Extended listCvars with -new option to show all RBDoom related cvars

This commit is contained in:
Robert Beckebans 2024-07-10 20:33:20 +02:00
parent e90f65a835
commit 5060bc8047
14 changed files with 104 additions and 86 deletions

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@ -325,5 +325,5 @@ idCVar g_grabberDamping( "g_grabberDamping", "0.5", CVAR_GAME | CVAR_FLOAT
idCVar g_xp_bind_run_once( "g_xp_bind_run_once", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "Rebind all controls once for D3XP." );
// RB: new game mode vars
idCVar ng_classicFlashlight( "ng_classicFlashlight", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "Classic flash light weapon" );
idCVar ng_classicFlashlight( "ng_classicFlashlight", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE | CVAR_NEW, "Classic flash light weapon" );
// RB end

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@ -1201,6 +1201,17 @@ void idCVarSystemLocal::ListByFlags( const idCmdArgs& args, cvarFlags_t flags )
}
}
bool onlyNew = false; // RB: added to only show new cvars
for( int i = 1; i < args.Argc(); i++ )
{
idStr option = args.Argv( i );
if( option.Icmp( "new" ) == 0 )
{
onlyNew = true;
argNum = i + 1;
}
}
if( args.Argc() > argNum )
{
match = args.Args( argNum, -1 );
@ -1220,6 +1231,11 @@ void idCVarSystemLocal::ListByFlags( const idCmdArgs& args, cvarFlags_t flags )
continue;
}
if( onlyNew && !( cvar->GetFlags() & CVAR_NEW ) )
{
continue;
}
if( match.Length() && !cvar->nameString.Filter( match, false ) )
{
continue;
@ -1376,7 +1392,8 @@ void idCVarSystemLocal::ListByFlags( const idCmdArgs& args, cvarFlags_t flags )
common->Printf( "listCvar [search string] = list cvar values\n"
"listCvar -help [search string] = list cvar descriptions\n"
"listCvar -type [search string] = list cvar types\n"
"listCvar -flags [search string] = list cvar flags\n" );
"listCvar -flags [search string] = list cvar flags\n"
"listCvar -new [search string] = list new RBDoom vars\n" );
}
/*

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@ -100,7 +100,8 @@ typedef enum
CVAR_INIT = BIT( 15 ), // can only be set from the command-line
CVAR_ROM = BIT( 16 ), // display only, cannot be set by user at all
CVAR_ARCHIVE = BIT( 17 ), // set to cause it to be saved to a config file
CVAR_MODIFIED = BIT( 18 ) // set when the variable is modified
CVAR_MODIFIED = BIT( 18 ), // set when the variable is modified
CVAR_NEW = BIT( 19 ) // added for RBDoom
} cvarFlags_t;

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@ -37,7 +37,7 @@ If you have questions concerning this license or the applicable additional terms
static const unsigned int gltfChunk_Type_JSON = 0x4E4F534A; //1313821514
static const unsigned int gltfChunk_Type_BIN = 0x004E4942; //5130562
idCVar gltf_parseVerbose( "gltf_parseVerbose", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "print gltf json data while parsing" );
idCVar gltf_parseVerbose( "gltf_parseVerbose", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL | CVAR_NEW, "print gltf json data while parsing" );
idCVar gltfParser_PrefixNodeWithID( "gltfParser_PrefixNodeWithID", "0", CVAR_SYSTEM | CVAR_BOOL, "The node's id is prefixed to the node's name during load" );
//
//gltf_sampler_wrap_type_map s_samplerWrapTypeMap[] = {

