;
weaponXScale = FRACUNIT * (lowResMode ? 1 : 2);
}
stretchX = stretch * centerX;
weaponYpos = 180;
if (viewportHeight <= 128) {
weaponYpos = 144;
}
weaponYpos = (viewportHeight - weaponYpos) / 2;
initmathtables = 2;
clearscreen = 2;
// refresh func pointers
R_SetDrawMode();
R_InitColormap(lowResMode);
#ifdef MARS
Mars_CommSlaveClearCache();
#endif
}
void R_SetDrawMode(void)
{
if (debugmode == DEBUGMODE_NODRAW)
{
drawcol = I_DrawColumnNoDraw;
drawcolnpo2 = I_DrawColumnNoDraw;
drawfuzzcol = I_DrawColumnNoDraw;
drawcollow = I_DrawColumnNoDraw;
drawspan = I_DrawSpanNoDraw;
return;
}
if (lowResMode)
{
drawcol = I_DrawColumnLow;
drawcolnpo2 = I_DrawColumnNPo2Low;
drawfuzzcol = I_DrawFuzzColumnLow;
drawcollow = I_DrawColumnLow;
drawspan = I_DrawSpanLow;
}
else
{
drawcol = I_DrawColumn;
drawcolnpo2 = I_DrawColumnNPo2;
drawfuzzcol = I_DrawFuzzColumn;
drawspan = I_DrawSpan;
drawcollow = I_DrawColumnLow;
drawspan = I_DrawSpan;
}
#ifdef MARS
Mars_CommSlaveClearCache();
#endif
}
int R_DefaultViewportSize(void)
{
int i;
for (i = 0; i < numViewports; i++)
{
const VINT* vp = viewports[i][0];
if (vp[0] == 160 && vp[2] == true)
return i;
}
return 0;
}
/*
==============
=
= R_Init
=
==============
*/
void R_Init (void)
{
D_printf ("R_InitData\n");
R_InitData ();
D_printf ("Done\n");
R_SetViewportSize(viewportNum);
framecount = 0;
viewplayer = &players[0];
R_SetDrawMode();
R_InitTexCache(&r_texcache);
testtex = &textures[R_TextureNumForName("SLADWALL")];
}
/*
==============
=
= R_SetupTextureCaches
=
==============
*/
void R_SetupTextureCaches(void)
{
int i, j;
int zonefree;
int cachezonesize;
void *margin;
const int zonemargin = 8*1024;
const int flatblocksize = sizeof(memblock_t) + ((sizeof(texcacheblock_t) + 15) & ~15) + 64*64 + 32;
// reset pointers from previous level
for (i = 0; i < numtextures; i++)
{
int w = textures[i].width, h = textures[i].height;
int mipcount = 1;
int lump = textures[i].lumpnum;
uint8_t *start = R_CheckPixels(lump);
uint8_t *data = R_SkipJagObjHeader(start, W_LumpLength(lump), w, h);
#if MIPLEVELS > 1
mipcount = textures[i].mipcount;
#endif
for (j = 0; j < mipcount; j++)
{
int size = w * h;
textures[i].data[j] = data;
data += size;
w >>= 1;
if (w < 1)
w = 1;
h >>= 1;
if (h < 1)
h = 1;
}
}
for (i=0 ; i<numflats ; i++)
{
int size = 64;
uint8_t *data = R_CheckPixels(firstflat + i);
for (j = 0; j < MIPLEVELS; j++)
{
flatpixels[i].data[j] = data;
if (texmips) {
data += size * size;
size >>= 1;
}
}
}
// functioning texture cache requires at least 8kb of ram
zonefree = Z_LargestFreeBlock(mainzone);
if (zonefree < zonemargin+flatblocksize)
goto nocache;
cachezonesize = zonefree - zonemargin - 128; // give the main zone some slack
if (cachezonesize < flatblocksize)
goto nocache;
margin = Z_Malloc(zonemargin, PU_LEVEL);
R_InitTexCacheZone(&r_texcache, cachezonesize);
Z_Free(margin);
return;
nocache:
R_InitTexCacheZone(&r_texcache, 0);
}
void R_SetupLevel(void)
{
R_SetupTextureCaches();
R_SetViewportSize(viewportNum);
#ifdef MARS
curpalette = -1;
#endif
}
/*============================================================================= */
#ifndef MARS
int shadepixel;
extern int workpage;
extern pixel_t *screens[2]; /* [viewportWidth*viewportHeight]; */
#endif
/*
==================
=
= R_Setup
=
==================
*/
