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https://bitbucket.org/CPMADevs/cnq3
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D3D11 tweaks, added r_d3d11_presentMode, removed r_d3d11_maxQueuedFrames
the D3D11 tweaks: - better error message formatting - D3DDDIERR_DEVICEREMOVED from Present is a fatal error too - synchronized offsets is always the automatic behavior for now it turns out that split mode isn't always the fastest for nVidia
This commit is contained in:
parent
85583acc9c
commit
36f363b47a
7 changed files with 3197 additions and 56 deletions
|
@ -62,13 +62,22 @@ add: r_gl3_geoStream <0 to 4> (default: 0) sets the geometry upload strategy
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r_gl3_geoStream 2 = Map Unsychronized
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r_gl3_geoStream 3 = Map Persistent when possible, else automatic
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r_gl3_geoStream 4 = AMD pinned memory when available, else automatic
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this only applies to the GL3 rendering back-end
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add: r_d3d11_syncOffsets <0|1|2> (default: 2) synchronizes vertex buffer offsets
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r_d3d11_syncOffsets 0 = split buffer offsets (more data transferred)
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r_d3d11_syncOffsets 1 = sync'd buffer offsets (more API calls)
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r_d3d11_syncOffsets 2 = decide automatically
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this only applies to the D3D11 rendering back-end
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add: r_d3d11_maxQueuedFrames <1 to 16> (default: 3) sets the maximum pre-rendered frame count
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add: r_d3d11_presentMode <0|1> (default: 0) sets the Direct3D presentation mode
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r_d3d11_presentMode 0 = blit + discard
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r_d3d11_presentMode 1 = flip + discard when available, else blit + discard
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about the 'flip + discard' presentation mode:
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- Windows 10 is required and tearing must be supported
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- it should help performance by sharing buffer data (less copying)
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- it allows for V-Sync to be disabled with variable refresh rate displays
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- performance issues were observed on some machines, so it's off by default
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add: r_khr_debug <0|1|2> (default: 2) decides whether to create an OpenGL debug context
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r_khr_debug 0 = forced OFF
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@ -126,7 +135,7 @@ chg: r_lightmap is now latched again
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chg: r_fullbright is now latched again
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it now also supports surfaces referencing q3map2's "external lightmap" atlas images
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chg: negative r_swapInterval values will request adaptive v-sync when using an OpenGL back-end
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chg: negative r_swapInterval values will request adaptive V-Sync when using an OpenGL back-end
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fix: crash due to lack of memory for the sound system
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1494
code/renderer/dxgi/dxgi1_4.h
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1494
code/renderer/dxgi/dxgi1_4.h
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File diff suppressed because it is too large
Load diff
1545
code/renderer/dxgi/dxgi1_5.h
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1545
code/renderer/dxgi/dxgi1_5.h
Normal file
File diff suppressed because it is too large
Load diff
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@ -27,6 +27,30 @@ along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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#include <Windows.h>
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#include <d3d11.h>
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#include <dxgi.h>
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#include <dxgi1_2.h>
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#include <dxgi1_3.h>
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#pragma region Windows 10 SDK
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#if !defined(__dxgicommon_h__)
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enum DXGI_COLOR_SPACE_TYPE;
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#endif
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#include "dxgi/dxgi1_4.h"
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#include "dxgi/dxgi1_5.h"
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#if !defined(DXGI_PRESENT_ALLOW_TEARING)
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#define DXGI_PRESENT_ALLOW_TEARING 0x00000200UL
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#endif
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#if !defined(DXGI_SWAP_EFFECT_FLIP_DISCARD)
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#define DXGI_SWAP_EFFECT_FLIP_DISCARD ((DXGI_SWAP_EFFECT)4)
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#endif
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#if !defined(DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING)
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#define DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING ((DXGI_SWAP_CHAIN_FLAG)2048)
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#endif
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#pragma endregion
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#include "hlsl/generic_vs.h"
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#include "hlsl/generic_ps.h"
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@ -66,6 +90,10 @@ static ShaderDesc genericPixelShaders[4] =
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# undef far
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#endif
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#if !defined(D3DDDIERR_DEVICEREMOVED)
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# define D3DDDIERR_DEVICEREMOVED ((HRESULT)0x88760870L)
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#endif
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#define MAX_GPU_TEXTURE_SIZE 2048 // instead of D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION
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#define BLEND_STATE_COUNT (D3D11_BLEND_SRC_ALPHA_SAT + 1)
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@ -80,7 +108,9 @@ Current info:
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To look at:
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- near clip plane seems to be further in the GL2 back-end in 3D land
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- find/use D3DDDIERR_DEVICEREMOVED? are the docs correct about it?
