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https://github.com/id-Software/DOOM-3-BFG.git
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Fixed Windows build
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parent
98630cf6ec
commit
367d5af7a2
5 changed files with 22 additions and 12 deletions
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@ -362,7 +362,7 @@ if(USE_VULKAN)
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# options required by November 2018 release
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SET_OPTION(ENABLE_SPVREMAPPER OFF)
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SET_OPTION(ENABLE_GLSLANG_BINARIES ON)
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SET_OPTION(ENABLE_GLSLANG_BINARIES OFF)
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SET_OPTION(ENABLE_HLSL OFF)
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SET_OPTION(ENABLE_OPT ON)
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SET_OPTION(SPIRV_SKIP_EXECUTABLES ON)
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@ -376,7 +376,7 @@ if(USE_VULKAN)
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set(GLSLANG_DIR ${CMAKE_CURRENT_SOURCE_DIR}/extern/glslang)
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add_subdirectory(${GLSLANG_DIR})
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include_directories(${GLSLANG_DIR})
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include_directories(${GLSLANG_DIR}/glslang)
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endif()
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else()
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@ -122,11 +122,11 @@ class idDrawVert
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public:
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idVec3 xyz; // 12 bytes
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private:
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// RB: don't let the old tools code mess with these values
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halfFloat_t st[2]; // 4 bytes
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byte normal[4]; // 4 bytes
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byte tangent[4]; // 4 bytes -- [3] is texture polarity sign
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//private:
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// RB: don't let the old tools code mess with these values
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public:
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byte color[4]; // 4 bytes
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byte color2[4]; // 4 bytes -- weights for skinning
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@ -131,8 +131,11 @@ void RB_SetVertexColorParms( stageVertexColor_t svc );
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//bool CreateGameWindow( gfxImpParms_t parms );
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#if defined( USE_VULKAN )
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#include <SDL.h>
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#include <SDL_vulkan.h>
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#if defined(__linux__)
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#include <SDL.h>
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#include <SDL_vulkan.h>
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#endif
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struct gpuInfo_t
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{
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@ -150,7 +153,7 @@ struct vulkanContext_t
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{
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// Eric: If on linux, use this to pass SDL_Window pointer to the SDL_Vulkan_* methods not in sdl_vkimp.cpp file.
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#if defined(__linux__)
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SDL_Window* sdlWindow = nullptr;
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SDL_Window* sdlWindow = nullptr;
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#endif
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uint64 frameCounter;
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uint32 frameParity;
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@ -51,6 +51,8 @@ idCVar r_syncEveryFrame( "r_syncEveryFrame", "1", CVAR_BOOL, "Don't let the GPU
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idCVar r_vkEnableValidationLayers( "r_vkEnableValidationLayers", "0", CVAR_BOOL | CVAR_INIT, "" );
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vulkanContext_t vkcontext;
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#if defined(_WIN32)
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static const int g_numInstanceExtensions = 2;
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static const char* g_instanceExtensions[ g_numInstanceExtensions ] =
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@ -723,11 +725,15 @@ static VkExtent2D ChooseSurfaceExtent( VkSurfaceCapabilitiesKHR& caps )
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{
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VkExtent2D extent;
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int width;
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int height;
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int width = glConfig.nativeScreenWidth;
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int height = glConfig.nativeScreenHeight;
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#if defined(__linux__)
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SDL_Vulkan_GetDrawableSize( vkcontext.sdlWindow, &width, &height );
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width = CLAMP( width, caps.minImageExtent.width, caps.maxImageExtent.width );
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height = CLAMP( height, caps.minImageExtent.height, caps.maxImageExtent.height );
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width = idMath::ClampInt( caps.minImageExtent.width, caps.maxImageExtent.width, width );
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height = idMath::ClampInt( caps.minImageExtent.height, caps.maxImageExtent.height, height );
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#endif
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if( caps.currentExtent.width == -1 )
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{
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@ -407,7 +407,8 @@ namespace glslang
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// These are the default resources for TBuiltInResources, used for both
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// - parsing this string for the case where the user didn't supply one,
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// - dumping out a template for user construction of a config file.
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#if 1
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#if 0
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// RB: if you want to use this then you need to compile GLSLANG with ENABLE_GLSLANG_BINARIES ON
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extern const TBuiltInResource DefaultTBuiltInResource;
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#else
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