static void R_Setup (int displayplayer, visplane_t *visplanes_,
visplane_t **visplanes_hash_, sector_t **vissectors_, viswallextra_t *viswallex_)
{
int i;
int damagecount, bonuscount;
player_t *player;
#ifdef JAGUAR
int shadex, shadey, shadei;
#endif
unsigned short *tempbuf;
#ifdef MARS
int palette = 0;
#endif
/* */
/* set up globals for new frame */
/* */
#ifndef MARS
workingscreen = screens[workpage];
*(pixel_t **)0xf02224 = workingscreen; /* a2 base pointer */
*(int *)0xf02234 = 0x10000; /* a2 outer loop add (+1 y) */
*(int *)0xf0226c = *(int *)0xf02268 = 0; /* pattern compare */
#else
if (debugmode == DEBUGMODE_NODRAW)
I_ClearFrameBuffer();
#endif
framecount++;
validcount[0]++;
player = &players[displayplayer];
vd.viewplayer = player;
vd.viewx = player->mo->x;
vd.viewy = player->mo->y;
vd.viewz = player->viewz;
vd.viewangle = player->mo->angle;
vd.viewsin = finesine(vd.viewangle>>ANGLETOFINESHIFT);
vd.viewcos = finecosine(vd.viewangle>>ANGLETOFINESHIFT);
vd.displayplayer = displayplayer;
vd.lightlevel = player->mo->subsector->sector->lightlevel;
vd.fixedcolormap = 0;
vd.clipangle = xtoviewangle[0]<<FRACBITS;
vd.doubleclipangle = vd.clipangle * 2;
vd.viewangletox = viewangletox;
damagecount = player->damagecount;
bonuscount = player->bonuscount;
#ifdef JAGUAR
vd.extralight = player->extralight << 6;
/* */
/* calc shadepixel */
/* */
if (damagecount)
damagecount += 10;
if (bonuscount)
bonuscount += 2;
damagecount >>= 2;
shadex = (bonuscount>>1) + damagecount;
shadey = (bonuscount>>1) - damagecount;
shadei = (bonuscount + damagecount)<<2;
shadei += player->extralight<<3;
/* */
/* pwerups */
/* */
if (player->powers[pw_invulnerability] > 60
|| (player->powers[pw_invulnerability]&4) )
{
shadex -= 8;
shadei += 32;
}
if (player->powers[pw_ironfeet] > 60
|| (player->powers[pw_ironfeet]&4) )
shadey += 7;
if (player->powers[pw_strength]
&& (player->powers[pw_strength]< 64) )
shadex += (8 - (player->powers[pw_strength]>>3) );
/* */
/* bound and store shades */
/* */
if (shadex > 7)
shadex = 7;
else if (shadex < -8)
shadex = -8;
if (shadey > 7)
shadey = 7;
else if (shadey < -8)
shadey = -8;
if (shadei > 127)
shadei = 127;
else if (shadei < -128)
shadei = -128;
shadepixel = ((shadex<<12)&0xf000) + ((shadey<<8)&0xf00) + (shadei&0xff);
#endif
#ifdef MARS
vd.extralight = player->extralight << 4;
if (player->powers[pw_invulnerability] > 0)
{
if (player->powers[pw_invulnerability] > 60
|| (player->powers[pw_invulnerability] & 4))
vd.fixedcolormap = INVERSECOLORMAP;
}
else if (player->powers[pw_infrared] > 0)
{
if (player->powers[pw_infrared] > 4*32
|| (player->powers[pw_infrared]&8) )
{
// almost full bright
vd.fixedcolormap = 1*256;
}
}
viewportbuffer = (pixel_t*)I_ViewportBuffer();
palette = 0;
i = 0;
if (player->powers[pw_strength] > 0)
i = 12 - player->powers[pw_strength] / 64;
if (i < damagecount)
i = damagecount;
if (gamepaused)
palette = 14;
else if (!splitscreen)
{
if (i)
{
palette = (i + 7) / 8;
if (palette > 7)
palette = 7;
palette += 1;
}
else if (bonuscount)
{
palette = (bonuscount + 7) / 8;
if (palette > 3)
palette = 3;
palette += 9;
}
else if (player->powers[pw_ironfeet] > 60
|| (player->powers[pw_ironfeet] & 4))
palette = 13;
}
if (palette != curpalette) {
curpalette = palette;
I_SetPalette(dc_playpals+palette*768);
}