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@ -43,10 +43,10 @@ If you have questions concerning this license or the applicable additional terms
idCVar r_useCachedDynamicModels( "r_useCachedDynamicModels", "1", CVAR_RENDERER | CVAR_BOOL, "cache snapshots of dynamic models" );
idCVar gltf_ForceBspMeshTexture( "gltf_ForceBspMeshTexture", "0", CVAR_SYSTEM | CVAR_BOOL, "all world geometry has the same forced texture" );
idCVar gltf_ModelSceneName( "gltf_ModelSceneName", "Scene", CVAR_SYSTEM , "Scene to use when loading specific models" );
idCVar gltf_forceBspMeshTexture( "gltf_forceBspMeshTexture", "0", CVAR_SYSTEM | CVAR_BOOL, "all world geometry has the same forced texture" );
idCVar gltf_modelSceneName( "gltf_modelSceneName", "Scene", CVAR_SYSTEM | CVAR_NEW, "Scene to use when loading specific models" );
idCVar gltf_AnimSampleRate( "gltf_AnimSampleRate", "24", CVAR_SYSTEM | CVAR_INTEGER , "The frame rate of the converted md5anim" );
idCVar gltf_animSampleRate( "gltf_animSampleRate", "24", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NEW, "The frame rate of the converted md5anim" );
static const byte GLMB_VERSION = 102;
@ -86,7 +86,7 @@ void idRenderModelGLTF::ProcessNode_r( gltfNode* modelNode, const idMat4& parent
{
mat = data->MaterialList()[prim->material];
}
if( mat != NULL && !gltf_ForceBspMeshTexture.GetBool() )
if( mat != NULL && !gltf_forceBspMeshTexture.GetBool() )
{
surf.shader = declManager->FindMaterial( mat->name );
}
@ -465,7 +465,7 @@ static gltfNode* FindModelRoot( gltfData* data, const idImportOptions* options,
}
// constructs a renderModel from a gltfScene node found in the "models" scene of the given gltfFile.
// override with gltf_ModelSceneName
// override with gltf_modelSceneName
// warning : nodeName cannot have dots!
// [fileName].[nodeName/nodeId].[gltf/glb]
// If no nodeName/nodeId is given, all primitives active in default scene will be added as surfaces.
@ -1139,7 +1139,7 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( const idStr& animName, const ID_TI
int numJoints = bones.Num();
int numAnimatedComponents = 0;
gameLocal.Printf( "Generating MD5Anim for GLTF anim %s from scene %s\n", name.c_str(), gltf_ModelSceneName.GetString() );
gameLocal.Printf( "Generating MD5Anim for GLTF anim %s from scene %s\n", name.c_str(), gltf_modelSceneName.GetString() );
idMat4 globalTransform = blenderToDoomTransform;
@ -1295,7 +1295,7 @@ idFile_Memory* idRenderModelGLTF::GetAnimBin( const idStr& animName, const ID_TI
// we can calculate frame rate by:
// max_timestamp_value / totalFrames
// but keeping it fixed for now.
frameRate = gltf_AnimSampleRate.GetInteger();
frameRate = gltf_animSampleRate.GetInteger();
int animLength = ( ( numFrames - 1 ) * 1000 + frameRate - 1 ) / frameRate;
#if 0

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@ -47,7 +47,7 @@ extern DeviceManager* deviceManager;
extern VmaAllocator m_VmaAllocator;
idCVar r_vmaAllocateBufferMemory( "r_vmaAllocateBufferMemory", "1", CVAR_BOOL | CVAR_INIT, "Use VMA allocator for buffer memory." );
idCVar r_vmaAllocateBufferMemory( "r_vmaAllocateBufferMemory", "1", CVAR_BOOL | CVAR_INIT | CVAR_NEW, "Use VMA allocator for buffer memory." );
/*
========================

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@ -30,7 +30,7 @@ If you have questions concerning this license or the applicable additional terms
#include "precompiled.h"
#pragma hdrstop
idCVar image_pixelLook( "image_pixelLook", "0", CVAR_BOOL | CVAR_ARCHIVE, "Turn off linear filtering on most textures to achieve the 90s software renderer look" );
idCVar image_pixelLook( "image_pixelLook", "0", CVAR_BOOL | CVAR_ARCHIVE | CVAR_NEW, "Turn off linear filtering on most textures to achieve the 90s software renderer look" );
#include "../RenderCommon.h"

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@ -56,7 +56,7 @@ idCVar stereoRender_warpTargetFraction( "stereoRender_warpTargetFraction", "1.0"
idCVar r_showSwapBuffers( "r_showSwapBuffers", "0", CVAR_BOOL, "Show timings from GL_BlockingSwapBuffers" );
idCVar r_syncEveryFrame( "r_syncEveryFrame", "1", CVAR_BOOL, "Don't let the GPU buffer execution past swapbuffers" );
idCVar r_vkUploadBufferSizeMB( "r_vkUploadBufferSizeMB", "64", CVAR_INTEGER | CVAR_INIT, "Size of gpu upload buffer (Vulkan only)" );
idCVar r_vkUploadBufferSizeMB( "r_vkUploadBufferSizeMB", "64", CVAR_INTEGER | CVAR_INIT | CVAR_NEW, "Size of gpu upload buffer (Vulkan only)" );
constexpr std::size_t MAX_IMAGE_PARMS = 16;

