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https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 06:34:10 +00:00
Removed more obsolete Vulkan code
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parent
f8faac469a
commit
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5 changed files with 8 additions and 92 deletions
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@ -1288,10 +1288,6 @@ extern idCVar r_ldrContrastOffset;
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extern idCVar r_useFilmicPostProcessing;
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extern idCVar r_forceAmbient;
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extern idCVar r_useSSGI;
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extern idCVar r_ssgiDebug;
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extern idCVar r_ssgiFiltering;
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extern idCVar r_useSSAO;
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extern idCVar r_ssaoDebug;
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extern idCVar r_ssaoFiltering;
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@ -134,11 +134,7 @@ idCVar r_brightness( "r_brightness", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FL
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idCVar r_skipStaticInteractions( "r_skipStaticInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip interactions created at level load" );
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idCVar r_skipDynamicInteractions( "r_skipDynamicInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip interactions created after level load" );
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idCVar r_skipSuppress( "r_skipSuppress", "0", CVAR_RENDERER | CVAR_BOOL, "ignore the per-view suppressions" );
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#if defined( USE_VULKAN )
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idCVar r_skipPostProcess( "r_skipPostProcess", "1", CVAR_RENDERER | CVAR_BOOL, "skip all post-process renderings except bloom" );
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#else
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idCVar r_skipPostProcess( "r_skipPostProcess", "0", CVAR_RENDERER | CVAR_BOOL, "skip all post-process renderings except bloom" );
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#endif
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idCVar r_skipPostProcess( "r_skipPostProcess", "0", CVAR_RENDERER | CVAR_BOOL, "skip all post-process renderings except bloom" );
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idCVar r_skipBloom( "r_skipBloom", "0", CVAR_RENDERER | CVAR_BOOL, "Skip bloom" );
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idCVar r_skipInteractions( "r_skipInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip all light/surface interaction drawing" );
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idCVar r_skipDynamicTextures( "r_skipDynamicTextures", "0", CVAR_RENDERER | CVAR_BOOL, "don't dynamically create textures" );
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@ -261,7 +257,7 @@ idCVar stereoRender_deGhost( "stereoRender_deGhost", "0.05", CVAR_FLOAT | CVAR_A
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idCVar r_useVirtualScreenResolution( "r_useVirtualScreenResolution", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "do 2D rendering at 640x480 and stretch to the current resolution" );
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// RB: shadow mapping parameters
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#if 1 //defined( USE_VULKAN )
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#if 0 //defined( USE_VULKAN )
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idCVar r_useShadowMapping( "r_useShadowMapping", "1", CVAR_RENDERER | CVAR_ROM | CVAR_STATIC | CVAR_INTEGER, "use shadow mapping instead of stencil shadows" );
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#else
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idCVar r_useShadowMapping( "r_useShadowMapping", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "use shadow mapping instead of stencil shadows" );
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@ -302,21 +298,9 @@ idCVar r_ldrContrastOffset( "r_ldrContrastOffset", "3", CVAR_RENDERER | CVAR_FLO
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idCVar r_useFilmicPostProcessing( "r_useFilmicPostProcessing", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "apply several post process effects to mimic a filmic look" );
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#if defined( USE_VULKAN )
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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, 0.75f );
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#else
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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 );
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#endif
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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 );
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idCVar r_useSSGI( "r_useSSGI", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use screen space global illumination and reflections" );
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idCVar r_ssgiDebug( "r_ssgiDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
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idCVar r_ssgiFiltering( "r_ssgiFiltering", "1", CVAR_RENDERER | CVAR_BOOL, "" );
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#if defined( USE_VULKAN )
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idCVar r_useSSAO( "r_useSSAO", "0", CVAR_RENDERER | CVAR_ROM | CVAR_STATIC | CVAR_BOOL, "use screen space ambient occlusion to darken corners" );
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#else
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idCVar r_useSSAO( "r_useSSAO", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use screen space ambient occlusion to darken corners" );
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#endif
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idCVar r_useSSAO( "r_useSSAO", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use screen space ambient occlusion to darken corners" );
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idCVar r_ssaoDebug( "r_ssaoDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
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idCVar r_ssaoFiltering( "r_ssaoFiltering", "0", CVAR_RENDERER | CVAR_BOOL, "" );
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idCVar r_useHierarchicalDepthBuffer( "r_useHierarchicalDepthBuffer", "1", CVAR_RENDERER | CVAR_BOOL, "" );
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@ -2411,7 +2395,6 @@ void idRenderSystemLocal::InitBackend()
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{
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backend.Init();
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#if defined( USE_NVRHI )
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if( !commandList )
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{
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commandList = deviceManager->GetDevice()->createCommandList();
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@ -2419,24 +2402,11 @@ void idRenderSystemLocal::InitBackend()
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commandList->open();
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// Reloading images here causes the rendertargets to get deleted. Figure out how to handle this properly on 360
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// Reloading images here causes the rendertargets to get deleted