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Known issues:
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- device re-creation isn't handled by OBS' capture plug-in
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*/
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@ -358,6 +388,7 @@ struct Direct3DStatic
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IDXGISwapChain* swapChain;
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HMODULE library;
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qbool flipAndTear;
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AdapterInfo adapterInfo;
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};
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@ -383,8 +414,25 @@ static const char* GetSystemErrorString(HRESULT hr)
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systemErrorStr, sizeof(systemErrorStr) - 1, NULL);
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if(written == 0)
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{
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// we have nothing valid
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Q_strncpyz(systemErrorStr, "???", sizeof(systemErrorStr));
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}
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else
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{
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// remove the trailing whitespace
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char* s = systemErrorStr + strlen(systemErrorStr) - 1;
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while(s >= systemErrorStr)
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{
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if(*s == '\r' || *s == '\n' || *s == '\t' || *s == ' ')
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{
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*s-- = '\0';
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}
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else
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{
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break;
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}
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}
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}
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return systemErrorStr;
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}
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@ -398,7 +446,7 @@ static qbool Check(HRESULT hr, const char* function)
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if(d3d.errorMode == EM_FATAL)
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{
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ri.Error(ERR_FATAL, va("'%s' failed with code 0x%08X (%s)", function, (unsigned int)hr, GetSystemErrorString(hr)));
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ri.Error(ERR_FATAL, "'%s' failed with code 0x%08X (%s)\n", function, (unsigned int)hr, GetSystemErrorString(hr));
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}
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return qfalse;
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}
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@ -413,7 +461,7 @@ static qbool CheckAndName(HRESULT hr, const char* function, ID3D11DeviceChild* r
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if(d3d.errorMode == EM_FATAL)
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{
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ri.Error(ERR_FATAL, va("'%s' failed to create '%s' with code 0x%08X (%s)", function, resourceName, (unsigned int)hr, GetSystemErrorString(hr)));
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ri.Error(ERR_FATAL, "'%s' failed to create '%s' with code 0x%08X (%s)\n", function, resourceName, (unsigned int)hr, GetSystemErrorString(hr));
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}
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return qfalse;
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}
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@ -574,12 +622,8 @@ static DXGI_FORMAT GetRenderTargetColorFormat(int format)
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static void ResetShaderData(ID3D11Resource* buffer, const void* data, size_t bytes)
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{
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D3D11_MAPPED_SUBRESOURCE ms;
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HRESULT hr = d3ds.context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &ms);
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if(FAILED(hr))
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{
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ri.Error(ERR_FATAL, "Map failed");
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return;
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}
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const HRESULT hr = d3ds.context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &ms);
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Check(hr, "Map on shader data");
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memcpy(ms.pData, data, bytes);
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d3ds.context->Unmap(buffer, NULL);
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}
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@ -597,12 +641,8 @@ static void AppendVertexData(VertexBuffer* buffer, const void* data, int itemCou
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if(data != NULL || mapType == D3D11_MAP_WRITE_DISCARD)
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{
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D3D11_MAPPED_SUBRESOURCE ms;
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HRESULT hr = d3ds.context->Map(buffer->buffer, 0, mapType, NULL, &ms);
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if(FAILED(hr))
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{
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ri.Error(ERR_FATAL, "Map failed");
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return;
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}
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const HRESULT hr = d3ds.context->Map(buffer->buffer, 0, mapType, NULL, &ms);
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Check(hr, "Map on vertex data");
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if(data != NULL)
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{
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memcpy((byte*)ms.pData + buffer->writeIndex * buffer->itemSize, data, itemCount * buffer->itemSize);
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@ -1043,6 +1083,52 @@ static void FindBestAvailableAA(DXGI_SAMPLE_DESC* sampleDesc)
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}
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}