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@ -43,7 +43,7 @@ If you have questions concerning this license or the applicable additional terms
#include <sys/DeviceManager.h>
#include <nvrhi/utils.h>
idCVar r_useNewSsaoPass( "r_useNewSSAOPass", "1", CVAR_RENDERER | CVAR_BOOL, "use the new SSAO pass from Donut" );
idCVar r_useNewSsaoPass( "r_useNewSSAOPass", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "use the new SSAO pass from Donut" );
extern DeviceManager* deviceManager;
idCVar r_drawEyeColor( "r_drawEyeColor", "0", CVAR_RENDERER | CVAR_BOOL, "Draw a colored box, red = left eye, blue = right eye, grey = non-stereo" );

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@ -65,18 +65,18 @@ idCVar r_requestStereoPixelFormat( "r_requestStereoPixelFormat", "1", CVAR_RENDE
idCVar r_debugContext( "r_debugContext", "0", CVAR_RENDERER, "Enable various levels of context debug." );
#if defined( _WIN32 )
idCVar r_graphicsAPI( "r_graphicsAPI", "dx12", CVAR_RENDERER | CVAR_INIT | CVAR_ARCHIVE, "Specifies the graphics api to use (dx12, vulkan)" );
idCVar r_graphicsAPI( "r_graphicsAPI", "dx12", CVAR_RENDERER | CVAR_INIT | CVAR_ARCHIVE | CVAR_NEW, "Specifies the graphics api to use (dx12, vulkan)" );
#else
idCVar r_graphicsAPI( "r_graphicsAPI", "vulkan", CVAR_RENDERER | CVAR_ROM | CVAR_STATIC, "Specifies the graphics api to use (vulkan)" );
idCVar r_graphicsAPI( "r_graphicsAPI", "vulkan", CVAR_RENDERER | CVAR_ROM | CVAR_STATIC | CVAR_NEW, "Specifies the graphics api to use (vulkan)" );
#endif
idCVar r_useValidationLayers( "r_useValidationLayers", "1", CVAR_INTEGER | CVAR_INIT, "1 is just the NVRHI and 2 will turn on additional DX12, VK validation layers" );
idCVar r_useValidationLayers( "r_useValidationLayers", "1", CVAR_INTEGER | CVAR_INIT | CVAR_NEW, "1 is just the NVRHI and 2 will turn on additional DX12, VK validation layers" );
// RB: disabled 16x MSAA
#if ID_MSAA
idCVar r_antiAliasing( "r_antiAliasing", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, " 0 = None\n 1 = TAA 1x\n 2 = TAA + SMAA 1x\n 3 = MSAA 2x\n 4 = MSAA 4x\n", 0, ANTI_ALIASING_MSAA_4X );
idCVar r_antiAliasing( "r_antiAliasing", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NEW, " 0 = None\n 1 = TAA 1x\n 2 = TAA + SMAA 1x\n 3 = MSAA 2x\n 4 = MSAA 4x\n", 0, ANTI_ALIASING_MSAA_4X );
#else
idCVar r_antiAliasing( "r_antiAliasing", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, " 0 = None\n 1 = TAA 1x", 0, ANTI_ALIASING_TAA );
idCVar r_antiAliasing( "r_antiAliasing", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NEW, " 0 = None\n 1 = TAA 1x", 0, ANTI_ALIASING_TAA );
#endif
// RB end
idCVar r_vidMode( "r_vidMode", "0", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_INTEGER, "fullscreen video mode number" );
@ -175,7 +175,7 @@ idCVar r_screenFraction( "r_screenFraction", "100", CVAR_RENDERER | CVAR_INTEGER
idCVar r_usePortals( "r_usePortals", "1", CVAR_RENDERER | CVAR_BOOL, " 1 = use portals to perform area culling, otherwise draw everything" );
idCVar r_singleLight( "r_singleLight", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one light" );
idCVar r_singleEntity( "r_singleEntity", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one entity" );
idCVar r_singleEnvprobe( "r_singleEnvprobe", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one environment probe" );
idCVar r_singleEnvprobe( "r_singleEnvprobe", "-1", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "suppress all but one environment probe" );
idCVar r_singleSurface( "r_singleSurface", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one surface on each entity" );
idCVar r_singleArea( "r_singleArea", "0", CVAR_RENDERER | CVAR_BOOL, "only draw the portal area the view is actually in" );
idCVar r_orderIndexes( "r_orderIndexes", "1", CVAR_RENDERER | CVAR_BOOL, "perform index reorganization to optimize vertex use" );
@ -211,8 +211,8 @@ idCVar r_showDominantTri( "r_showDominantTri", "0", CVAR_RENDERER | CVAR_BOOL, "
idCVar r_showTextureVectors( "r_showTextureVectors", "0", CVAR_RENDERER | CVAR_FLOAT, " if > 0 draw each triangles texture (tangent) vectors" );
idCVar r_showOverDraw( "r_showOverDraw", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> );
// RB begin
idCVar r_showShadowMaps( "r_showShadowMaps", "0", CVAR_RENDERER | CVAR_BOOL, "" );
idCVar r_showShadowMapLODs( "r_showShadowMapLODs", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
idCVar r_showShadowMaps( "r_showShadowMaps", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "" );
idCVar r_showShadowMapLODs( "r_showShadowMapLODs", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "" );
// RB end
idCVar r_useEntityCallbacks( "r_useEntityCallbacks", "1", CVAR_RENDERER | CVAR_BOOL, "if 0, issue the callback immediately at update time, rather than defering" );
@ -234,75 +234,75 @@ idCVar stereoRender_enable( "stereoRender_enable", "0", CVAR_INTEGER | CVAR_ARCH
idCVar stereoRender_swapEyes( "stereoRender_swapEyes", "0", CVAR_BOOL | CVAR_ARCHIVE, "reverse eye adjustments" );
