RenderRadius and sliced rendering

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dpJudas
 
 
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Re: RenderRadius and sliced rendering

Post by dpJudas »

I pushed the branch to https://github.com/dpjudas/gzdoom/tree/renderslices in case anyone wants to try the performance improvements on their own computer. Note that this branch isn't ready for merging yet as there's a race condition still when it loads textures that causes it to crash in some rare cases.
dpJudas
 
 
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Re: RenderRadius and sliced rendering

Post by dpJudas »

I pushed an update to this branch fixing the race condition. This should generally be ready for merging now. It is also silly fast with that fix, now running at 92 FPS in Frozen Time's bridge, beating the hardware renderer running at 71 on my computer. That was fun to see. What a difference removing a mutex lock can do. :)
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Nash
 
 
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Re: RenderRadius and sliced rendering

Post by Nash »

So I gave this branch a spin out of curiosity and holy crap. What kind of wizardry is this. :D :D :D




Paletted VS true color. Both OpenGL backend. Eviternity, heavily gameplay modded (my own mods). Has dynamic lights enabled in the TC one.

400 FPS / 200 FPS respectively, at 1080p. This is crazy. I've never seen software rendering perform this fast before!

Hardware:

Processor Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz, 3192 Mhz, 6 Core(s), 12 Logical Processor(s)
RAM 16 GB
RTX 2080
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Graf Zahl
Lead GZDoom+Raze Developer
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Re: RenderRadius and sliced rendering

Post by Graf Zahl »

Seeing those pictures reminds me again: Someone really needs to fix the blending for shaded decals in paletted mode. This has been broken forever and uses the color after colormap application to derive alpha, not the original color.
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drfrag
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Re: RenderRadius and sliced rendering

Post by drfrag »

Is there interest on this? dpJudas said it was "generally ready for merging".
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Graf Zahl
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Re: RenderRadius and sliced rendering

Post by Graf Zahl »

There is no PR so there's nothing to merge as far as I am concerned.

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