Removed r_smp and r_showsmp. We are using SMP by default now

Removed r_smp and r_showsmp. We are using SMP by default now

diff --git a/src/engine/GPURenderer/r_cmds.cpp b/src/engine/GPURenderer/r_cmds.cpp
index c0fe54e..2800911 100644
--- a/src/engine/GPURenderer/r_cmds.cpp
+++ b/src/engine/GPURenderer/r_cmds.cpp
@@ -105,7 +105,6 @@ R_IssueRenderCommands
 */
 void R_IssueRenderCommands( bool runPerformanceCounters )
 {
-    static sint c_blockedOnRender, c_blockedOnMain;
     renderCommandList_t* cmdList = &backEndData->commands[tr.smpFrame];
     assert( cmdList );
     
@@ -115,26 +114,8 @@ void R_IssueRenderCommands( bool runPerformanceCounters )
     // clear it out, in case this is a sync and not a buffer flip
     cmdList->used = 0;
     
-    if( glConfig.smpActive )
+    if( glConfig.smpActive && renderThreadActive )
     {
-        // if the render thread is not idle, wait for it
-        if( renderThreadActive )
-        {
-            c_blockedOnRender++;
-            if( r_showSmp->integer )
-            {
-                CL_RefPrintf( PRINT_ALL, "R" );
-            }
-        }
-        else
-        {
-            c_blockedOnMain++;
-            if( r_showSmp->integer )
-            {
-                CL_RefPrintf( PRINT_ALL, "." );
-            }
-        }
-        
         // sleep until the renderer has completed
         GLimp_FrontEndSleep();
     }
@@ -155,7 +136,7 @@ void R_IssueRenderCommands( bool runPerformanceCounters )
         }
         else
         {
-            GLimp_WakeRenderer( cmdList );
+            GLimp_WakeRenderer( cmdList->cmds );
         }
     }
 }
diff --git a/src/engine/GPURenderer/r_init.cpp b/src/engine/GPURenderer/r_init.cpp
index 01026fa..795e836 100644
--- a/src/engine/GPURenderer/r_init.cpp
+++ b/src/engine/GPURenderer/r_init.cpp
@@ -58,8 +58,6 @@ convar_t*	r_detailTextures;
 convar_t*	r_znear;
 convar_t*	r_zproj;
 convar_t*	r_stereoSeparation;
-convar_t* r_smp;
-convar_t* r_showSmp;
 
 convar_t*	r_skipBackEnd;
 
@@ -327,19 +325,16 @@ static void InitOpenGL( void )
         
         glConfig.smpActive = false;
         
-        if( r_smp->integer )
+        CL_RefPrintf( PRINT_DEVELOPER, "Trying SMP acceleration...\n" );
+        
+        if( GLimp_SpawnRenderThread( RB_RenderThread ) )
         {
-            CL_RefPrintf( PRINT_DEVELOPER, "Trying SMP acceleration...\n" );
-            
-            if( GLimp_SpawnRenderThread( RB_RenderThread ) )
-            {
-                CL_RefPrintf( PRINT_DEVELOPER, "...succeeded.\n" );
-                glConfig.smpActive = true;
-            }
-            else
-            {
-                CL_RefPrintf( PRINT_DEVELOPER, "...failed.\n" );
-            }
+            CL_RefPrintf( PRINT_DEVELOPER, "...succeeded.\n" );
+            glConfig.smpActive = true;
+        }
+        else
+        {
+            CL_RefPrintf( PRINT_DEVELOPER, "...failed.\n" );
         }
     }
     
@@ -1264,8 +1259,6 @@ void R_Register( void )
     r_vertexLight = cvarSystem->Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH, "Enable vertex lighting (faster, lower quality than lightmap) removes lightmaps, forces every shader to only use a single rendering pass, no layered transparancy, environment mapping, world lighting is completely static, and there is no dynamic lighting when in vertex lighting mode. (recommend dynamiclight 0 and this 1) direct FPS benefit" );
     r_uiFullScreen = cvarSystem->Get( "r_uifullscreen", "0", 0, "Sets the User Interface(UI) running fullscreen." );
     r_subdivisions = cvarSystem->Get( "r_subdivisions", "4", CVAR_ARCHIVE | CVAR_LATCH, "Patch mesh/curve sub divisions, sets number of subdivisions of curves, increasing makes curves into straights." );
-    r_smp = cvarSystem->Get( "r_smp", "1", CVAR_ARCHIVE | CVAR_LATCH, "Enables symmetric multiprocessing acceleration." );
-    r_showSmp = cvarSystem->Get( "r_showSmp", "0", CVAR_ARCHIVE, "Toggle display of multi processor (SMP) info on the HUD" );
     r_stereoEnabled = cvarSystem->Get( "r_stereoEnabled", "0", CVAR_CHEAT, "Enables stereo separation, for 3D effects" );
     r_greyscale = cvarSystem->Get( "r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH, "Enables greyscaling of everything" );
     cvarSystem->CheckRange( r_greyscale, 0, 1, false );
diff --git a/src/engine/GPURenderer/r_local.h b/src/engine/GPURenderer/r_local.h
index 34e804e..8619fa7 100644
--- a/src/engine/GPURenderer/r_local.h
+++ b/src/engine/GPURenderer/r_local.h
@@ -1896,8 +1896,6 @@ extern	convar_t*	r_portalOnly;
 
 extern	convar_t*	r_subdivisions;
 extern	convar_t*	r_lodCurveError;
-extern	convar_t* r_smp;
-extern	convar_t* r_showSmp;
 extern	convar_t*	r_skipBackEnd;
 
 extern	convar_t*	r_anaglyphMode;
@@ -2608,8 +2606,6 @@ extern	sint		max_polyverts;
 
 extern	backEndData_t* backEndData;	// the second one may not be allocated
 
-void R_SyncRenderThread( void );
-
 extern volatile bool renderThreadActive;
 
 void* R_GetCommandBuffer( sint bytes );
diff --git a/src/engine/GPURenderer/r_scene.cpp b/src/engine/GPURenderer/r_scene.cpp
index 8096c87..ee7bd0d 100644
--- a/src/engine/GPURenderer/r_scene.cpp
+++ b/src/engine/GPURenderer/r_scene.cpp
@@ -52,16 +52,9 @@ R_InitNextFrame
 */
 void R_InitNextFrame( void )
 {
-    if( r_smp->integer )
-    {
-        // use the other buffers next frame, because another CPU
-        // may still be rendering into the current ones
-        tr.smpFrame ^= 1;
-    }
-    else
-    {
-        tr.smpFrame = 0;
-    }
+    // use the other buffers next frame, because another CPU
+    // may still be rendering into the current ones
+    tr.smpFrame ^= 1;
     
     backEndData->commands[tr.smpFrame].used = 0;
     
diff --git a/src/engine/GPURenderer/r_shader.cpp b/src/engine/GPURenderer/r_shader.cpp
index 641e488..90c76e7 100644
--- a/src/engine/GPURenderer/r_shader.cpp
+++ b/src/engine/GPURenderer/r_shader.cpp
@@ -3637,12 +3637,7 @@ static void InitShader( pointer name, sint lightmapIndex )
 {
     sint i;
     
-    // make sure the render thread is stopped, because we are probably
-// going to have to upload an image
-    if( r_smp->integer )
-    {
-        R_IssuePendingRenderCommands();
-    }
+    R_IssuePendingRenderCommands();
     
     // clear the global shader
     ::memset( &shader, 0, sizeof( shader ) );

GitHub
sha: dd9c5931

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