idCVar stereoRender_deGhost( "stereoRender_deGhost", "0.05", CVAR_FLOAT | CVAR_ARCHIVE, "subtract from opposite eye to reduce ghosting" );
idCVar r_useVirtualScreenResolution( "r_useVirtualScreenResolution", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "do 2D rendering at 640x480 and stretch to the current resolution" );
idCVar r_useVirtualScreenResolution( "r_useVirtualScreenResolution", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE | CVAR_NEW, "do 2D rendering at 640x480 and stretch to the current resolution" );
// RB: shadow mapping parameters
idCVar r_useShadowAtlas( "r_useShadowAtlas", "1", CVAR_RENDERER | CVAR_INTEGER, "" );
idCVar r_shadowMapAtlasSize( "r_shadowMapAtlasSize", "8192", CVAR_RENDERER | CVAR_INTEGER | CVAR_ROM, "size of the shadowmap atlas" );
idCVar r_shadowMapFrustumFOV( "r_shadowMapFrustumFOV", "92", CVAR_RENDERER | CVAR_FLOAT, "oversize FOV for point light side matching" );
idCVar r_shadowMapSingleSide( "r_shadowMapSingleSide", "-1", CVAR_RENDERER | CVAR_INTEGER, "only draw a single side (0-5) of point lights" );
idCVar r_shadowMapImageSize( "r_shadowMapImageSize", "1024", CVAR_RENDERER | CVAR_INTEGER, "", 128, 2048 );
idCVar r_shadowMapJitterScale( "r_shadowMapJitterScale", "2.5", CVAR_RENDERER | CVAR_FLOAT, "scale factor for jitter offset" );
//idCVar r_shadowMapBiasScale( "r_shadowMapBiasScale", "0.0001", CVAR_RENDERER | CVAR_FLOAT, "scale factor for jitter bias" );
idCVar r_shadowMapRandomizeJitter( "r_shadowMapRandomizeJitter", "1", CVAR_RENDERER | CVAR_BOOL, "randomly offset jitter texture each draw" );
idCVar r_shadowMapSamples( "r_shadowMapSamples", "16", CVAR_RENDERER | CVAR_INTEGER, "1, 4, 12 or 16", 1, 64 );
idCVar r_shadowMapSplits( "r_shadowMapSplits", "3", CVAR_RENDERER | CVAR_INTEGER, "number of splits for cascaded shadow mapping with parallel lights", 0, 4 );
idCVar r_shadowMapSplitWeight( "r_shadowMapSplitWeight", "0.9", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_shadowMapLodScale( "r_shadowMapLodScale", "1.4", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_shadowMapLodBias( "r_shadowMapLodBias", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
idCVar r_shadowMapPolygonFactor( "r_shadowMapPolygonFactor", "2", CVAR_RENDERER | CVAR_FLOAT, "polygonOffset factor for drawing shadow buffer" );
idCVar r_shadowMapPolygonOffset( "r_shadowMapPolygonOffset", "3000", CVAR_RENDERER | CVAR_FLOAT, "polygonOffset units for drawing shadow buffer" );
idCVar r_shadowMapOccluderFacing( "r_shadowMapOccluderFacing", "2", CVAR_RENDERER | CVAR_INTEGER, "0 = front faces, 1 = back faces, 2 = twosided" );
idCVar r_shadowMapRegularDepthBiasScale( "r_shadowMapRegularDepthBiasScale", "0.999", CVAR_RENDERER | CVAR_FLOAT, "shadowmap bias to fight shadow acne for point and spot lights" );
idCVar r_shadowMapSunDepthBiasScale( "r_shadowMapSunDepthBiasScale", "0.999991", CVAR_RENDERER | CVAR_FLOAT, "shadowmap bias to fight shadow acne for cascaded shadow mapping with parallel lights" );
idCVar r_useShadowAtlas( "r_useShadowAtlas", "1", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "" );
idCVar r_shadowMapAtlasSize( "r_shadowMapAtlasSize", "8192", CVAR_RENDERER | CVAR_INTEGER | CVAR_ROM | CVAR_NEW, "size of the shadowmap atlas" );
idCVar r_shadowMapFrustumFOV( "r_shadowMapFrustumFOV", "92", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "oversize FOV for point light side matching" );
idCVar r_shadowMapSingleSide( "r_shadowMapSingleSide", "-1", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "only draw a single side (0-5) of point lights" );
idCVar r_shadowMapImageSize( "r_shadowMapImageSize", "1024", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "", 128, 2048 );
idCVar r_shadowMapJitterScale( "r_shadowMapJitterScale", "2.5", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "scale factor for jitter offset" );
//idCVar r_shadowMapBiasScale( "r_shadowMapBiasScale", "0.0001", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "scale factor for jitter bias" );
idCVar r_shadowMapRandomizeJitter( "r_shadowMapRandomizeJitter", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "randomly offset jitter texture each draw" );
idCVar r_shadowMapSamples( "r_shadowMapSamples", "16", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "1, 4, 12 or 16", 1, 64 );
idCVar r_shadowMapSplits( "r_shadowMapSplits", "3", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "number of splits for cascaded shadow mapping with parallel lights", 0, 4 );
idCVar r_shadowMapSplitWeight( "r_shadowMapSplitWeight", "0.9", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
idCVar r_shadowMapLodScale( "r_shadowMapLodScale", "1.4", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
idCVar r_shadowMapLodBias( "r_shadowMapLodBias", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "" );
idCVar r_shadowMapPolygonFactor( "r_shadowMapPolygonFactor", "2", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "polygonOffset factor for drawing shadow buffer" );
