Remove non-threaded graphics as they strongly decrease performance in many cases

This commit is contained in:
def 2014-02-07 23:33:15 +01:00
parent ed30695b99
commit 79a99a994c
5 changed files with 3 additions and 1221 deletions

View file

@ -1850,10 +1850,7 @@ void CClient::Run()
// init graphics
{
if(g_Config.m_GfxThreaded)
m_pGraphics = CreateEngineGraphicsThreaded();
else
m_pGraphics = CreateEngineGraphics();
m_pGraphics = CreateEngineGraphicsThreaded();
bool RegisterFail = false;
RegisterFail = RegisterFail || !Kernel()->RegisterInterface(static_cast<IEngineGraphics*>(m_pGraphics)); // register graphics as both
@ -2023,7 +2020,7 @@ void CClient::Run()
Update();
if(m_pGraphics->WindowOpen() && (!g_Config.m_GfxAsyncRender || m_pGraphics->IsIdle()))
if(m_pGraphics->WindowOpen() && m_pGraphics->IsIdle())
{
m_RenderFrames++;

File diff suppressed because it is too large Load diff

View file

@ -1,157 +0,0 @@
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef ENGINE_CLIENT_GRAPHICS_H
#define ENGINE_CLIENT_GRAPHICS_H
class CGraphics_OpenGL : public IEngineGraphics
{
protected:
class IStorage *m_pStorage;
class IConsole *m_pConsole;
//
typedef struct { float x, y, z; } CPoint;
typedef struct { float u, v; } CTexCoord;
typedef struct { float r, g, b, a; } CColor;
typedef struct
{
CPoint m_Pos;
CTexCoord m_Tex;
CColor m_Color;
} CVertex;
enum
{
MAX_VERTICES = 32*1024,
MAX_TEXTURES = 1024*4,
DRAWING_QUADS=1,
DRAWING_LINES=2
};
CVertex m_aVertices[MAX_VERTICES];
int m_NumVertices;
CColor m_aColor[4];
CTexCoord m_aTexture[4];
bool m_RenderEnable;
float m_Rotation;
int m_Drawing;
bool m_DoScreenshot;
char m_aScreenshotName[128];
float m_ScreenX0;
float m_ScreenY0;
float m_ScreenX1;
float m_ScreenY1;
int m_InvalidTexture;
struct CTexture
{
GLuint m_Tex;
int m_MemSize;
int m_Flags;
int m_Next;
};
CTexture m_aTextures[MAX_TEXTURES];
int m_FirstFreeTexture;
int m_TextureMemoryUsage;
void Flush();
void AddVertices(int Count);
void Rotate4(const CPoint &rCenter, CVertex *pPoints);
static unsigned char Sample(int w, int h, const unsigned char *pData, int u, int v, int Offset, int ScaleW, int ScaleH, int Bpp);
static unsigned char *Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData);
public:
CGraphics_OpenGL();
virtual void ClipEnable(int x, int y, int w, int h);
virtual void ClipDisable();
virtual void BlendNone();
virtual void BlendNormal();
virtual void BlendAdditive();
virtual void WrapNormal();
virtual void WrapClamp();
virtual int MemoryUsage() const;
virtual void MapScreen(float TopLeftX, float TopLeftY, float BottomRightX, float BottomRightY);
virtual void GetScreen(float *pTopLeftX, float *pTopLeftY, float *pBottomRightX, float *pBottomRightY);
virtual void LinesBegin();
virtual void LinesEnd();
virtual void LinesDraw(const CLineItem *pArray, int Num);
virtual int UnloadTexture(int Index);
virtual int LoadTextureRaw(int Width, int Height, int Format, const void *pData, int StoreFormat, int Flags);
virtual int LoadTextureRawSub(int TextureID, int x, int y, int Width, int Height, int Format, const void *pData);
// simple uncompressed RGBA loaders
virtual int LoadTexture(const char *pFilename, int StorageType, int StoreFormat, int Flags);
virtual int LoadPNG(CImageInfo *pImg, const char *pFilename, int StorageType);
void ScreenshotDirect(const char *pFilename);
virtual void TextureSet(int TextureID);
virtual void Clear(float r, float g, float b);
virtual void QuadsBegin();
virtual void QuadsEnd();
virtual void QuadsSetRotation(float Angle);
virtual void SetColorVertex(const CColorVertex *pArray, int Num);
virtual void SetColor(float r, float g, float b, float a);
virtual void QuadsSetSubset(float TlU, float TlV, float BrU, float BrV);
virtual void QuadsSetSubsetFree(
float x0, float y0, float x1, float y1,
float x2, float y2, float x3, float y3);
virtual void QuadsDraw(CQuadItem *pArray, int Num);
virtual void QuadsDrawTL(const CQuadItem *pArray, int Num);
virtual void QuadsDrawFreeform(const CFreeformItem *pArray, int Num);
virtual void QuadsText(float x, float y, float Size, const char *pText);
virtual int Init();
};
class CGraphics_SDL : public CGraphics_OpenGL
{
SDL_Surface *m_pScreenSurface;
int TryInit();
int InitWindow();
public:
CGraphics_SDL();
virtual int Init();
virtual void Shutdown();
virtual void Minimize();
virtual void Maximize();
virtual int WindowActive();
virtual int WindowOpen();
virtual void TakeScreenshot(const char *pFilename);
virtual void TakeCustomScreenshot(const char *pFilename);
virtual void Swap();
virtual int GetVideoModes(CVideoMode *pModes, int MaxModes);
// syncronization
virtual void InsertSignal(semaphore *pSemaphore);
virtual bool IsIdle();
virtual void WaitForIdle();
};
#endif

