Loadbar plus.

* Resolves #145.
* Increased granularity, to seperate out texture loading and sprite loading from other render structure initialisation.
* Shows small loading string in DEVELOP builds, to show where we can optimise loading times when we're polishing.
* Clean up con_refresh/startup, which got split into two variables in the merge by mistake.
This commit is contained in:
toaster 2021-03-28 20:16:47 +01:00
parent 8344ac3489
commit 99a764dbc0
8 changed files with 51 additions and 42 deletions

View file

@ -57,7 +57,6 @@ I_mutex con_mutex;
static boolean con_started = false; // console has been initialised
boolean con_startup = false; // true at game startup
boolean con_refresh = false; // screen needs refreshing
con_loadprogress_t con_startup_loadprogress = 0; // Progress for startup load bar
@ -457,7 +456,6 @@ void CON_Init(void)
con_started = true;
con_startup = true;
con_refresh = true; // needs explicit screen refresh until we are in the main game loop
consoletoggle = false;
Unlock_state();
@ -477,7 +475,6 @@ void CON_Init(void)
con_started = true;
con_startup = false;
con_refresh = false; // disable explicit screen refresh
consoletoggle = true;
Unlock_state();
@ -1497,7 +1494,6 @@ void CONS_Printf(const char *fmt, ...)
{
va_list argptr;
static char *txt = NULL;
boolean refresh;
if (txt == NULL)
txt = malloc(8192);
@ -1519,16 +1515,8 @@ void CONS_Printf(const char *fmt, ...)
// make sure new text is visible
con_scrollup = 0;
refresh = con_refresh;
Unlock_state();
// if not in display loop, force screen update
if (refresh)
{
CON_Drawer(); // here we display the console text
I_FinishUpdate(); // page flip or blit buffer
}
}
void CONS_Alert(alerttype_t level, const char *fmt, ...)
@ -1892,6 +1880,23 @@ void CON_Drawer(void)
Unlock_state();
}
static const char *CON_LoadingStrings[LOADED_ALLDONE] =
{
"Init Zone Memory...", //LOADED_ZINIT
"Init game timing...", //LOADED_ISTARTUPTIMER
"Loading main assets...", //LOADED_IWAD
"Loading add-ons...", //LOADED_PWAD
"Init graphics subsystem...", //LOADED_ISTARTUPGRAPHICS
"Cache fonts...", //LOADED_HULOADGRAPHICS
"Init miscellaneous...", //LOADED_MINIT
"Cache textures...", //LOADED_INITTEXTUREDATA
"Cache sprites...", //LOADED_INITSPIRTES
"Init rendering daemon...", //LOADED_RINIT
"Init audio subsystem...", //LOADED_SINITSFXCHANNELS
"Cache HUD...", //LOADED_STINIT
"Check game status...", //LOADED_DCHECKNETGAME
}; // see also con_loadprogress_t in console.h
//
// Error handling for the loading bar, to ensure it doesn't skip any steps.
//
@ -1906,6 +1911,12 @@ void CON_SetLoadingProgress(con_loadprogress_t newStep)
}
con_startup_loadprogress = newStep;
if (con_startup_loadprogress < LOADED_ALLDONE)
CONS_Printf("LOADING UPDATE - %s\n", CON_LoadingStrings[con_startup_loadprogress]);
CON_DrawLoadBar(); // here we display the console text
I_FinishUpdate(); // page flip or blit buffer
}
//
@ -1928,6 +1939,10 @@ void CON_DrawLoadBar(void)
barwidth = (BASEVIDWIDTH * con_startup_loadprogress) / LOADED_ALLDONE;
V_DrawFill(0, BASEVIDHEIGHT - barheight, barwidth, barheight, 0);
#ifdef DEVELOP
if (con_startup_loadprogress < LOADED_ALLDONE)
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT - (barheight + 8 + 4), 0, CON_LoadingStrings[con_startup_loadprogress]);
#endif
Unlock_state();
}

View file

@ -31,6 +31,7 @@ extern boolean con_startup;
// needs explicit screen refresh until we are in the main game loop
extern boolean con_refresh;
// when modifying the below, you must also adjust d_main and console.c
typedef enum
{
LOADED_ZINIT = 1,
@ -40,6 +41,8 @@ typedef enum
LOADED_ISTARTUPGRAPHICS,
LOADED_HULOADGRAPHICS,
LOADED_MINIT,
LOADED_INITTEXTUREDATA,
LOADED_INITSPRITES,
LOADED_RINIT,
LOADED_SINITSFXCHANNELS,
LOADED_STINIT,