idCVar r_shadowMapPolygonOffset( "r_shadowMapPolygonOffset", "3000", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "polygonOffset units for drawing shadow buffer" );
idCVar r_shadowMapOccluderFacing( "r_shadowMapOccluderFacing", "2", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "0 = front faces, 1 = back faces, 2 = twosided" );
idCVar r_shadowMapRegularDepthBiasScale( "r_shadowMapRegularDepthBiasScale", "0.999", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "shadowmap bias to fight shadow acne for point and spot lights" );
idCVar r_shadowMapSunDepthBiasScale( "r_shadowMapSunDepthBiasScale", "0.999991", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "shadowmap bias to fight shadow acne for cascaded shadow mapping with parallel lights" );
// RB: HDR parameters
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, "" );
idCVar r_hdrMaxLuminance( "r_hdrMaxLuminance", "0.5", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_hdrKey( "r_hdrKey", "0.015", CVAR_RENDERER | CVAR_FLOAT, "magic exposure key that works well with Doom 3 maps" );
idCVar r_hdrContrastDynamicThreshold( "r_hdrContrastDynamicThreshold", "2", CVAR_RENDERER | CVAR_FLOAT, "if auto exposure is on, all pixels brighter than this cause HDR bloom glares" );
idCVar r_hdrContrastStaticThreshold( "r_hdrContrastStaticThreshold", "3", CVAR_RENDERER | CVAR_FLOAT, "if auto exposure is off, all pixels brighter than this cause HDR bloom glares" );
idCVar r_hdrContrastOffset( "r_hdrContrastOffset", "100", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_hdrGlarePasses( "r_hdrGlarePasses", "8", CVAR_RENDERER | CVAR_INTEGER, "how many times the bloom blur is rendered offscreen. number should be even" );
idCVar r_hdrDebug( "r_hdrDebug", "0", CVAR_RENDERER | CVAR_FLOAT, "show scene luminance as heat map" );
idCVar r_hdrAutoExposure( "r_hdrAutoExposure", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "EXPENSIVE: enables adapative HDR tone mapping otherwise the exposure is derived by r_exposure" );
idCVar r_hdrAdaptionRate( "r_hdrAdaptionRate", "1", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "The rate of adapting the hdr exposure value`. Defaulted to a second." );
idCVar r_hdrMinLuminance( "r_hdrMinLuminance", "0.02", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
idCVar r_hdrMaxLuminance( "r_hdrMaxLuminance", "0.5", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
idCVar r_hdrKey( "r_hdrKey", "0.015", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "magic exposure key that works well with Doom 3 maps" );
idCVar r_hdrContrastDynamicThreshold( "r_hdrContrastDynamicThreshold", "2", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "if auto exposure is on, all pixels brighter than this cause HDR bloom glares" );
idCVar r_hdrContrastStaticThreshold( "r_hdrContrastStaticThreshold", "3", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "if auto exposure is off, all pixels brighter than this cause HDR bloom glares" );
idCVar r_hdrContrastOffset( "r_hdrContrastOffset", "100", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
idCVar r_hdrGlarePasses( "r_hdrGlarePasses", "8", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "how many times the bloom blur is rendered offscreen. number should be even" );
idCVar r_hdrDebug( "r_hdrDebug", "0", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "show scene luminance as heat map" );
idCVar r_ldrContrastThreshold( "r_ldrContrastThreshold", "1.1", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_ldrContrastOffset( "r_ldrContrastOffset", "3", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_ldrContrastThreshold( "r_ldrContrastThreshold", "1.1", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
idCVar r_ldrContrastOffset( "r_ldrContrastOffset", "3", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
idCVar r_useFilmicPostFX( "r_useFilmicPostFX", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "filmic look with chromatic abberation and film grain" );
idCVar r_useFilmicPostFX( "r_useFilmicPostFX", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL | CVAR_NEW, "filmic look with chromatic abberation and film grain" );
idCVar r_forceAmbient( "r_forceAmbient", "0.5", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 1.0f );
idCVar r_forceAmbient( "r_forceAmbient", "0.5", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NEW, "render additional ambient pass to make the game less dark", 0.0f, 1.0f );
idCVar r_useSSAO( "r_useSSAO", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use screen space ambient occlusion to darken corners" );
idCVar r_ssaoDebug( "r_ssaoDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
idCVar r_ssaoFiltering( "r_ssaoFiltering", "0", CVAR_RENDERER | CVAR_BOOL, "" );
idCVar r_useHierarchicalDepthBuffer( "r_useHierarchicalDepthBuffer", "1", CVAR_RENDERER | CVAR_BOOL, "" );
idCVar r_useSSAO( "r_useSSAO", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL | CVAR_NEW, "use screen space ambient occlusion to darken corners" );
