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synced 2026-09-21 20:06:40 +00:00
Removes ogl_WarnIfError from regular renderer code.
This was SVN commit r26850.
This commit is contained in:
@@ -587,20 +587,17 @@ void CSceneRenderer::RenderReflections(
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CShaderDefines reflectionsContext = context;
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reflectionsContext.Add(str_PASS_REFLECTIONS, str_1);
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// Render terrain and models
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RenderPatches(deviceCommandContext, reflectionsContext, CULL_REFLECTIONS);
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ogl_WarnIfError();
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RenderModels(deviceCommandContext, reflectionsContext, CULL_REFLECTIONS);
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ogl_WarnIfError();
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RenderTransparentModels(deviceCommandContext, reflectionsContext, CULL_REFLECTIONS, TRANSPARENT);
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ogl_WarnIfError();
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// Particles are always oriented to face the camera in the vertex shader,
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// so they don't need the inverted cull face.
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if (g_RenderingOptions.GetParticles())
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{
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RenderParticles(deviceCommandContext, CULL_REFLECTIONS);
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ogl_WarnIfError();
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}
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deviceCommandContext->SetScissors(0, nullptr);
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@@ -660,14 +657,12 @@ void CSceneRenderer::RenderRefractions(
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// Render terrain and models
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RenderPatches(deviceCommandContext, context, CULL_REFRACTIONS);
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ogl_WarnIfError();
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// Render debug-related terrain overlays to make it visible under water.
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ITerrainOverlay::RenderOverlaysBeforeWater(deviceCommandContext);
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ogl_WarnIfError();
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RenderModels(deviceCommandContext, context, CULL_REFRACTIONS);
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ogl_WarnIfError();
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RenderTransparentModels(deviceCommandContext, context, CULL_REFRACTIONS, TRANSPARENT_OPAQUE);
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ogl_WarnIfError();
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deviceCommandContext->SetScissors(0, nullptr);
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@@ -766,8 +761,6 @@ void CSceneRenderer::RenderSubmissions(
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int cullGroup = CULL_DEFAULT;
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ogl_WarnIfError();
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// Set the camera
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g_Renderer.SetViewport(m_ViewCamera.GetViewPort());
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@@ -793,8 +786,6 @@ void CSceneRenderer::RenderSubmissions(
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RenderShadowMap(deviceCommandContext, context);
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}
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ogl_WarnIfError();
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if (m->waterManager.m_RenderWater)
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{
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if (waterScissor.GetVolume() > 0 && m->waterManager.WillRenderFancyWater())
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@@ -844,18 +835,14 @@ void CSceneRenderer::RenderSubmissions(
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// render submitted patches and models
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RenderPatches(deviceCommandContext, context, cullGroup);
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ogl_WarnIfError();
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// render debug-related terrain overlays
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ITerrainOverlay::RenderOverlaysBeforeWater(deviceCommandContext);
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ogl_WarnIfError();
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// render other debug-related overlays before water (so they can be seen when underwater)
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m->overlayRenderer.RenderOverlaysBeforeWater(deviceCommandContext);
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ogl_WarnIfError();
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RenderModels(deviceCommandContext, context, cullGroup);
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ogl_WarnIfError();
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// render water
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if (m->waterManager.m_RenderWater && g_Game && waterScissor.GetVolume() > 0)
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@@ -864,45 +851,36 @@ void CSceneRenderer::RenderSubmissions(
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{
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// Render transparent stuff, but only the solid parts that can occlude block water.
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RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT_OPAQUE);
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ogl_WarnIfError();
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m->terrainRenderer.RenderWater(deviceCommandContext, context, cullGroup, &m->shadow);
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ogl_WarnIfError();
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// Render transparent stuff again, but only the blended parts that overlap water.
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RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT_BLEND);
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ogl_WarnIfError();
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}
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else
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{
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m->terrainRenderer.RenderWater(deviceCommandContext, context, cullGroup, &m->shadow);
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ogl_WarnIfError();
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// Render transparent stuff, so it can overlap models/terrain.
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RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT);
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ogl_WarnIfError();
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}
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}
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else
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{
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// render transparent stuff, so it can overlap models/terrain
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RenderTransparentModels(deviceCommandContext, context, cullGroup, TRANSPARENT);
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ogl_WarnIfError();
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}
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// render debug-related terrain overlays
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ITerrainOverlay::RenderOverlaysAfterWater(deviceCommandContext, cullGroup);
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ogl_WarnIfError();
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// render some other overlays after water (so they can be displayed on top of water)
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m->overlayRenderer.RenderOverlaysAfterWater(deviceCommandContext);
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ogl_WarnIfError();
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// particles are transparent so render after water
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if (g_RenderingOptions.GetParticles())
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{
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RenderParticles(deviceCommandContext, cullGroup);
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ogl_WarnIfError();
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}
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if (postprocManager.IsEnabled())
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@@ -931,7 +909,6 @@ void CSceneRenderer::RenderSubmissions(
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// render overlays that should appear on top of all other objects
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m->overlayRenderer.RenderForegroundOverlays(deviceCommandContext, m_ViewCamera);
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ogl_WarnIfError();
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}
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void CSceneRenderer::EndFrame()
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@@ -964,8 +941,6 @@ void CSceneRenderer::RenderTextOverlays(CCanvas2D& canvas)
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if (m_DisplayTerrainPriorities)
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m->terrainRenderer.RenderPriorities(canvas, CULL_DEFAULT);
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ogl_WarnIfError();
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}
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// SetSceneCamera: setup projection and transform of camera and adjust viewport to current view
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@@ -1155,8 +1130,6 @@ void CSceneRenderer::RenderScene(
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m_CurrentCullGroup = -1;
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ogl_WarnIfError();
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RenderSubmissions(deviceCommandContext, waterScissor);
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m_CurrentScene = NULL;
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