Removed obsolete cvar r_useHDR

This commit is contained in:
Robert Beckebans 2023-03-03 20:48:53 +01:00
parent c8e32876a0
commit 0ac23b5f94
6 changed files with 6 additions and 109 deletions

View file

@ -185,7 +185,7 @@ void GBufferFillPass::RenderView( nvrhi::ICommandList* commandList, const drawSu
if( !r_usePBR.GetBool() )
{
ambientBoost += r_useSSAO.GetBool() ? 0.2f : 0.0f;
ambientBoost *= r_useHDR.GetBool() ? 1.1f : 1.0f;
ambientBoost *= 1.1f;
}
ambientColor.x = r_forceAmbient.GetFloat() * ambientBoost;

View file

@ -2221,7 +2221,7 @@ void idRenderBackend::AmbientPass( const drawSurf_t* const* drawSurfs, int numDr
if( !r_usePBR.GetBool() )
{
ambientBoost += r_useSSAO.GetBool() ? 0.2f : 0.0f;
ambientBoost *= r_useHDR.GetBool() ? 1.1f : 1.0f;
ambientBoost *= 1.1f;
}
ambientColor.x = r_forceAmbient.GetFloat() * ambientBoost;
@ -5771,7 +5771,7 @@ void idRenderBackend::Tonemap( const viewDef_t* _viewDef )
void idRenderBackend::Bloom( const viewDef_t* _viewDef )
{
if( _viewDef->is2Dgui || !r_useHDR.GetBool() || ( _viewDef->renderView.rdflags & RDF_IRRADIANCE ) )
if( _viewDef->is2Dgui || ( _viewDef->renderView.rdflags & RDF_IRRADIANCE ) )
{
return;
}
@ -5807,31 +5807,9 @@ void idRenderBackend::Bloom( const viewDef_t* _viewDef )
GL_SelectTexture( 0 );
if( r_useHDR.GetBool() )
{
globalImages->currentRenderHDRImage->Bind();
globalImages->currentRenderHDRImage->Bind();
renderProgManager.BindShader_Brightpass();
}
else
{
int x = viewDef->viewport.x1;
int y = viewDef->viewport.y1;
int w = viewDef->viewport.x2 - viewDef->viewport.x1 + 1;
int h = viewDef->viewport.y2 - viewDef->viewport.y1 + 1;
//RENDERLOG_PRINTF( "Resolve to %i x %i buffer\n", w, h );
// resolve the screen
globalImages->currentRenderImage->CopyFramebuffer( x, y, w, h );
commonPasses.BlitTexture(
commandList,
globalFramebuffers.bloomRenderFBO[0]->GetApiObject(),
globalImages->ldrImage->GetTextureHandle(),
&bindingCache );
renderProgManager.BindShader_Brightpass();
}
renderProgManager.BindShader_Brightpass();
float screenCorrectionParm[4];
screenCorrectionParm[0] = hdrKey;
@ -5841,7 +5819,6 @@ void idRenderBackend::Bloom( const viewDef_t* _viewDef )
SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, screenCorrectionParm ); // rpScreenCorrectionFactor
float overbright[4];
if( r_useHDR.GetBool() )
{
if( r_hdrAutoExposure.GetBool() )
{
@ -5855,13 +5832,6 @@ void idRenderBackend::Bloom( const viewDef_t* _viewDef )
overbright[2] = 0;
overbright[3] = 0;
}
else
{
overbright[0] = r_ldrContrastThreshold.GetFloat();
overbright[1] = r_ldrContrastOffset.GetFloat();
overbright[2] = 0;
overbright[3] = 0;
}
SetFragmentParm( RENDERPARM_OVERBRIGHT, overbright ); // rpOverbright
// Draw
@ -6669,7 +6639,6 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
}
}
#if defined( USE_NVRHI )
// SP: reset the graphics state for validation layers
currentVertexBuffer = nullptr;
currentIndexBuffer = nullptr;
@ -6677,7 +6646,6 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
currentVertexOffset = 0;
currentIndexOffset = 0;
currentJointOffset = 0;
#endif
//-------------------------------------------------
// RB_BeginDrawingView
@ -6692,7 +6660,7 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
// ensures that depth writes are enabled for the depth clear
GL_State( GLS_DEFAULT | GLS_CULL_FRONTSIDED, true );
bool useHDR = r_useHDR.GetBool() && !_viewDef->is2Dgui;
bool useHDR = !_viewDef->is2Dgui;
bool clearColor = false;
if( _viewDef->renderView.rdflags & RDF_IRRADIANCE )
@ -6710,11 +6678,7 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
}
else
{
#if defined( USE_NVRHI )
globalFramebuffers.ldrFBO->Bind();
#else
Framebuffer::Unbind();
#endif
}
// Clear the depth buffer and clear the stencil to 128 for stencil shadows as well as gui masking
@ -6722,13 +6686,6 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
// RB end
//GL_CheckErrors();
#if !defined( USE_VULKAN ) && !defined( USE_NVRHI )
// bind one global Vertex Array Object (VAO)
glBindVertexArray( glConfig.global_vao );
#endif
//------------------------------------
// sets variables that can be used by all programs
//------------------------------------
@ -6777,13 +6734,11 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
//-------------------------------------------------
// build hierarchical depth buffer and SSAO render target
//-------------------------------------------------
#if defined( USE_NVRHI )
if( r_useNewSsaoPass.GetBool() )
{
DrawScreenSpaceAmbientOcclusion2( _viewDef );
}
else
#endif
{
DrawScreenSpaceAmbientOcclusion( _viewDef );
}
@ -6803,21 +6758,6 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
//-------------------------------------------------
DrawInteractions( _viewDef );
//-------------------------------------------------
// capture the depth for the motion blur before rendering any post process surfaces that may contribute to the depth
//-------------------------------------------------
if( ( r_motionBlur.GetInteger() > 0 || r_useSSAO.GetBool() || r_useSSGI.GetBool() ) && !r_useHDR.GetBool() )
{
const idScreenRect& viewport = viewDef->viewport;
globalImages->currentDepthImage->CopyDepthbuffer( viewport.x1, viewport.y1, viewport.GetWidth(), viewport.GetHeight() );
}
//-------------------------------------------------
// darken the scene using the screen space ambient occlusion
//-------------------------------------------------
//DrawScreenSpaceAmbientOcclusion( _viewDef );
//RB_SSGI( _viewDef );
//-------------------------------------------------
// now draw any non-light dependent shading passes
//-------------------------------------------------
@ -6865,10 +6805,6 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
// resolve the screen
#if defined( USE_NVRHI )
//if( currentFrameBuffer->GetApiObject()->getDesc().colorAttachments.begin().)
if( R_GetMSAASamples() > 1 )
{
renderLog.OpenBlock( "Resolve to _currentRender" );
@ -6941,30 +6877,8 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
// tonemapping: convert back from HDR to LDR range
//-------------------------------------------------
#if !defined( USE_VULKAN )
// SRS - For OSX OpenGL record the final portion of GPU time while no other elapsed time query is active (after final passes and before bloom & other post processing)
#if defined(__APPLE__) && !defined( USE_NVRHI )
renderLog.OpenMainBlock( MRB_GPU_TIME );
#endif
if( useHDR && !( _viewDef->renderView.rdflags & RDF_IRRADIANCE ) && !_viewDef->targetRender )
{
#if !defined( USE_NVRHI )
{
glBindFramebuffer( GL_READ_FRAMEBUFFER_EXT, globalFramebuffers.hdrFBO->GetFramebuffer() );
glBindFramebuffer( GL_DRAW_FRAMEBUFFER_EXT, globalFramebuffers.hdr64FBO->GetFramebuffer() );
glBlitFramebuffer( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight(),
0, 0, 64, 64,
GL_COLOR_BUFFER_BIT,
GL_LINEAR );
}
#endif
#if 0
CalculateAutomaticExposure();
Tonemap( _viewDef );
#else
ToneMappingParameters parms;
if( R_UseTemporalAA() )
{
@ -6983,14 +6897,8 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
toneMapPass->SimpleRender( commandList, parms, viewDef, globalImages->currentRenderHDRImage->GetTextureHandle(), globalFramebuffers.ldrFBO->GetApiObject() );
}
}
#endif
}
// SRS - This macOS OpenGL-specific CloseMainBlock() must occur before the next OpenMainBlock() is called
#if defined(__APPLE__) && !defined( USE_NVRHI )
renderLog.CloseMainBlock();
#endif
//-------------------------------------------------
// bloom post processing
//-------------------------------------------------
@ -7029,8 +6937,6 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetWidth(), renderSystem->GetHeight() );
commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
}
#endif
#endif
renderLog.CloseBlock();