idCVar r_ssaoDebug( "r_ssaoDebug", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "" );
idCVar r_ssaoFiltering( "r_ssaoFiltering", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "" );
idCVar r_useHierarchicalDepthBuffer( "r_useHierarchicalDepthBuffer", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "" );
idCVar r_pbrDebug( "r_pbrDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "show which materials have PBR support (green = PBR, red = oldschool D3)" );
idCVar r_showViewEnvprobes( "r_showViewEnvprobes", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = displays the bounding boxes of all view environment probes, 2 = show irradiance" );
idCVar r_showLightGrid( "r_showLightGrid", "0", CVAR_RENDERER | CVAR_INTEGER, "show Quake 3 style light grid points" );
idCVar r_pbrDebug( "r_pbrDebug", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "show which materials have PBR support (green = PBR, red = oldschool D3)" );
idCVar r_showViewEnvprobes( "r_showViewEnvprobes", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "1 = displays the bounding boxes of all view environment probes, 2 = show irradiance" );
idCVar r_showLightGrid( "r_showLightGrid", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "show Quake 3 style light grid points" );
idCVar r_useLightGrid( "r_useLightGrid", "1", CVAR_RENDERER | CVAR_BOOL, "" );
idCVar r_useLightGrid( "r_useLightGrid", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "" );
idCVar r_exposure( "r_exposure", "0.5", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_FLOAT, "HDR exposure or LDR brightness [-4.0 .. 4.0]", -4.0f, 4.0f );
idCVar r_exposure( "r_exposure", "0.5", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "HDR exposure or LDR brightness [-4.0 .. 4.0]", -4.0f, 4.0f );
idCVar r_useTemporalAA( "r_useTemporalAA", "1", CVAR_RENDERER | CVAR_BOOL, "only disable for debugging" );
idCVar r_taaJitter( "r_taaJitter", "3", CVAR_RENDERER | CVAR_INTEGER, "0: None, 1: MSAA, 2: Halton, 3: R2 Sequence, 4: White Noise" );
idCVar r_taaEnableHistoryClamping( "r_taaEnableHistoryClamping", "1", CVAR_RENDERER | CVAR_BOOL, "" );
idCVar r_taaClampingFactor( "r_taaClampingFactor", "1.0", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_taaNewFrameWeight( "r_taaNewFrameWeight", "0.1", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_taaMaxRadiance( "r_taaMaxRadiance", "10000", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_taaMotionVectors( "r_taaMotionVectors", "1", CVAR_RENDERER | CVAR_BOOL, "" );
idCVar r_useTemporalAA( "r_useTemporalAA", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "only disable for debugging" );
idCVar r_taaJitter( "r_taaJitter", "3", CVAR_RENDERER | CVAR_INTEGER | CVAR_NEW, "0: None, 1: MSAA, 2: Halton, 3: R2 Sequence, 4: White Noise" );
idCVar r_taaEnableHistoryClamping( "r_taaEnableHistoryClamping", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "" );
idCVar r_taaClampingFactor( "r_taaClampingFactor", "1.0", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
idCVar r_taaNewFrameWeight( "r_taaNewFrameWeight", "0.1", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
idCVar r_taaMaxRadiance( "r_taaMaxRadiance", "10000", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
idCVar r_taaMotionVectors( "r_taaMotionVectors", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NEW, "" );
idCVar r_useCRTPostFX( "r_useCRTPostFX", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "RetroArch CRT shader: 1 = Matthias CRT, 1 = New Pixie", 0, 2 );
idCVar r_crtCurvature( "r_crtCurvature", "2", CVAR_RENDERER | CVAR_FLOAT, "rounded borders" );
idCVar r_crtVignette( "r_crtVignette", "0.8", CVAR_RENDERER | CVAR_FLOAT, "fading into the borders" );
idCVar r_useCRTPostFX( "r_useCRTPostFX", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NEW, "RetroArch CRT shader: 1 = Matthias CRT, 1 = New Pixie", 0, 2 );
idCVar r_crtCurvature( "r_crtCurvature", "2", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "rounded borders" );
idCVar r_crtVignette( "r_crtVignette", "0.8", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "fading into the borders" );
idCVar r_retroDitherScale( "r_retroDitherScale", "0.3", CVAR_RENDERER | CVAR_FLOAT, "" );
idCVar r_retroDitherScale( "r_retroDitherScale", "0.3", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
idCVar r_renderMode( "r_renderMode", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "0 = Doom, 1 = Commodore 64, 2 = Commodore 64 Highres, 3 = Amstrad CPC 6128, 4 = Amstrad CPC 6128 Highres, 5 = Sega Genesis, 6 = Sega Genesis Highres, 7 = Sony PSX", 0, 7 );
idCVar r_renderMode( "r_renderMode", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NEW, "0 = Doom, 1 = Commodore 64, 2 = Commodore 64 Highres, 3 = Amstrad CPC 6128, 4 = Amstrad CPC 6128 Highres, 5 = Sega Genesis, 6 = Sega Genesis Highres, 7 = Sony PSX", 0, 7 );
// RB end
const char* fileExten[4] = { "tga", "png", "jpg", "exr" };