View file

@ -74,9 +74,6 @@ MACRO_CONFIG_INT(GfxTextureQuality, gfx_texture_quality, 1, 0, 1, CFGFLAG_SAVE|C
MACRO_CONFIG_INT(GfxFsaaSamples, gfx_fsaa_samples, 0, 0, 16, CFGFLAG_SAVE|CFGFLAG_CLIENT, "FSAA Samples")
MACRO_CONFIG_INT(GfxRefreshRate, gfx_refresh_rate, 0, 0, 0, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Screen refresh rate")
MACRO_CONFIG_INT(GfxFinish, gfx_finish, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "")
MACRO_CONFIG_INT(GfxAsyncRender, gfx_asyncrender, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Do rendering async from the the update")
MACRO_CONFIG_INT(GfxThreaded, gfx_threaded, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Use the threaded graphics backend")
MACRO_CONFIG_INT(InpMousesens, inp_mousesens, 100, 5, 100000, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Mouse sensitivity")

View file

@ -628,7 +628,6 @@ void CMenus::RenderSettingsGraphics(CUIRect MainView)
static int s_GfxFsaaSamples = g_Config.m_GfxFsaaSamples;
static int s_GfxTextureQuality = g_Config.m_GfxTextureQuality;
static int s_GfxTextureCompression = g_Config.m_GfxTextureCompression;
static int s_GfxThreaded = g_Config.m_GfxThreaded;
CUIRect ModeList;
MainView.VSplitLeft(300.0f, &MainView, &ModeList);
@ -710,24 +709,6 @@ void CMenus::RenderSettingsGraphics(CUIRect MainView)
CheckSettings = true;
}
MainView.HSplitTop(20.0f, &Button, &MainView);
if(DoButton_CheckBox(&g_Config.m_GfxThreaded, Localize("Threaded rendering"), g_Config.m_GfxThreaded, &Button))
{
g_Config.m_GfxThreaded ^= 1;
CheckSettings = true;
}
MainView.HSplitTop(20.0f, &Button, &MainView);
if(g_Config.m_GfxThreaded)
{
Button.VSplitLeft(20.0f, 0, &Button);
if(DoButton_CheckBox(&g_Config.m_GfxAsyncRender, Localize("Handle rendering async from updates"), g_Config.m_GfxAsyncRender, &Button))
{
g_Config.m_GfxAsyncRender ^= 1;
CheckSettings = true;
}
}
MainView.HSplitTop(20.0f, &Button, &MainView);
if(DoButton_CheckBox(&g_Config.m_GfxTextureQuality, Localize("Quality Textures"), g_Config.m_GfxTextureQuality, &Button))
{
@ -757,8 +738,7 @@ void CMenus::RenderSettingsGraphics(CUIRect MainView)
s_GfxVsync == g_Config.m_GfxVsync &&
s_GfxFsaaSamples == g_Config.m_GfxFsaaSamples &&
s_GfxTextureQuality == g_Config.m_GfxTextureQuality &&
s_GfxTextureCompression == g_Config.m_GfxTextureCompression &&
s_GfxThreaded == g_Config.m_GfxThreaded)
s_GfxTextureCompression == g_Config.m_GfxTextureCompression)
m_NeedRestartGraphics = false;
else
m_NeedRestartGraphics = true;