View file

@ -1155,7 +1155,6 @@ extern idCVar r_useShadowDepthBounds; // use depth bounds test on individual sh
extern idCVar r_useShadowMapping; // use shadow mapping instead of stencil shadows
extern idCVar r_useShadowAtlas; // temporary for perf testing: pack shadow maps into big atlas
extern idCVar r_useHalfLambertLighting; // use Half-Lambert lighting instead of classic Lambert
extern idCVar r_useHDR;
// RB end
extern idCVar r_skipStaticInteractions; // skip interactions created at level load

View file

@ -640,7 +640,6 @@ void idRenderProgManager::Init( nvrhi::IDevice* device )
#endif
r_useHalfLambertLighting.ClearModified();
r_useHDR.ClearModified();
r_usePBR.ClearModified();
r_pbrDebug.ClearModified();

View file

@ -507,7 +507,6 @@ idStr idRenderProgManager::StripDeadCode( const idStr& in, const char* name, con
src.AddDefine( "USE_HALF_LAMBERT" );
}
if( r_useHDR.GetBool() )
{
src.AddDefine( "USE_LINEAR_RGB" );
}

View file

@ -289,12 +289,6 @@ idCVar r_shadowMapRegularDepthBiasScale( "r_shadowMapRegularDepthBiasScale", "0.
idCVar r_shadowMapSunDepthBiasScale( "r_shadowMapSunDepthBiasScale", "0.999991", CVAR_RENDERER | CVAR_FLOAT, "shadowmap bias to fight shadow acne for cascaded shadow mapping with parallel lights" );
// RB: HDR parameters
#if defined( USE_VULKAN )
idCVar r_useHDR( "r_useHDR", "0", CVAR_RENDERER | CVAR_ROM | CVAR_STATIC | CVAR_BOOL, "Can't be changed, is broken on Vulkan backend" );
#else
idCVar r_useHDR( "r_useHDR", "1", CVAR_RENDERER | CVAR_ROM | CVAR_STATIC | CVAR_BOOL, "Can't be changed: Use high dynamic range rendering" );
#endif
idCVar r_hdrAutoExposure( "r_hdrAutoExposure", "0", CVAR_RENDERER | CVAR_BOOL, "EXPENSIVE: enables adapative HDR tone mapping otherwise the exposure is derived by r_exposure" );
idCVar r_hdrAdaptionRate( "r_hdrAdaptionRate", "1", CVAR_RENDERER | CVAR_FLOAT, "The rate of adapting the hdr exposure value`. Defaulted to a second." );
idCVar r_hdrMinLuminance( "r_hdrMinLuminance", "0.02", CVAR_RENDERER | CVAR_FLOAT, "" );