template <class T> inline void MarkSweep::follow_root(T* p) { assert(!Universe::heap()->is_in_reserved(p), "roots shouldn't be things within the heap"); T heap_oop = oopDesc::load_heap_oop(p); if (!oopDesc::is_null(heap_oop)) { oop obj = oopDesc::decode_heap_oop_not_null(heap_oop); if (!obj->mark()->is_marked()) { mark_object(obj); follow_object(obj); } } follow_stack(); }
void screen_redraw() { //d3dmgr->EndShapesBatching(); //If called inside bound surface we need to finish drawing d3dmgr->BeginScene(); // Clean up any textures that ENIGMA may still think are binded but actually are not d3d_set_zwriteenable(true); if (!view_enabled) { screen_set_viewport(0, 0, window_get_region_width_scaled(), window_get_region_height_scaled()); clear_view(0, 0, room_width, room_height, 0, background_showcolor); draw_back(); draw_insts(); draw_tiles(); } else { //TODO: Possibly implement view option from Stupido to control which view clears the background // Only clear the background on the first visible view by checking if it hasn't been cleared yet bool draw_backs = true; bool background_allviews = true; // FIXME: Create a setting for this. for (view_current = 0; view_current < 8; view_current++) { int vc = (int)view_current; if (!view_visible[vc]) continue; int vob = (int)view_object[vc]; if (vob != -1) follow_object(vob, vc); screen_set_viewport(view_xport[vc], view_yport[vc], view_wport[vc], view_hport[vc]); clear_view(view_xview[vc], view_yview[vc], view_wview[vc], view_hview[vc], view_angle[vc], background_showcolor && draw_backs); if (draw_backs) draw_back(); draw_insts(); if (draw_tiles()) break; draw_backs = background_allviews; } view_current = 0; } // Now process the sub event of draw called draw gui // It is for drawing GUI elements without view scaling and transformation if (enigma::gui_used) { screen_set_viewport(0, 0, window_get_region_width_scaled(), window_get_region_height_scaled()); d3d_set_projection_ortho(0, 0, enigma::gui_width, enigma::gui_height, 0); // Clear the depth buffer if hidden surface removal is on at the beginning of the draw step. if (enigma::d3dMode) d3dmgr->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); draw_gui(); } d3dmgr->EndScene(); ///TODO: screen_refresh() shouldn't be in screen_redraw(). They are separate functions for a reason. screen_refresh(); }
void screen_redraw() { // Clean up any textures that ENIGMA may still think are binded but actually are not d3d_set_zwriteenable(true); if (!view_enabled) { if (bound_framebuffer != 0) //This fixes off-by-one error when rendering on surfaces. This should be checked to see if other GPU's have the same effect screen_set_viewport(1, 1, window_get_region_width_scaled(), window_get_region_height_scaled()); else screen_set_viewport(0, 0, window_get_region_width_scaled(), window_get_region_height_scaled()); clear_view(0, 0, room_width, room_height, background_showcolor); draw_back(); draw_insts(); draw_tiles(); } else { //TODO: Possibly implement view option from Stupido to control which view clears the background // Only clear the background on the first visible view by checking if it hasn't been cleared yet bool draw_backs = true; bool background_allviews = true; // FIXME: Create a setting for this. for (view_current = 0; view_current < 8; view_current++) { int vc = (int)view_current; if (!view_visible[vc]) continue; int vob = (int)view_object[vc]; if (vob != -1) follow_object(vob, vc); if (bound_framebuffer != 0) //This fixes off-by-one error when rendering on surfaces. This should be checked to see if other GPU's have the same effect screen_set_viewport(view_xport[vc]+1, view_yport[vc]+1, view_wport[vc], view_hport[vc]); else printf("%d %d %d %d\n", (int)view_xport[vc], (int)view_yport[vc], (int)view_wport[vc], (int)view_hport[vc]), screen_set_viewport(view_xport[vc], view_yport[vc], view_wport[vc], view_hport[vc]); clear_view(view_xview[vc], view_yview[vc], view_wview[vc], view_hview[vc], background_showcolor && draw_backs); if (draw_backs) draw_back(); draw_insts(); if (draw_tiles()) break; draw_backs = background_allviews; } view_current = 0; } // Now process the sub event of draw called draw gui // It is for drawing GUI elements without view scaling and transformation if (enigma::gui_used) { screen_set_viewport(0, 0, window_get_region_width_scaled(), window_get_region_height_scaled()); d3d_set_projection_ortho(0, 0, enigma::gui_width, enigma::gui_height, 0); // Clear the depth buffer if hidden surface removal is on at the beginning of the draw step. if (enigma::d3dMode) glClear(GL_DEPTH_BUFFER_BIT); draw_gui(); } if (enigma::msaa_fbo != 0) { GLint fbo; glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &fbo); glBindFramebuffer(GL_READ_FRAMEBUFFER, enigma::msaa_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); //TODO: Change the code below to fix this to size properly to views glBlitFramebuffer(0, 0, window_get_region_width_scaled(), window_get_region_height_scaled(), 0, 0, window_get_region_width_scaled(), window_get_region_height_scaled(), GL_COLOR_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); // glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, pixels); } ///TODO: screen_refresh() shouldn't be in screen_redraw(). They are separate functions for a reason. if (bound_framebuffer==0 || enigma::msaa_fbo != 0) { screen_refresh(); } }