if (vd.fixedcolormap == INVERSECOLORMAP)
vd.fuzzcolormap = INVERSECOLORMAP;
else
vd.fuzzcolormap = 12 * 256;
#endif
vd.visplanes = visplanes_;
vd.visplanes[0].flatandlight = 0;
tempbuf = (unsigned short *)I_WorkBuffer();
/* */
/* plane filling */
/* */
vd.visplanes[0].open = (uint16_t *)visplane0open + 1;
tempbuf = (unsigned short*)(((intptr_t)tempbuf + 3) & ~3);
tempbuf += 2; // padding
for (i = 1; i < MAXVISPLANES; i++) {
vd.visplanes[i].open = tempbuf;
tempbuf += SCREENWIDTH+2;
}
vd.segclip = tempbuf;
tempbuf += MAXOPENINGS;
tempbuf = (unsigned short*)(((intptr_t)tempbuf + 3) & ~3);
vd.viswalls = (void*)tempbuf;
tempbuf += sizeof(*vd.viswalls) * MAXWALLCMDS / sizeof(*tempbuf);
vd.viswallextras = viswallex_ + 1;
// re-use the openings array in VRAM
vd.gsortedsprites = (void *)(((intptr_t)vd.visplanes[1].open + 3) & ~3);
vd.vissprites = (void *)vd.viswalls;
vd.lastwallcmd = vd.viswalls; /* no walls added yet */
vd.lastsegclip = vd.segclip;
vd.lastvisplane = vd.visplanes + 1; /* visplanes[0] is left empty */
vd.visplanes_hash = visplanes_hash_;
vd.gsortedvisplanes = NULL;
vd.columncache[0] = (uint8_t*)(((intptr_t)tempbuf + 3) & ~3);
tempbuf += sizeof(uint8_t) * COLUMN_CACHE_SIZE * 2 / sizeof(*tempbuf);
vd.columncache[1] = (uint8_t*)(((intptr_t)tempbuf + 3) & ~3);
tempbuf += sizeof(uint8_t) * COLUMN_CACHE_SIZE * 2 / sizeof(*tempbuf);
//I_Error("%d", ((uint16_t *)I_FrameBuffer() + 64*1024-0x100 - tempbuf) * 2);
I_SetThreadLocalVar(DOOMTLS_COLUMNCACHE, vd.columncache[0]);
/* */
/* clear sprites */
/* */
vd.vissprite_p = vd.vissprites;
vd.lastsprite_p = vd.vissprite_p;
vd.vissectors = vissectors_;
vd.lastvissector = vd.vissectors; /* no subsectors visible yet */
for (i = 0; i < NUM_VISPLANES_BUCKETS; i++)
vd.visplanes_hash[i] = NULL;
#ifndef MARS
phasetime[0] = samplecount;
#endif
}
#ifdef MARS
void Mars_Sec_R_Setup(void)
{
int i;
Mars_ClearCacheLines(&vd, (sizeof(vd) + 31) / 16);
Mars_ClearCacheLine(&viewportbuffer);
Mars_ClearCacheLines(vd.visplanes, (sizeof(visplane_t)*MAXVISPLANES+31)/16);
for (i = 0; i < NUM_VISPLANES_BUCKETS; i++)
vd.visplanes_hash[i] = NULL;
I_SetThreadLocalVar(DOOMTLS_COLUMNCACHE, vd.columncache[1]);
}
#endif
//
// Check for a matching visplane in the visplanes array, or set up a new one
// if no compatible match can be found.
//
#define R_PlaneHash(height, lightlevel) \
((((unsigned)(height) >> 8) + (flatandlight>>16)) ^ (flatandlight&0xffff)) & (NUM_VISPLANES_BUCKETS - 1)
void R_MarkOpenPlane(visplane_t* pl)
{
int i;
int longs = (viewportWidth + 1) / 2;
uint32_t * open = (uint32_t *)pl->open;
const uint32_t v = ((uint32_t)OPENMARK << 16) | OPENMARK;
for (i = 0; i < longs/2; i++)
{
*open++ = v;
*open++ = v;
}
}
void R_InitClipBounds(uint32_t *clipbounds)
{
// initialize the clipbounds array
int i;
int longs = (viewportWidth + 1) / 2;
uint32_t* clip = clipbounds;
const uint32_t v = ((uint32_t)viewportHeight << 16) | viewportHeight;
for (i = 0; i < longs/2; i++)
{
*clip++ = v;
*clip++ = v;
}
}
visplane_t* R_FindPlane(fixed_t height,
int flatandlight, int start, int stop)
{
visplane_t *check, *tail, *next;
int hash = R_PlaneHash(height, flatandlight);
tail = vd.visplanes_hash[hash];
for (check = tail; check; check = next)
{
next = check->next;
if (height == check->height && // same plane as before?
