@@ -1456,11 +1456,6 @@ const void *RB_ClearDepth(const void *data)
14561456 return (const void * )(cmd + 1 );
14571457}
14581458
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-
14641459// leilei - motion blur hack
14651460float motiontime ;
14661461float motion_finished ;
@@ -1647,12 +1642,6 @@ const void *RB_SwapBuffers( const void *data ) {
16471642
16481643 R_BrightScreen (); // leilei - alternate brightness - do it here so we hit evereything that represents our video buffer
16491644
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-
16561645 cmd = (const swapBuffersCommand_t * )data ;
16571646
16581647 // we measure overdraw by reading back the stencil buffer and
@@ -1707,33 +1696,6 @@ const void *RB_SwapBuffers( const void *data ) {
17071696 backEnd .doneFlareTests = qfalse ;
17081697 backEnd .flareTestTime = backEnd .refdef .time + 100.0f ;
17091698 }
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-
17371699
17381700 time_last = backEnd .refdef .time ;
17391701 return (const void * )(cmd + 1 );
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