rodecomp/Source/Render/Primitives/RenderQueues.h
ragnarok-clanker 208a26ff19 Confirm 3 functions in Source/Render/Renderer.cpp, Source/Render/Primitives/RenderCommandPool.h, ...
Batch #11764 by SapitoSucio: 0 byte-identical, 3 confirmed by peer review.

- fn_02161 CRenderer::CRenderer: logic confirmed by peer review (already on main)
- fn_02175 CRenderer::~CRenderer: logic confirmed by peer review (already on main)
- fn_20958 RenderCommandPool::Acquire: logic confirmed by peer review (already on main)

Peer-reviewed-by: Yommy, KWDev
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-05 04:43:11 +00:00

75 lines
2.8 KiB
C++

#ifndef RAGNAROK_SOURCE_RENDER_PRIMITIVES_RENDERQUEUES_H
#define RAGNAROK_SOURCE_RENDER_PRIMITIVES_RENDERQUEUES_H
#include "Render/Primitives/LightmappedPrimitive.h"
#include "Render/Primitives/RenderPrimitive.h"
#include <vector>
struct DepthPrimitive {
/* 0000 */ float depth;
/* 0004 */ RenderCommand* primitive;
};
struct RenderQueues {
/* 015C */ std::vector<RenderCommand*> queue_015C;
/* 0168 */ std::vector<RenderCommand*> queue_0168;
/* 0174 */ std::vector<RenderCommand*> queue_0174;
/* 0180 */ std::vector<DepthPrimitive> queue_0180;
/* 018C */ std::vector<DepthPrimitive> queue_018C;
/* 0198 */ std::vector<DepthPrimitive> queue_0198;
/* 01A4 */ std::vector<DepthPrimitive> queue_01A4;
/* 01B0 */ std::vector<RenderCommand*> queue_01B0;
/* 01BC */ std::vector<DepthPrimitive> queue_01BC;
/* 01C8 */ std::vector<DepthPrimitive> queue_01C8;
/* 01D4 */ std::vector<DepthPrimitive> queue_01D4;
/* 01E0 */ std::vector<DepthPrimitive> queue_01E0;
/* 01EC */ std::vector<RenderCommand*> queue_01EC;
/* 01F8 */ LightmappedQueues lightmapped;
/* 0210 */ std::vector<RenderCommand*> queue_0210;
/* 021C */ std::vector<DepthPrimitive> queue_021C;
/* 0228 */ std::vector<DepthPrimitive> queue_0228;
/* 0234 */ std::vector<DepthPrimitive> queue_0234;
/* 0240 */ std::vector<LightmappedPrimitive*> queue_0240;
// INLINED
__forceinline RenderQueues() {
this->queue_015C.reserve(1000);
this->queue_0168.reserve(1000);
this->queue_0174.reserve(1000);
this->queue_0180.reserve(1000);
this->queue_018C.reserve(1000);
this->queue_0198.reserve(1000);
this->queue_01A4.reserve(1000);
this->queue_01B0.reserve(1000);
this->queue_01BC.reserve(1000);
this->queue_01C8.reserve(1000);
this->queue_01D4.reserve(1000);
this->queue_01E0.reserve(1000);
this->queue_01EC.reserve(1000);
this->lightmapped.first.reserve(1000);
this->lightmapped.second.reserve(1000);
this->queue_0210.reserve(1000);
this->queue_021C.reserve(1000);
this->queue_0228.reserve(1000);
this->queue_0234.reserve(1000);
this->queue_0240.reserve(1000);
}
// INLINED
__forceinline ~RenderQueues() = default;
void Submit(RenderCommand* primitive, std::uint16_t flags, bool depthAlpha, float depthStart, float depthEnd);
void SubmitTriangle(RenderTriangle& triangle, std::uint16_t flags, class RenderCommandPool& pool, bool depthAlpha, float depthStart, float depthEnd);
void Clear();
};
#if defined(_WIN32) && !defined(_WIN64)
static_assert(sizeof(DepthPrimitive) == 8);
static_assert(sizeof(RenderQueues) == 240);
static_assert(offsetof(DepthPrimitive, primitive) == 0x0004);
static_assert(offsetof(RenderQueues, lightmapped) + 0x015C == 0x01F8);
static_assert(offsetof(RenderQueues, queue_0240) + 0x015C == 0x0240);
#endif
#endif