cleanup: remove console branches from render texture and world helpers

This commit is contained in:
MatthewBeshay
2026-03-26 19:24:04 +11:00
parent 6ef7d05f7e
commit 1fecbf297a
139 changed files with 535 additions and 535 deletions

View File

@@ -63,7 +63,7 @@
// #define DISABLE_SPU_CODE
#ifdef __PS3__
#if 0
static LevelRenderer_cull_DataIn g_cullDataIn[4]
__attribute__((__aligned__(16)));
static LevelRenderer_FindNearestChunk_DataIn g_findNearestChunkDataIn
@@ -274,12 +274,12 @@ LevelRenderer::LevelRenderer(Minecraft* mc, Textures* textures) {
destroyedTileManager = new DestroyedTileManager();
dirtyChunksLockFreeStack.Initialize();
#ifdef __PS3__
#if 0
m_jobPort_CullSPU =
new C4JSpursJobQueue::Port("C4JSpursJob_LevelRenderer_cull");
m_jobPort_FindNearestChunk = new C4JSpursJobQueue::Port(
"C4JSpursJob_LevelRenderer_FindNearestChunk");
#endif // __PS3__
#endif // 0
}
void LevelRenderer::renderStars() {
@@ -439,7 +439,7 @@ void LevelRenderer::allChanged(int playerIndex) {
int dist = (int)sqrtf((float)PLAYER_RENDER_AREA / (float)activePlayers());
// AP - poor little Vita just can't cope with such a big area
#ifdef __PSVITA__
#if 0
dist = 10;
#endif
@@ -775,7 +775,7 @@ int LevelRenderer::render(std::shared_ptr<LivingEntity> player, int layer,
return count;
}
#ifdef __PSVITA__
#if 0
#include <stdlib.h>
// this is need to sort the chunks by depth
@@ -806,13 +806,13 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha) {
glPushMatrix();
glTranslatef((float)-xOff, (float)-yOff, (float)-zOff);
#ifdef __PSVITA__
#if 0
// AP - also set the camera position so we can work out if a chunk is fogged
// or not
RenderManager.SetCameraPosition((float)-xOff, (float)-yOff, (float)-zOff);
#endif
#if defined __PS3__ && !defined DISABLE_SPU_CODE
#if 0 && !defined DISABLE_SPU_CODE
// pre- calc'd on the SPU
int count = 0;
waitForCull_SPU();
@@ -827,9 +827,9 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha) {
g_cullDataIn[playerIndex].listArray_layer1, count);
}
#else // __PS3__
#else // 0
#ifdef __PSVITA__
#if 0
// AP - alpha cut out is expensive on vita. First render all the non-alpha
// cut outs
glDisable(GL_ALPHA_TEST);
@@ -859,7 +859,7 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha) {
count++;
}
#ifdef __PSVITA__
#if 0
// AP - alpha cut out is expensive on vita. Now we render all the alpha cut
// outs
glEnable(GL_ALPHA_TEST);
@@ -892,7 +892,7 @@ int LevelRenderer::renderChunks(int from, int to, int layer, double alpha) {
RenderManager.StateSetForceLOD(-1); // AP - back to normal mipmapping
#endif
#endif // __PS3__
#endif // 0
glPopMatrix();
mc->gameRenderer->turnOffLightLayer(
@@ -1052,7 +1052,7 @@ void LevelRenderer::renderSky(float alpha) {
glDepthMask(false);
#ifdef __PSVITA__
#if 0
// AP - alpha cut out is expensive on vita.
glDisable(GL_ALPHA_TEST);
#endif
@@ -1171,7 +1171,7 @@ void LevelRenderer::renderSky(float alpha) {
glEnable(GL_ALPHA_TEST);
glEnable(GL_FOG);
#ifdef __PSVITA__
#if 0
// AP - alpha cut out is expensive on vita.
glDisable(GL_ALPHA_TEST);
#endif
@@ -1245,7 +1245,7 @@ void LevelRenderer::renderSky(float alpha) {
}
void LevelRenderer::renderHaloRing(float alpha) {
