Remove the SMP renderer feature

This commit is contained in:
Tim Angus 2013-01-24 22:53:08 +00:00
parent 3f489fe5f2
commit 51df89ab13
35 changed files with 160 additions and 839 deletions

View file

@ -38,20 +38,12 @@ int r_numpolyverts;
/*
====================
R_ToggleSmpFrame
R_InitNextFrame
====================
*/
void R_ToggleSmpFrame( void ) {
if ( r_smp->integer ) {
// use the other buffers next frame, because another CPU
// may still be rendering into the current ones
tr.smpFrame ^= 1;
} else {
tr.smpFrame = 0;
}
backEndData[tr.smpFrame]->commands.used = 0;
void R_InitNextFrame( void ) {
backEndData->commands.used = 0;
r_firstSceneDrawSurf = 0;
@ -143,11 +135,11 @@ void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts
return;
}
poly = &backEndData[tr.smpFrame]->polys[r_numpolys];
poly = &backEndData->polys[r_numpolys];
poly->surfaceType = SF_POLY;
poly->hShader = hShader;
poly->numVerts = numVerts;
poly->verts = &backEndData[tr.smpFrame]->polyVerts[r_numpolyverts];
poly->verts = &backEndData->polyVerts[r_numpolyverts];
Com_Memcpy( poly->verts, &verts[numVerts*j], numVerts * sizeof( *verts ) );
@ -224,8 +216,8 @@ void RE_AddRefEntityToScene( const refEntity_t *ent ) {
ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType );
}
backEndData[tr.smpFrame]->entities[r_numentities].e = *ent;
backEndData[tr.smpFrame]->entities[r_numentities].lightingCalculated = qfalse;
backEndData->entities[r_numentities].e = *ent;
backEndData->entities[r_numentities].lightingCalculated = qfalse;
r_numentities++;
}
@ -253,7 +245,7 @@ void RE_AddDynamicLightToScene( const vec3_t org, float intensity, float r, floa
if ( glConfig.hardwareType == GLHW_RIVA128 || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
return;
}
dl = &backEndData[tr.smpFrame]->dlights[r_numdlights++];
dl = &backEndData->dlights[r_numdlights++];
VectorCopy (org, dl->origin);
dl->radius = intensity;
dl->color[0] = r;
@ -355,16 +347,16 @@ void RE_RenderScene( const refdef_t *fd ) {
tr.refdef.floatTime = tr.refdef.time * 0.001f;
tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
tr.refdef.drawSurfs = backEndData[tr.smpFrame]->drawSurfs;
tr.refdef.drawSurfs = backEndData->drawSurfs;
tr.refdef.num_entities = r_numentities - r_firstSceneEntity;
tr.refdef.entities = &backEndData[tr.smpFrame]->entities[r_firstSceneEntity];
tr.refdef.entities = &backEndData->entities[r_firstSceneEntity];
tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight;
tr.refdef.dlights = &backEndData[tr.smpFrame]->dlights[r_firstSceneDlight];
tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight];
tr.refdef.numPolys = r_numpolys - r_firstScenePoly;
tr.refdef.polys = &backEndData[tr.smpFrame]->polys[r_firstScenePoly];
tr.refdef.polys = &backEndData->polys[r_firstScenePoly];
// turn off dynamic lighting globally by clearing all the
// dlights if it needs to be disabled or if vertex lighting is enabled