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https://github.com/id-Software/DOOM-3-BFG.git
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Added anisotropic filtering to Vulkan backend
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commit
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3 changed files with 19 additions and 3 deletions
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@ -40,7 +40,7 @@ I started this project in 2012 and focused on making this code being future proo
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* Win64 support and Visual Studio support up to VS 2019
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* OS X support
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* OpenAL Soft sound backend primarily developed for Linux but works on Windows as well
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* Bink video support through libbinkdec or FFmpeg (thanks to Daniel Gibson)
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* Bink video support through libbinkdec (thanks to Daniel Gibson) or FFmpeg (thanks to Carl Kenner)
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* PNG image support
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* Soft shadows using PCF hardware shadow mapping
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The implementation uses sampler2DArrayShadow and PCF which usually
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@ -163,7 +163,7 @@ Steam. This includes roaming profiles, achievements, leaderboards, matchmaking,
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any other Steam features.
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### Bink Video playback
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The RBDOOM-3-BFG Edition GPL Source Code release includes functionality for rendering Bink Videos through FFmpeg.
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The RBDOOM-3-BFG Edition GPL Source Code release includes functionality for rendering Bink Videos through FFmpeg or libbinkdec.
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### Back End Rendering of Stencil Shadows
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The Doom 3 BFG Edition GPL Source Code release does not include functionality enabling rendering
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@ -236,6 +236,18 @@ void idImage::CreateSampler()
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switch( filter )
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{
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case TF_DEFAULT:
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createInfo.minFilter = VK_FILTER_LINEAR;
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createInfo.magFilter = VK_FILTER_LINEAR;
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createInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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// RB: enable anisotropic filtering
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if( r_maxAnisotropicFiltering.GetInteger() > 0 )
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{
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createInfo.anisotropyEnable = VK_TRUE;
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createInfo.maxAnisotropy = r_maxAnisotropicFiltering.GetInteger();
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}
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break;
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case TF_LINEAR:
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createInfo.minFilter = VK_FILTER_LINEAR;
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createInfo.magFilter = VK_FILTER_LINEAR;
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@ -600,7 +600,7 @@ static void CreateLogicalDeviceAndQueues()
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deviceFeatures.depthBiasClamp = VK_TRUE;
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deviceFeatures.depthBounds = VK_TRUE;
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deviceFeatures.fillModeNonSolid = VK_TRUE;
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//deviceFeatures.samplerAnisotropy = vkcontext.physicalDeviceFeatures.samplerAnisotropy; // RB
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deviceFeatures.samplerAnisotropy = vkcontext.physicalDeviceFeatures.samplerAnisotropy; // RB
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VkDeviceCreateInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
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@ -2081,6 +2081,10 @@ See if some cvars that we watch have changed
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void idRenderBackend::CheckCVars()
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{
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// TODO
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if( r_useShadowMapping.GetBool() )
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{
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r_useShadowMapping.SetBool( false );
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}
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/*
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// gamma stuff
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