View file

@ -1510,6 +1510,13 @@ void D_SRB2Main(void)
M_Init();
CON_SetLoadingProgress(LOADED_MINIT);
R_InitTextureData(); // seperated out from below because it takes ages by itself
CON_SetLoadingProgress(LOADED_INITTEXTUREDATA);
CONS_Printf("R_InitSprites()...\n");
R_InitSprites(); // ditto
CON_SetLoadingProgress(LOADED_INITSPRITES);
CONS_Printf("R_Init(): Init SRB2 refresh daemon.\n");
R_Init();
CON_SetLoadingProgress(LOADED_RINIT);

View file

@ -262,27 +262,10 @@ static void R_InitExtraColormaps(void)
}
#endif
//
// R_InitSpriteLumps
// Finds the width and hoffset of all sprites in the wad, so the sprite does not need to be
// cached completely, just for having the header info ready during rendering.
//
//
// allocate sprite lookup tables
//
static void R_InitSpriteLumps(void)
{
numspritelumps = 0;
max_spritelumps = 8192;
Z_Malloc(max_spritelumps*sizeof(*spritecachedinfo), PU_STATIC, &spritecachedinfo);
}
//
// R_InitColormaps
//
static void R_InitColormaps(void)
void R_InitColormaps(void)
{
size_t len;
lumpnum_t lump;
@ -1180,12 +1163,12 @@ static void R_Init8to16(void)
}
//
// R_InitData
// R_InitTextureData
//
// Locates all the lumps that will be used by all views
// Must be called after W_Init.
//
void R_InitData(void)
void R_InitTextureData(void)
{
if (highcolor)
{
@ -1198,13 +1181,6 @@ void R_InitData(void)
CONS_Printf("P_InitPicAnims()...\n");
P_InitPicAnims();
CONS_Printf("R_InitSprites()...\n");
R_InitSpriteLumps();
R_InitSprites();
CONS_Printf("R_InitColormaps()...\n");
R_InitColormaps();
}
//

View file

@ -46,7 +46,7 @@ extern CV_PossibleValue_t Color_cons_t[];
extern CV_PossibleValue_t Followercolor_cons_t[]; // follower colours table, not a duplicate because of the "Match" option.
// I/O, setting up the stuff.
void R_InitData(void);
void R_InitTextureData(void);
void R_PrecacheLevel(void);
extern size_t flatmemory, spritememory, texturememory;
@ -58,6 +58,7 @@ extern size_t flatmemory, spritememory, texturememory;
// Uncomment to make extra_colormaps order Newest -> Oldest
//#define COLORMAPREVERSELIST
void R_InitColormaps(void);
void R_ReInitColormaps(UINT16 num, lumpnum_t newencoremap);
void R_ClearColormaps(void);
extracolormap_t *R_CreateDefaultColormap(boolean lighttable);

View file

@ -1084,7 +1084,9 @@ void R_Init(void)
{
// screensize independent
//I_OutputMsg("\nR_InitData");
R_InitData();
//R_InitData(); -- split to d_main for its own startup steps since it takes AGES
CONS_Printf("R_InitColormaps()...\n");
R_InitColormaps();
//I_OutputMsg("\nR_InitViewBorder");
R_InitViewBorder();

View file

@ -513,6 +513,11 @@ void R_InitSprites(void)
float fa;
#endif
// allocate sprite lookup tables
numspritelumps = 0;
max_spritelumps = 8192;
Z_Malloc(max_spritelumps*sizeof(*spritecachedinfo), PU_STATIC, &spritecachedinfo);
for (i = 0; i < MAXVIDWIDTH; i++)
negonearray[i] = -1;

View file

@ -1081,7 +1081,7 @@ void V_DrawDiag(INT32 x, INT32 y, INT32 wh, INT32 c)
return;
#ifdef HWRENDER
if (rendermode != render_soft && !con_startup)
if (rendermode == render_opengl)
{
HWR_DrawDiag(x, y, wh, c);
return;