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author | tma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2007-08-23 00:22:20 +0000 |
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committer | tma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2007-08-23 00:22:20 +0000 |
commit | 3ac0cab7a7a47a07b71755c59bab24e0b70088bd (patch) | |
tree | 08f539ee044c124f4878c7a945922e4c59e99fcd /code/renderer | |
parent | 37c20d0ddfb0b25296cabe9755231ceb2b43dedd (diff) | |
download | ioquake3-aero-3ac0cab7a7a47a07b71755c59bab24e0b70088bd.tar.gz ioquake3-aero-3ac0cab7a7a47a07b71755c59bab24e0b70088bd.zip |
* (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>)
git-svn-id: svn://svn.icculus.org/quake3/trunk@1129 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/renderer')
-rw-r--r-- | code/renderer/tr_shader.c | 84 |
1 files changed, 33 insertions, 51 deletions
diff --git a/code/renderer/tr_shader.c b/code/renderer/tr_shader.c index 7e4fc2a..edcf2bc 100644 --- a/code/renderer/tr_shader.c +++ b/code/renderer/tr_shader.c @@ -2866,27 +2866,27 @@ static void ScanAndLoadShaderFiles( void ) char **shaderFiles; char *buffers[MAX_SHADER_FILES]; char *p; - int numShaders; + int numShaderFiles; int i; char *oldp, *token, *hashMem; int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size; long sum = 0; // scan for shader files - shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaders ); + shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaderFiles ); - if ( !shaderFiles || !numShaders ) + if ( !shaderFiles || !numShaderFiles ) { ri.Printf( PRINT_WARNING, "WARNING: no shader files found\n" ); return; } - if ( numShaders > MAX_SHADER_FILES ) { - numShaders = MAX_SHADER_FILES; + if ( numShaderFiles > MAX_SHADER_FILES ) { + numShaderFiles = MAX_SHADER_FILES; } // load and parse shader files - for ( i = 0; i < numShaders; i++ ) + for ( i = 0; i < numShaderFiles; i++ ) { char filename[MAX_QPATH]; @@ -2899,16 +2899,16 @@ static void ScanAndLoadShaderFiles( void ) } // build single large buffer - s_shaderText = ri.Hunk_Alloc( sum + numShaders*2, h_low ); + s_shaderText = ri.Hunk_Alloc( sum + numShaderFiles*2, h_low ); + s_shaderText[ 0 ] = '\0'; // free in reverse order, so the temp files are all dumped - for ( i = numShaders - 1; i >= 0 ; i-- ) { - strcat( s_shaderText, "\n" ); + for ( i = numShaderFiles - 1; i >= 0 ; i-- ) { p = &s_shaderText[strlen(s_shaderText)]; strcat( s_shaderText, buffers[i] ); ri.FS_FreeFile( buffers[i] ); - buffers[i] = p; COM_Compress(p); + strcat( s_shaderText, "\n" ); } // free up memory @@ -2916,28 +2916,19 @@ static void ScanAndLoadShaderFiles( void ) Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes)); size = 0; - // - for ( i = 0; i < numShaders; i++ ) { - // pointer to the first shader file - p = buffers[i]; - // look for label - while ( 1 ) { - token = COM_ParseExt( &p, qtrue ); - if ( token[0] == 0 ) { - break; - } - hash = generateHashValue(token, MAX_SHADERTEXT_HASH); - shaderTextHashTableSizes[hash]++; - size++; - SkipBracedSection(&p); - // if we passed the pointer to the next shader file - if ( i < numShaders - 1 ) { - if ( p > buffers[i+1] ) { - break; - } - } + p = s_shaderText; + // look for shader names + while ( 1 ) { + token = COM_ParseExt( &p, qtrue ); + if ( token[0] == 0 ) { + break; } + + hash = generateHashValue(token, MAX_SHADERTEXT_HASH); + shaderTextHashTableSizes[hash]++; + size++; + SkipBracedSection(&p); } size += MAX_SHADERTEXT_HASH; @@ -2950,29 +2941,20 @@ static void ScanAndLoadShaderFiles( void ) } Com_Memset(shaderTextHashTableSizes, 0, sizeof(shaderTextHashTableSizes)); - // - for ( i = 0; i < numShaders; i++ ) { - // pointer to the first shader file - p = buffers[i]; - // look for label - while ( 1 ) { - oldp = p; - token = COM_ParseExt( &p, qtrue ); - if ( token[0] == 0 ) { - break; - } - - hash = generateHashValue(token, MAX_SHADERTEXT_HASH); - shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp; - SkipBracedSection(&p); - // if we passed the pointer to the next shader file - if ( i < numShaders - 1 ) { - if ( p > buffers[i+1] ) { - break; - } - } + p = s_shaderText; + // look for shader names + while ( 1 ) { + oldp = p; + token = COM_ParseExt( &p, qtrue ); + if ( token[0] == 0 ) { + break; } + + hash = generateHashValue(token, MAX_SHADERTEXT_HASH); + shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp; + + SkipBracedSection(&p); } return; |