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@ -38,10 +38,10 @@ idCVar swf_titleSafe( "swf_titleSafe", "0.005", CVAR_FLOAT, "space between UI el
idCVar swf_forceAlpha( "swf_forceAlpha", "0", CVAR_FLOAT, "force an alpha value on all elements, useful to show invisible animating elements", 0.0f, 1.0f );
// RB begin
idCVar swf_skipSolids( "swf_skipSolids", "0", CVAR_BOOL, "" );
idCVar swf_skipGradients( "swf_skipGradients", "0", CVAR_BOOL, "" );
idCVar swf_skipLineDraws( "swf_skipLineDraws", "0", CVAR_BOOL, "" );
idCVar swf_skipBitmaps( "swf_skipBitmaps", "0", CVAR_BOOL, "" );
idCVar swf_skipSolids( "swf_skipSolids", "0", CVAR_BOOL | CVAR_NEW, "" );
idCVar swf_skipGradients( "swf_skipGradients", "0", CVAR_BOOL | CVAR_NEW, "" );
idCVar swf_skipLineDraws( "swf_skipLineDraws", "0", CVAR_BOOL | CVAR_NEW, "" );
idCVar swf_skipBitmaps( "swf_skipBitmaps", "0", CVAR_BOOL | CVAR_NEW, "" );
idCVar swf_show( "swf_show", "0", CVAR_INTEGER, "" );
// RB end