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static qbool CheckFlipAndTearSupport()
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{
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if(r_d3d11_presentMode->integer != DXGIPM_FLIPDISCARD)
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{
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return qfalse;
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}
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HMODULE library = LoadLibraryA("DXGI.dll");
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if(library == NULL)
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{
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ri.Printf(PRINT_WARNING, "CheckTearingSupport: DXGI.dll couldn't be found or opened\n");
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return qfalse;
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}
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typedef HRESULT (WINAPI *PFN_CreateDXGIFactory)(REFIID riid, _Out_ void **ppFactory);
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PFN_CreateDXGIFactory pCreateDXGIFactory = (PFN_CreateDXGIFactory)GetProcAddress(library, "CreateDXGIFactory");
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if(pCreateDXGIFactory == NULL)
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{
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FreeLibrary(library);
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ri.Printf(PRINT_WARNING, "CheckTearingSupport: Failed to locate CreateDXGIFactory in DXGI.dll\n");
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return qfalse;
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}
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HRESULT hr;
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BOOL enabled = FALSE;
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IDXGIFactory5* pFactory;
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hr = (*pCreateDXGIFactory)(__uuidof(IDXGIFactory5), (void**)&pFactory);
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if(FAILED(hr))
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{
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FreeLibrary(library);
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ri.Printf(PRINT_WARNING, "CheckTearingSupport: 'CreateDXGIFactory' failed with code 0x%08X (%s)\n", (unsigned int)hr, GetSystemErrorString(hr));
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return qfalse;
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}
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hr = pFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &enabled, sizeof(enabled));
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pFactory->Release();
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FreeLibrary(library);
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if(FAILED(hr))
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{
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ri.Printf(PRINT_WARNING, "CheckTearingSupport: 'IDXGIFactory5::CheckFeatureSupport' failed with code 0x%08X (%s)\n", (unsigned int)hr, GetSystemErrorString(hr));
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return qfalse;
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}
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return enabled != 0;
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}
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static qbool GAL_Init()
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{
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Sys_V_Init(GAL_D3D11);
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@ -1071,8 +1157,9 @@ static qbool GAL_Init()
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flags |= D3D11_CREATE_DEVICE_DEBUG;
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#endif
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d3ds.flipAndTear = CheckFlipAndTearSupport();
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ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
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swapChainDesc.BufferCount = 1;
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swapChainDesc.BufferDesc.Width = glInfo.winWidth;
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swapChainDesc.BufferDesc.Height = glInfo.winHeight;
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swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swapChainDesc.Windowed = TRUE;
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swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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if(d3ds.flipAndTear)
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{
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// flip and tear, until it is done
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swapChainDesc.BufferCount = 2;
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
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}
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else
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{
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swapChainDesc.BufferCount = 1;
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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swapChainDesc.Flags = 0;
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}
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create_device:
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HRESULT hr = (*pD3D11CreateDeviceAndSwapChain)(
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hr = (*pD3D11CreateDeviceAndSwapChain)(
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NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, featureLevels, ARRAY_LEN(featureLevels), D3D11_SDK_VERSION,
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&swapChainDesc, &d3ds.swapChain, &d3ds.device, NULL, &d3ds.context);
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if(hr == DXGI_ERROR_SDK_COMPONENT_MISSING)
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@ -1542,7 +1640,6 @@ static qbool GAL_Init()
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textureDesc.MiscFlags = 0;
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mipGenOK &= D3D11_CreateTexture2D(&textureDesc, 0, &d3d.mipGenTextures[i].texture, va("mip-map generation texture #%d", i + 1));
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = textureDesc.Format;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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@ -1630,30 +1727,15 @@ static qbool GAL_Init()
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}
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}
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qbool maxFrameLatencySet = qfalse;
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IDXGIDevice1* dxgiDevice1;