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globalImages->ReloadImages( true, commandList );
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commandList->close();
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deviceManager->GetDevice()->executeCommandList( commandList );
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#else
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// Reloading images here causes the rendertargets to get deleted. Figure out how to handle this properly on 360
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//globalImages->ReloadImages( true );
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#if !defined(USE_VULKAN)
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int err = glGetError();
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if( err != GL_NO_ERROR )
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{
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common->Printf( "glGetError() = 0x%x\n", err );
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}
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#endif
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#endif
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}
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}
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@ -1049,10 +1049,6 @@ CONSOLE_COMMAND( bakeEnvironmentProbes, "Bake environment probes", NULL )
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// discard anything currently on the list (this triggers SwapBuffers)
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tr.SwapCommandBuffers( NULL, NULL, NULL, NULL, NULL, NULL );
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#if defined( USE_VULKAN )
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// TODO
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#elif defined( USE_NVRHI )
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byte* floatRGB16F = NULL;
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R_ReadPixelsRGB16F( deviceManager->GetDevice(), &tr.backend.GetCommonPasses(), globalImages->envprobeHDRImage->GetTextureHandle() , nvrhi::ResourceStates::RenderTarget, &floatRGB16F, captureSize, captureSize );
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@ -1062,27 +1058,6 @@ CONSOLE_COMMAND( bakeEnvironmentProbes, "Bake environment probes", NULL )
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testName.Format( "env/test/envprobe_%i_side_%i.exr", i, j );
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R_WriteEXR( testName, floatRGB16F, 3, captureSize, captureSize, "fs_basepath" );
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#endif
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#else
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int pix = captureSize * captureSize;
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const int bufferSize = pix * 3 * 2;
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byte* floatRGB16F = ( byte* )R_StaticAlloc( bufferSize );
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glFinish();
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glReadBuffer( GL_BACK );
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globalFramebuffers.envprobeFBO->Bind();
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glPixelStorei( GL_PACK_ROW_LENGTH, ENVPROBE_CAPTURE_SIZE );
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glReadPixels( 0, 0, captureSize, captureSize, GL_RGB, GL_HALF_FLOAT, float16FRGB );
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R_VerticalFlipRGB16F( float16FRGB, captureSize, captureSize );
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Framebuffer::Unbind();
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#endif
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buffers[ j ] = floatRGB16F;
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}
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@ -1279,14 +1279,10 @@ CONSOLE_COMMAND( bakeLightGrids, "Bake irradiance/vis light grid data", NULL )
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// discard anything currently on the list (this triggers SwapBuffers)
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tr.SwapCommandBuffers( NULL, NULL, NULL, NULL, NULL, NULL );
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#if defined( USE_VULKAN )
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// TODO
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#elif defined( USE_NVRHI )
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// make sure that all frames have finished rendering
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//deviceManager->GetDevice()->waitForIdle();
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byte* floatRGB16F = NULL;
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#if 0
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// this probe fails in game/admin.map
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if( a == 5 && tr.lightGridJobs.Num() == 17 && side == 4 )
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@ -1308,25 +1304,6 @@ CONSOLE_COMMAND( bakeLightGrids, "Bake irradiance/vis light grid data", NULL )
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}
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#endif
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#else
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int pix = captureSize * captureSize;
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const int bufferSize = pix * 3 * 2;
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byte* floatRGB16F = ( byte* )R_StaticAlloc( bufferSize );
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glFinish();
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glReadBuffer( GL_BACK );
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globalFramebuffers.envprobeFBO->Bind();
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glPixelStorei( GL_PACK_ROW_LENGTH, ENVPROBE_CAPTURE_SIZE );
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glReadPixels( 0, 0, captureSize, captureSize, GL_RGB, GL_HALF_FLOAT, float16FRGB );
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R_VerticalFlipRGB16F( float16FRGB, captureSize, captureSize );
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Framebuffer::Unbind();
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#endif
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jobParms->radiance[ side ] = floatRGB16F;
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}
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@ -3,7 +3,7 @@
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2014 Robert Beckebans
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Copyright (C) 2013-2023 Robert Beckebans
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Copyright (C) 2022 Stephen Pridham
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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@ -49,10 +49,8 @@ If you have questions concerning this license or the applicable additional terms
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#include "rc/doom_resource.h"
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#include "../../renderer/RenderCommon.h"
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#if defined( USE_NVRHI )
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#include <sys/DeviceManager.h>
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extern DeviceManager* deviceManager;
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#endif
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#include <sys/DeviceManager.h>
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extern DeviceManager* deviceManager;
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