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Reduce the use of porting::getTimeMs() when rendering frames (#12679)
* Avoid calling TimeTaker too frequently in renderMapXXX * Calculate animation timer once per frame * Remove code that breaks rendering frame at 2000ms Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: sfan5 <sfan5@live.de>
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4 changed files with 19 additions and 16 deletions
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@ -449,13 +449,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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for (auto &descriptor : draw_order) {
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scene::IMeshBuffer *buf = descriptor.getBuffer();
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// Check and abort if the machine is swapping a lot
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if (draw.getTimerTime() > 2000) {
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infostream << "ClientMap::renderMap(): Rendering took >2s, " <<
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"returning." << std::endl;
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return;
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}
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if (!descriptor.m_reuse_material) {
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auto &material = buf->getMaterial();
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@ -803,13 +796,6 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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for (auto &descriptor : draw_order) {
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scene::IMeshBuffer *buf = descriptor.getBuffer();
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// Check and abort if the machine is swapping a lot
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if (draw.getTimerTime() > 1000) {
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infostream << "ClientMap::renderMapShadows(): Rendering "
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"took >1s, returning." << std::endl;
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break;
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}
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if (!descriptor.m_reuse_material) {
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// override some material properties
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video::SMaterial local_material = buf->getMaterial();
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