flatandlight == check->flatandlight)
{
if (MARKEDOPEN(check->open[start]))
{
// found a plane, so adjust bounds and return it
if (start < check->minx)
check->minx = start; // mark the new edge
if (stop > check->maxx)
check->maxx = stop; // mark the new edge
return check; // use the same one as before
}
}
}
if (vd.lastvisplane == vd.visplanes + MAXVISPLANES)
return vd.visplanes;
// make a new plane
check = vd.lastvisplane;
++vd.lastvisplane;
check->height = height;
check->flatandlight = flatandlight;
check->minx = start;
check->maxx = stop;
R_MarkOpenPlane(check);
check->next = tail;
vd.visplanes_hash[hash] = check;
return check;
}
void R_BSP (void) __attribute__((noinline));
void R_WallPrep (void) __attribute__((noinline));
void R_SpritePrep (void) __attribute__((noinline));
boolean R_LatePrep (void) __attribute__((noinline));
void R_Cache (void) __attribute__((noinline));
void R_SegCommands (void) __attribute__((noinline));
void R_DrawPlanes (void) __attribute__((noinline));
void R_Sprites (void) __attribute__((noinline));
void R_Update (void) __attribute__((noinline));
/*
==============
=
= R_RenderView
=
==============
*/
extern boolean debugscreenactive;
#ifndef MARS
int phasetime[9] = {1,2,3,4,5,6,7,8,9};
extern ref1_start;
extern ref2_start;
extern ref3_start;
extern ref4_start;
extern ref5_start;
extern ref6_start;
extern ref7_start;
extern ref8_start;
void R_RenderPlayerView(int displayplayer)
{
visplane_t visplanes_[MAXVISPLANES];
visplane_t *visplanes_hash_[NUM_VISPLANES_BUCKETS];
sector_t *vissectors_[MAXVISSSEC];
viswallextra_t viswallex_[MAXWALLCMDS + 1] __attribute__((aligned(16)));
/* make sure its done now */
#if defined(JAGUAR)
while (!I_RefreshCompleted())
;
#endif
/* */
/* initial setup */
/* */
if (debugscreenactive)
I_DebugScreen();
R_Setup(displayplayer, visplanes_, visplanes_hash_, vissectors_, viswallex_);
#ifndef JAGUAR
R_BSP();
R_WallPrep();
/* the rest of the refresh can be run in parallel with the next game tic */
if (R_LatePrep())
R_Cache();
R_SegCommands();
R_DrawPlanes();
R_SpritePrep();
R_Sprites();
R_Update();
#else
/* start the gpu running the refresh */
phasetime[1] = 0;
phasetime[2] = 0;
phasetime[3] = 0;
phasetime[4] = 0;
phasetime[5] = 0;
phasetime[6] = 0;
phasetime[7] = 0;
phasetime[8] = 0;
gpufinished = zero;
gpucodestart = (int)&ref1_start;
#endif
}
#else
void R_RenderPlayerView(int displayplayer)
{
int t_bsp, t_prep, t_segs, t_planes, t_sprites, t_total;
boolean drawworld = !(players[consoleplayer].automapflags & AF_ACTIVE);
__attribute__((aligned(16)))
visplane_t visplanes_[MAXVISPLANES];
__attribute__((aligned(16)))
visplane_t *visplanes_hash_[NUM_VISPLANES_BUCKETS];
sector_t *vissectors_[(MAXVISSSEC > MAXVISSPRITES ? MAXVISSSEC : MAXVISSPRITES) + 1];
viswallextra_t viswallex_[MAXWALLCMDS + 1] __attribute__((aligned(16)));
t_total = I_GetFRTCounter();
R_Setup(displayplayer, visplanes_, visplanes_hash_, vissectors_, viswallex_);
Mars_R_BeginWallPrep(drawworld);
t_bsp = I_GetFRTCounter();
R_BSP();
t_bsp = I_GetFRTCounter() - t_bsp;
Mars_R_EndWallPrep();
if (!drawworld)
{
Mars_R_SecWait();
return;
}
t_prep = I_GetFRTCounter();
R_Cache();
t_prep = I_GetFRTCounter() - t_prep;
t_segs = I_GetFRTCounter();
R_SegCommands();
t_segs = I_GetFRTCounter() - t_segs;
Mars_ClearCacheLine(&vd.lastsegclip);
if (vd.lastsegclip - vd.segclip > MAXOPENINGS)
I_Error("lastsegclip > MAXOPENINGS: %d", vd.lastsegclip - vd.segclip);
if (vd.lastvissector - vd.vissectors > MAXVISSSEC)
I_Error("lastvissector > MAXVISSSEC: %d", vd.lastvissector - vd.vissectors);
t_planes = I_GetFRTCounter();
R_DrawPlanes();
t_planes = I_GetFRTCounter() - t_planes;
t_sprites = I_GetFRTCounter();
R_SpritePrep();
R_Sprites();
t_sprites = I_GetFRTCounter() - t_sprites;
R_Update();
t_total = I_GetFRTCounter() - t_total;
t_ref_cnt = (t_ref_cnt + 1) & 3;
t_ref_bsp[t_ref_cnt] = t_bsp;
t_ref_prep[t_ref_cnt] = t_prep;
t_ref_segs[t_ref_cnt] = t_segs;
t_ref_planes[t_ref_cnt] = t_planes;
t_ref_sprites[t_ref_cnt] = t_sprites;
t_ref_total[t_ref_cnt] = t_total;
}
#endif