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GLQuake Memory Saving

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Tue Jun 15, 2010 10:03 pm Post subject: GLQuake Memory Saving |

GLQuake is very wasteful on memory. Here we're going to start saving some. This not only reduces overhead on Quake's Hunk memory (meaning that you can fit more stuff, bigger maps, etc in there), but will also speed up map loading times! The first set of changes are in the texture loader. Break open gl_model.c and change the following.
In Mod_LoadTextures, replace:

Code:
tx = Hunk_AllocName (sizeof(texture_t) +pixels, loadname );

with

Code:
tx = Hunk_AllocName (sizeof(texture_t), loadname );

remove

Code:
// the pixels immediately follow the structures memcpy ( tx+1, mt+1, pixels);

change

Code:
tx->gl_texturenum = GL_LoadTexture (mt->name, tx->width, tx->height, (byte *)(tx+1), true, false);

to

Code:
tx->gl_texturenum = GL_LoadTexture (mt->name, tx->width, tx->height, (byte *)(mt+1), true, false);

change

Code:
R_InitSky (tx);

to

Code:
R_InitSky (mt);

Now on to the render.h changes.
change

Code:
void R_InitSky (struct texture_s *mt); // called at level load

to

Code:
void R_InitSky (struct miptex_s *mt); // called at level load

And lastly the gl_warp.c changes
replace

Code:
void R_InitSky (texture_t *mt)

with

Code:
void R_InitSky (miptex_t *mt)

All we're doing here is avoiding allocating the texels from the BSP on the hunk. They're only ever used in the texture loader, so why waste perfectly good memory that could be put to better use holding something else? Also good for the PSP people trying to squeeze Quake into 32 MB.
The saving for this one? I loaded e1m3, before was 421104 bytes for textures, after was 4992 bytes. That's almost half a MB wasted in stock GLQuake.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines
Last edited by mh on Tue Jun 15, 2010 10:13 pm; edited 1 time in total

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Jun 15, 2010 10:06 pm Post subject: Re: GLQuake Memory Saving |

mh wrote:
In Mod_LoadTextures, replace:

Code:
tx = Hunk_AllocName (sizeof(texture_t) +pixels, loadname );

with

Code:
tx = Hunk_AllocName (sizeof(texture_t) +pixels, loadname );

It's the same? :O
Cool tutorial, though.

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Tue Jun 15, 2010 10:13 pm Post subject: |

You're right. Changed. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010 MHQuake Blog (General) Direct3D 8 Quake Engines

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Tue Jun 15, 2010 11:09 pm Post subject: |

Another waste is the MDL files. They're all UVmapped too efficiently, there is no way to fix that by engine so for them to be happy with GLQuake one would have to make new UVs and power of 16 texture sizes for more memory efficiency and cpu efficiency too so there's less resampling to do on load.
I'd do it if I ever got a binary patcher to work. I'd only submit it as a binary patch form that depends on registered pak1.pak that then patches a whole new pak2.pak (unaffecting pak1 of course)
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