#if !defined(__PS3__) && !defined(__ORBIS__) && !defined(__PSVITA__)
#if !0 && !0 && !0
if (!mc->level->dimension->isNaturalDimension()) return;
glDisable(GL_ALPHA_TEST);
@@ -1978,7 +1978,7 @@ bool LevelRenderer::updateDirtyChunks() {
if (dirtyChunkPresent) {
lastDirtyChunkFound = System::currentTimeMillis();
PIXBeginNamedEvent(0, "Finding nearest chunk\n");
#if defined __PS3__ && !defined DISABLE_SPU_CODE
#if 0 && !defined DISABLE_SPU_CODE
// find the nearest chunk with a spu task, copy all the data over here
// for uploading to SPU
g_findNearestChunkDataIn.numGlobalChunks = getGlobalChunkCount();
@@ -2030,7 +2030,7 @@ bool LevelRenderer::updateDirtyChunks() {
m_jobPort_FindNearestChunk->waitForCompletion();
nearChunk = (ClipChunk*)g_findNearestChunkDataIn.nearChunk;
veryNearCount = g_findNearestChunkDataIn.veryNearCount;
#else // __PS3__
#else // 0
#ifdef _LARGE_WORLDS
int maxNearestChunks = MAX_CONCURRENT_CHUNK_REBUILDS;
@@ -2180,7 +2180,7 @@ bool LevelRenderer::updateDirtyChunks() {
}
// app.DebugPrintf("[%d,%d,%d]\n",nearestClipChunks.empty(),considered,wouldBeNearButEmpty);
}
#endif // __PS3__
#endif // 0
PIXEndNamedEvent();
}
@@ -2316,9 +2316,9 @@ bool LevelRenderer::updateDirtyChunks() {
dirtyChunkPresent = false;
}
LeaveCriticalSection(&m_csDirtyChunks);
#ifdef __PS3__
#if 0
Sleep(5);
#endif // __PS3__
#endif // 0
return false;
}
@@ -2398,7 +2398,7 @@ void LevelRenderer::renderDestroyAnimation(Tesselator* t,
glEnable(GL_ALPHA_TEST);
t->begin();
#ifdef __PSVITA__
#if 0
// AP : fix for bug 4952. No amount of polygon offset will push this
// close enough to be seen above the second tile layer when looking
// straight down so just add on a little bit of y to fix this. hacky
@@ -2603,7 +2603,7 @@ void LevelRenderer::setDirty(int x0, int y0, int z0, int x1, int y1, int z1,
(int*)(intptr_t)(uintptr_t)(index + 2));
#endif
#ifdef _XBOX
#if 0
PIXSetMarker(0, "Setting chunk %d %d %d dirty", x * 16,
y * 16, z * 16);
#else
@@ -2675,7 +2675,7 @@ bool inline clip(float* bb, float* frustum) {
return true;
}
#ifdef __PS3__
#if 0
int g_listArray_layer0[4][LevelRenderer_cull_DataIn::sc_listSize]
__attribute__((__aligned__(16))); // 8000
int g_listArray_layer1[4][LevelRenderer_cull_DataIn::sc_listSize]
@@ -2754,15 +2754,15 @@ void LevelRenderer::waitForCull_SPU() {
int playerIndex = mc->player->GetXboxPad(); // 4J added
m_bSPUCullStarted[playerIndex] = false;
}
#endif // __PS3__
#endif // 0
void LevelRenderer::cull(Culler* culler, float a) {
int playerIndex = mc->player->GetXboxPad(); // 4J added
#if defined __PS3__ && !defined DISABLE_SPU_CODE
#if 0 && !defined DISABLE_SPU_CODE
cull_SPU(playerIndex, culler, a);
return;
#endif // __PS3__
#endif // 0
FrustumCuller* fc = (FrustumCuller*)culler;
FrustumData* fd = fc->frustum;
@@ -4017,7 +4017,7 @@ void LevelRenderer::staticCtor() {
rebuildThreads[i]->SetProcessor(CPU_CORE_CHUNK_REBUILD_A);
else if ((i % 3) == 1) {
rebuildThreads[i]->SetProcessor(CPU_CORE_CHUNK_REBUILD_B);
#ifdef __ORBIS__
#if 0
rebuildThreads[i]->SetPriority(
THREAD_PRIORITY_BELOW_NORMAL); // On Orbis, this core is also
// used for Matching 2, and that