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@ -47,8 +47,8 @@ using nvrhi::RefCountPtr;
#define HR_RETURN(hr) if(FAILED(hr)) return false
idCVar r_graphicsAdapter( "r_graphicsAdapter", "", CVAR_RENDERER | CVAR_INIT | CVAR_ARCHIVE, "Substring in the name the DXGI graphics adapter to select a certain GPU" );
idCVar r_dxMaxFrameLatency( "r_dxMaxFrameLatency", "2", CVAR_RENDERER | CVAR_INIT | CVAR_ARCHIVE | CVAR_INTEGER, "Maximum frame latency for DXGI swap chains (DX12 only)", 0, NUM_FRAME_DATA );
idCVar r_graphicsAdapter( "r_graphicsAdapter", "", CVAR_RENDERER | CVAR_INIT | CVAR_ARCHIVE | CVAR_NEW, "Substring in the name the DXGI graphics adapter to select a certain GPU" );
idCVar r_dxMaxFrameLatency( "r_dxMaxFrameLatency", "2", CVAR_RENDERER | CVAR_INIT | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NEW, "Maximum frame latency for DXGI swap chains (DX12 only)", 0, NUM_FRAME_DATA );
class DeviceManager_DX12 : public DeviceManager
{

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@ -65,10 +65,10 @@
VmaAllocator m_VmaAllocator = nullptr;
idCVar r_vmaDeviceLocalMemoryMB( "r_vmaDeviceLocalMemoryMB", "256", CVAR_INTEGER | CVAR_INIT, "Size of VMA allocation block for gpu memory." );
idCVar r_vmaDeviceLocalMemoryMB( "r_vmaDeviceLocalMemoryMB", "256", CVAR_INTEGER | CVAR_INIT | CVAR_NEW, "Size of VMA allocation block for gpu memory." );
#endif
idCVar r_vkPreferFastSync( "r_vkPreferFastSync", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "Prefer Fast Sync/no-tearing in place of VSync off/tearing" );
idCVar r_vkPreferFastSync( "r_vkPreferFastSync", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL | CVAR_NEW, "Prefer Fast Sync/no-tearing in place of VSync off/tearing" );
// Define the Vulkan dynamic dispatcher - this needs to occur in exactly one cpp file in the program.
VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE

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@ -32,7 +32,7 @@ If you have questions concerning this license or the applicable additional terms
#include "dmap.h"
idCVar dmap_verbose( "dmap_verbose", "0", CVAR_BOOL | CVAR_SYSTEM, "dmap developer mode" );
idCVar dmap_verbose( "dmap_verbose", "0", CVAR_BOOL | CVAR_SYSTEM | CVAR_NEW, "dmap developer mode" );
dmapGlobals_t dmapGlobals;