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if(SUCCEEDED(d3ds.device->QueryInterface(__uuidof(IDXGIDevice1), (void**)&dxgiDevice1)))
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{
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if(SUCCEEDED(dxgiDevice1->SetMaximumFrameLatency(r_d3d11_maxQueuedFrames->integer)))
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{
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maxFrameLatencySet = qtrue;
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}
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COM_RELEASE(dxgiDevice1);
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}
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if(maxFrameLatencySet)
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{
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ri.Printf(PRINT_ALL, "Max. queued frames: %d\n", r_d3d11_maxQueuedFrames->integer);
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}
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else
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{
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ri.Printf(PRINT_ERROR, "Failed to set the max. number of queued frames\n");
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}
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if(r_d3d11_syncOffsets->integer == D3D11SO_AUTO)
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{
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#if 0
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// only nVidia's drivers seem to consistently handle the extra IASetVertexBuffers calls well enough
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d3d.splitBufferOffsets = Q_stristr(glConfig.renderer_string, "NVIDIA") != NULL;
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#else
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// however, we'll just treat all drivers as equally dumb by default for now
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d3d.splitBufferOffsets = D3D11SO_SYNCEDOFFSETS;
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#endif
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}
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else
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{
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@ -1870,10 +1952,9 @@ static void GAL_EndFrame()
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EndQueries();
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// Present interval flags
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// flags: DXGI_PRESENT_DO_NOT_SEQUENCE DXGI_PRESENT_ALLOW_TEARING
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const HRESULT hr = d3ds.swapChain->Present(abs(r_swapInterval->integer), 0);
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if(hr == DXGI_ERROR_DEVICE_REMOVED)
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const UINT presentFlags = d3ds.flipAndTear && r_swapInterval->integer == 0 ? DXGI_PRESENT_ALLOW_TEARING : 0;
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const HRESULT hr = d3ds.swapChain->Present(abs(r_swapInterval->integer), presentFlags);
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if(hr == DXGI_ERROR_DEVICE_REMOVED || hr == D3DDDIERR_DEVICEREMOVED)
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{
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ri.Error(ERR_FATAL, "Direct3D device was removed! Reason: %s", GetDeviceRemovedReason());
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}
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@ -1917,7 +1998,7 @@ static void WriteInvalidImage(int w, int h, int alignment, colorSpace_t colorSpa
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memset(out, 0x7F, PAD(w * 3, alignment) * h);
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}
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static void GAL_ReadPixels(int x, int y, int w, int h, int alignment, colorSpace_t colorSpace, void* out)
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static void GAL_ReadPixels(int, int, int w, int h, int alignment, colorSpace_t colorSpace, void* out)
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{
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if(d3d.readbackTexture == NULL)
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{
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@ -2445,6 +2526,7 @@ static void GAL_PrintInfo()
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{
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ri.Printf(PRINT_ALL, "Direct3D device feature level: %s\n", d3ds.device->GetFeatureLevel() == D3D_FEATURE_LEVEL_11_0 ? "11.0" : "10.1");
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ri.Printf(PRINT_ALL, "Direct3D vertex buffer upload strategy: %s\n", d3d.splitBufferOffsets ? "split offsets" : "sync'd offsets");
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ri.Printf(PRINT_ALL, "DXGI presentation model: %s\n", d3ds.flipAndTear ? "flip + discard" : "blit + discard");
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if(d3ds.adapterInfo.valid)
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{
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ri.Printf(PRINT_ALL, "%6d MB of dedicated GPU memory\n", d3ds.adapterInfo.dedicatedVideoMemoryMB);
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@ -20,9 +20,15 @@ S_COLOR_VAL " 0 " S_COLOR_HELP "= Split buffer offsets (more API calls)\n" \
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S_COLOR_VAL " 1 " S_COLOR_HELP "= Sync'd buffer offsets (more data transferred)\n" \
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S_COLOR_VAL " 2 " S_COLOR_HELP "= Decide automatically"
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#define help_r_d3d11_maxQueuedFrames \
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"max. pre-rendered frames\n" \
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"The number of frames that the system is allowed to queue for rendering."
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#define help_r_d3d11_presentMode \
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"presentation mode\n" \
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S_COLOR_VAL " 0 " S_COLOR_HELP "= Blit + Discard\n" \
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S_COLOR_VAL " 1 " S_COLOR_HELP "= Flip + Discard when available, else Blit + Discard\n" \
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"About the 'Flip + Discard' presentation mode:\n" \
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"- Windows 10 is required and tearing must be supported.\n" \
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"- It should help performance by sharing buffer data (less copying).\n" \
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"- It allows for V-Sync to be disabled with variable refresh rate displays.\n" \
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"- Performance issues were observed on some machines, so it's off by default."
