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- r_slowness gone. Use llvmpipe, PCem, or a slow computer instead.
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code/renderer_oa/tr_backend.c

Lines changed: 0 additions & 38 deletions
Original file line numberDiff line numberDiff line change
@@ -1456,11 +1456,6 @@ const void *RB_ClearDepth(const void *data)
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return (const void *)(cmd + 1);
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}
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1459-
1460-
extern cvar_t *r_slowness; // leilei - experimental variable slowness
1461-
extern cvar_t *r_slowness_cpu; // leilei - experimental variable slowness
1462-
extern cvar_t *r_slowness_gpu; // leilei - experimental variable slowness
1463-
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// leilei - motion blur hack
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float motiontime;
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float motion_finished;
@@ -1647,12 +1642,6 @@ const void *RB_SwapBuffers( const void *data ) {
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16481643
R_BrightScreen(); // leilei - alternate brightness - do it here so we hit evereything that represents our video buffer
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1650-
R_RetroAAScreen(); // leilei - then apply 'anti aliasing' (hint: IT'S NOT really antialiasing)
1651-
R_PaletteScreen(); // leilei - then we palette our overbrighted antialiased screen.
1652-
R_NTSCScreen(); // leilei - then we get it through a DAC, degrading our precious VGA signals
1653-
R_TVScreen(); // leilei - tv operation comes last, this is a SCREEN
1654-
1655-
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cmd = (const swapBuffersCommand_t *)data;
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// we measure overdraw by reading back the stencil buffer and
@@ -1707,33 +1696,6 @@ const void *RB_SwapBuffers( const void *data ) {
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backEnd.doneFlareTests = qfalse;
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backEnd.flareTestTime = backEnd.refdef.time + 100.0f;
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}
1710-
1711-
// leilei - artificial slowness (mapper debug) - this might be windows only
1712-
#ifdef _WIN32
1713-
1714-
if (r_slowness->integer > 2){
1715-
// Should be roughly equiv to a P2 300 at value 1.0 (target system)
1716-
float cpuspeed = r_slowness_cpu->value;
1717-
float gpuspeed = r_slowness_gpu->value;
1718-
1719-
if (cpuspeed < 1) cpuspeed = 1;
1720-
if (gpuspeed < 1) gpuspeed = 1; // avoid div0
1721-
1722-
float slowit = (float)(((float)(backEnd.pc.c_surfaces) / 16) + ((float)backEnd.pc.c_vertexes / 64) + 5400.0f);
1723-
slowit /= cpuspeed; // yeah it's the cpu
1724-
float blowit = ((float)(backEnd.pc.c_surfaces / 32) + (backEnd.pc.c_indexes / 1324 * (float)(glConfig.vidWidth * glConfig.vidHeight / 1100)));
1725-
blowit /= gpuspeed; // yeah it's the gpu
1726-
1727-
if (blowit > slowit) slowit = blowit; // GPU bottleneck
1728-
else if (slowit > blowit) blowit = slowit; // CPU bottlebeck
1729-
1730-
if (slowit > 8500) slowit = 8500; // but not too much?
1731-
Sleep(slowit); // FORCE A SLEEP!! HAHAHAHA!!!
1732-
1733-
}
1734-
#endif
1735-
1736-
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time_last = backEnd.refdef.time;
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return (const void *)(cmd + 1);

code/renderer_oa/tr_init.c

Lines changed: 0 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -225,10 +225,6 @@ cvar_t *r_suggestiveThemes; // leilei - mature content control
225225
//cvar_t *r_motionblur; // Leilei - motionblur
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cvar_t *r_motionblur_fps; // Leilei - motionblur framerated
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228-
cvar_t *r_slowness; // Leilei - the cvar that slows everything down. use with caution.
229-
cvar_t *r_slowness_cpu; // Leilei
230-
cvar_t *r_slowness_gpu; // Leilei
231-
232228
cvar_t *r_textureDither; // leilei - Dithered texture
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234230
cvar_t *r_texdump; // Leilei - debug - texture dump as they load, players should never need to use this!
@@ -1346,9 +1342,6 @@ void R_Register( void )
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r_leidebug = ri.Cvar_Get( "r_leidebug", "0" , CVAR_CHEAT);
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r_particles = ri.Cvar_Get( "r_particles", "0" , CVAR_ARCHIVE | CVAR_LATCH);
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r_leidebugeye = ri.Cvar_Get( "r_leidebugeye", "0" , CVAR_CHEAT);
1349-
r_slowness = ri.Cvar_Get( "r_slowness", "0" , CVAR_ARCHIVE); // it's 0 because you want it to be the fastest possible by default.
1350-
r_slowness_cpu = ri.Cvar_Get( "r_slowness_cpu", "300" , CVAR_ARCHIVE); // it's 0 because you want it to be the fastest possible by default.
1351-
r_slowness_gpu = ri.Cvar_Get( "r_slowness_gpu", "96" , CVAR_ARCHIVE); // it's 0 because you want it to be the fastest possible by default.
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r_iconmip = ri.Cvar_Get ("r_iconmip", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - icon mip
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r_iconBits = ri.Cvar_Get ("r_iconBits", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - icon bits

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