* (bug 3076) Map cycle breaks on empty or bot only servers (misanthropia)
* (bug 3303) Removal of never compiled code from cgame drawing functions (beast <info@dbwatersports.com>) * (bug 3297) Add missing limit to Q3 UI server info (beast <info@dbwatersports.com>) * (bug 3029) Fix to shader hash table being overpopulated (identified by Stefan "#@" Langer <raute_at@gmx.de>)
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4 changed files with 52 additions and 116 deletions
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@ -2866,27 +2866,27 @@ static void ScanAndLoadShaderFiles( void )
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char **shaderFiles;
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char *buffers[MAX_SHADER_FILES];
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char *p;
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int numShaders;
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int numShaderFiles;
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int i;
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char *oldp, *token, *hashMem;
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int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size;
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long sum = 0;
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// scan for shader files
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shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaders );
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shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaderFiles );
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if ( !shaderFiles || !numShaders )
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if ( !shaderFiles || !numShaderFiles )
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{
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ri.Printf( PRINT_WARNING, "WARNING: no shader files found\n" );
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return;
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}
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if ( numShaders > MAX_SHADER_FILES ) {
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numShaders = MAX_SHADER_FILES;
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if ( numShaderFiles > MAX_SHADER_FILES ) {
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numShaderFiles = MAX_SHADER_FILES;
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}
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// load and parse shader files
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for ( i = 0; i < numShaders; i++ )
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for ( i = 0; i < numShaderFiles; i++ )
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{
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char filename[MAX_QPATH];
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@ -2899,16 +2899,16 @@ static void ScanAndLoadShaderFiles( void )
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}
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// build single large buffer
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s_shaderText = ri.Hunk_Alloc( sum + numShaders*2, h_low );
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s_shaderText = ri.Hunk_Alloc( sum + numShaderFiles*2, h_low );
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s_shaderText[ 0 ] = '\0';
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// free in reverse order, so the temp files are all dumped
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for ( i = numShaders - 1; i >= 0 ; i-- ) {
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strcat( s_shaderText, "\n" );
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for ( i = numShaderFiles - 1; i >= 0 ; i-- ) {
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p = &s_shaderText[strlen(s_shaderText)];
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strcat( s_shaderText, buffers[i] );
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ri.FS_FreeFile( buffers[i] );
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buffers[i] = p;
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COM_Compress(p);
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strcat( s_shaderText, "\n" );
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}
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// free up memory
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@ -2916,28 +2916,19 @@ static void ScanAndLoadShaderFiles( void )
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Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes));
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size = 0;
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//
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for ( i = 0; i < numShaders; i++ ) {
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// pointer to the first shader file
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p = buffers[i];
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// look for label
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while ( 1 ) {
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token = COM_ParseExt( &p, qtrue );
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if ( token[0] == 0 ) {
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break;
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}
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hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
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shaderTextHashTableSizes[hash]++;
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size++;
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SkipBracedSection(&p);
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// if we passed the pointer to the next shader file
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if ( i < numShaders - 1 ) {
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if ( p > buffers[i+1] ) {
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break;
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}
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}
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p = s_shaderText;
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// look for shader names
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while ( 1 ) {
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token = COM_ParseExt( &p, qtrue );
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if ( token[0] == 0 ) {
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break;
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}
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hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
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shaderTextHashTableSizes[hash]++;
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size++;
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SkipBracedSection(&p);
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}
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size += MAX_SHADERTEXT_HASH;
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@ -2950,29 +2941,20 @@ static void ScanAndLoadShaderFiles( void )
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}
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Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes));
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//
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for ( i = 0; i < numShaders; i++ ) {
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// pointer to the first shader file
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p = buffers[i];
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// look for label
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while ( 1 ) {
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oldp = p;
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token = COM_ParseExt( &p, qtrue );
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if ( token[0] == 0 ) {
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break;
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}
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hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
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shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp;
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SkipBracedSection(&p);
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// if we passed the pointer to the next shader file
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if ( i < numShaders - 1 ) {
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if ( p > buffers[i+1] ) {
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break;
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}
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}
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p = s_shaderText;
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// look for shader names
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while ( 1 ) {
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oldp = p;
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token = COM_ParseExt( &p, qtrue );
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if ( token[0] == 0 ) {
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break;
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}
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hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
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shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp;
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SkipBracedSection(&p);
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}
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return;
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