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#define help_r_ext_max_anisotropy \
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"max. allowed anisotropy ratio\n" \
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@ -75,7 +75,7 @@ cvar_t *r_mipGenGamma;
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cvar_t *r_noiseScale;
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cvar_t *r_gl3_geoStream;
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cvar_t *r_d3d11_syncOffsets;
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cvar_t *r_d3d11_maxQueuedFrames;
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cvar_t *r_d3d11_presentMode;
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cvar_t *r_ext_max_anisotropy;
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cvar_t *r_msaa;
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@ -367,7 +367,7 @@ static const cvarTableItem_t r_cvars[] =
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{ &r_mipGenGamma, "r_mipGenGamma", "1.8", CVAR_ARCHIVE | CVAR_LATCH, CVART_FLOAT, "1.0", "3.0", help_r_mipGenGamma },
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{ &r_gl3_geoStream, "r_gl3_geoStream", "0", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "0", XSTRING(GL3MAP_MAX), help_r_gl3_geoStream },
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{ &r_d3d11_syncOffsets, "r_d3d11_syncOffsets", "2", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "0", XSTRING(D3D11SO_MAX), help_r_d3d11_syncOffsets },
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{ &r_d3d11_maxQueuedFrames, "r_d3d11_maxQueuedFrames", "3", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "1", "16", help_r_d3d11_maxQueuedFrames },
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{ &r_d3d11_presentMode, "r_d3d11_presentMode", "0", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "0", XSTRING(DXGIPM_MAX), help_r_d3d11_presentMode },
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{ &r_ext_max_anisotropy, "r_ext_max_anisotropy", "16", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "0", "16", help_r_ext_max_anisotropy },
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{ &r_msaa, "r_msaa", "0", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "0", "32", "anti-aliasing sample count, " S_COLOR_VAL "0" S_COLOR_HELP "=off" },
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{ &r_picmip, "r_picmip", "0", CVAR_ARCHIVE | CVAR_LATCH, CVART_INTEGER, "0", "16", help_r_picmip },
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@ -961,6 +961,11 @@ extern trGlobals_t tr;
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#define D3D11SO_AUTO 2
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#define D3D11SO_MAX 2
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// r_d3d11_presentMode
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#define DXGIPM_BLITDISCARD 0
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#define DXGIPM_FLIPDISCARD 1
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#define DXGIPM_MAX 1
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extern cvar_t *r_backend;
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||||
extern cvar_t *r_verbose; // used for verbose debug spew
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@ -997,13 +1002,13 @@ extern cvar_t *r_softSprites; // draws certain surfaces as depth particles
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extern cvar_t *r_gpuMipGen; // uses GPU-side mip-map generation
|
||||
extern cvar_t *r_alphaToCoverage; // enables A2C on alpha-tested surfaces
|
||||
extern cvar_t *r_dither; // enables dithering
|
||||
extern cvar_t *r_rtColorFormat; // see RTCF_*
|
||||
extern cvar_t *r_rtColorFormat; // color render target format, see RTCF_*
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||||
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||||
extern cvar_t *r_mipGenFilter; // if the string is invalid, Lanczos 4 is used
|
||||
extern cvar_t *r_mipGenGamma; // what gamma-space do we consider the textures to be in
|
||||
extern cvar_t *r_gl3_geoStream; // vertex/index streaming strategy
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extern cvar_t *r_d3d11_syncOffsets; // vertex attribute streaming strategy
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||||
extern cvar_t *r_d3d11_maxQueuedFrames; // max. pre-rendered frames
|
||||
extern cvar_t *r_gl3_geoStream; // vertex/index streaming strategy, see GL3MAP_*
|
||||
extern cvar_t *r_d3d11_syncOffsets; // vertex attribute streaming strategy, see D3D11SO_*
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||||
extern cvar_t *r_d3d11_presentMode; // DXGI presentation model, see DXGIPM_*
|
||||
extern cvar_t *r_ext_max_anisotropy;
|
||||
extern cvar_t *r_msaa;
|
||||
|
||||
|
|
Loading…
Reference in a new issue