]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
changed r_speeds labels again, less csqc monitoring and more consistent
[xonotic/darkplaces.git] / gl_rmain.c
index 788d53ee1c81b13eaddeba5967e578517ec27049..e91a8d1961d2b9008f36e12ec56eaff5e79e7f13 100644 (file)
@@ -1162,15 +1162,36 @@ static const char *builtinshaderstring =
 "#      else\n"
 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
 "#      endif\n"
-"      vec2 center = shadowmaptc.xy - 1.5, offset = fract(center);\n"
-"      center = (center - offset)*ShadowMap_TextureScale;\n"
-"      vec4 group1 = step(shadowmaptc.z, texval(0.0, 0.0));\n"
-"      vec4 group2 = step(shadowmaptc.z, texval(2.0, 0.0));\n"
-"      vec4 group3 = step(shadowmaptc.z, texval(0.0, 2.0));\n"
-"      vec4 group4 = step(shadowmaptc.z, texval(2.0, 2.0));\n"
+"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
+"#      if USESHADOWMAPPCF > 1\n"
+"   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
+"   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
+"   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
+"   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
+"   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
+"   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
+"   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
+"   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
+"   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
+"      vec4 locols = vec4(group1.ab, group3.ab);\n"
+"      vec4 hicols = vec4(group7.rg, group9.rg);\n"
+"      locols.yz += group2.ab;\n"
+"      hicols.yz += group8.rg;\n"
+"      vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
+"                              vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
+"                              mix(locols, hicols, offset.y);\n"
+"      vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
+"      cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
+"      f = dot(cols, vec4(1.0/25.0));\n"
+"#      else\n"
+"      vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
+"      vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
+"      vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
+"      vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
 "      vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
 "                              mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
 "      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"#      endif\n"
 "#     else\n"
 "#      ifdef GL_EXT_gpu_shader4\n"
 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
@@ -2301,15 +2322,36 @@ const char *builtincgshaderstring =
 "#      else\n"
 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
 "#      endif\n"
-"    float2 center = shadowmaptc.xy - 1.5, offset = fract(center);\n"
-"    center = (center - offset)*ShadowMap_TextureScale;\n"
-"    float4 group1 = step(shadowmaptc.z, texval(0.0, 0.0));\n"
-"    float4 group2 = step(shadowmaptc.z, texval(2.0, 0.0));\n"
-"    float4 group3 = step(shadowmaptc.z, texval(0.0, 2.0));\n"
-"    float4 group4 = step(shadowmaptc.z, texval(2.0, 2.0));\n"
-"    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
-"                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
-"    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"      float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
+"#      if USESHADOWMAPPCF > 1\n"
+"      float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
+"      float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
+"      float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
+"      float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
+"      float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
+"      float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
+"      float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
+"      float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
+"      float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
+"      float4 locols = float4(group1.ab, group3.ab);\n"
+"      float4 hicols = float4(group7.rg, group9.rg);\n"
+"      locols.yz += group2.ab;\n"
+"      hicols.yz += group8.rg;\n"
+"      float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
+"                  float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
+"                  lerp(locols, hicols, offset.y);\n"
+"      float4 cols = group5 + float4(group2.rg, group8.ab);\n"
+"      cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
+"      f = dot(cols, float4(1.0/25.0));\n"
+"#      else\n"
+"      float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
+"      float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
+"      float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
+"      float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
+"      float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
+"                              lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
+"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"#      endif\n"
 "#     else\n"
 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
 "#      if USESHADOWMAPPCF > 1\n"
@@ -8298,6 +8340,9 @@ void R_RenderScene(void)
 {
        qboolean shadowmapping = false;
 
+       if (r_timereport_active)
+               R_TimeReport("beginscene");
+
        r_refdef.stats.renders++;
 
        R_UpdateFogColor();
@@ -8312,6 +8357,9 @@ void R_RenderScene(void)
 
        Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
 
+       if (r_timereport_active)
+               R_TimeReport("skystartframe");
+
        if (cl.csqc_vidvars.drawworld)
        {
                // don't let sound skip if going slow