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Vulkan works on Kubuntu 19.10, g++ and open source drivers for the AMD RX 580
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9 changed files with 19 additions and 19 deletions
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@ -186,14 +186,16 @@ See docs/CODE_LICENSE_EXCEPTIONS.md for all parts of the code The parts that are
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This project's GitHub.net Git repository can be checked out through Git with the following instruction set:
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> git clone https://github.com/RobertBeckebans/RBDOOM-3-BFG.git
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> git clone --recursive https://github.com/RobertBeckebans/RBDOOM-3-BFG.git
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The paramter --recursive is only required if you want to build RBDOOM-3-BFG with Vulkan support.
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---
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## Compiling on Windows <a name="compile_windows"></a>
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1. Download and install the Visual C++ 2013 Express Edition.
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1. Download and install the Visual Studio 2017 Community Edition.
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2. Download the DirectX SDK (June 2010) here: (Only for Windows 7 builds)
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http://www.microsoft.com/en-us/download/details.aspx?id=6812
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@ -1,6 +0,0 @@
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cd ..
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del /s /q build
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mkdir build
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cd build
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cmake -G "Eclipse CDT4 - MinGW Makefiles" -DCMAKE_BUILD_TYPE=Debug ../neo
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pause
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@ -1,6 +0,0 @@
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cd ..
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del /s /q build
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mkdir build
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cd build
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cmake -G "Eclipse CDT4 - MinGW Makefiles" -DCMAKE_BUILD_TYPE=Release ../neo
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pause
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5
neo/cmake-linux-vulkan-debug.sh
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neo/cmake-linux-vulkan-debug.sh
Executable file
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@ -0,0 +1,5 @@
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cd ..
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rm -rf build
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mkdir build
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cd build
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cmake -G "Unix Makefiles" -DCMAKE_BUILD_TYPE=Debug -DSDL2=ON -DUSE_VULKAN=ON -DSPIRV_SHADERC=OFF ../neo
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neo/cmake-linux-vulkan-release.sh
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neo/cmake-linux-vulkan-release.sh
Executable file
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@ -0,0 +1,5 @@
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cd ..
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rm -rf build
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mkdir build
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cd build
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cmake -G "Unix Makefiles" -DCMAKE_BUILD_TYPE=Release -DSDL2=ON -DUSE_VULKAN=ON -DSPIRV_SHADERC=OFF ../neo
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@ -122,7 +122,7 @@ class idDrawVert
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public:
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idVec3 xyz; // 12 bytes
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private:
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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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@ -238,7 +238,7 @@ idCVar r_useVirtualScreenResolution( "r_useVirtualScreenResolution", "1", CVAR_R
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// RB: shadow mapping parameters
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#if defined( USE_VULKAN )
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idCVar r_useShadowMapping( "r_useShadowMapping", "0", CVAR_RENDERER | CVAR_ROM | CVAR_INTEGER, "use shadow mapping instead of stencil shadows" );
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idCVar r_useShadowMapping( "r_useShadowMapping", "0", 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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#endif
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@ -261,7 +261,7 @@ idCVar r_shadowMapSunDepthBiasScale( "r_shadowMapSunDepthBiasScale", "0.999991",
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// RB: HDR parameters
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#if defined( USE_VULKAN )
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idCVar r_useHDR( "r_useHDR", "0", CVAR_RENDERER | CVAR_ROM | CVAR_BOOL, "use high dynamic range rendering" );
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idCVar r_useHDR( "r_useHDR", "0", CVAR_RENDERER | CVAR_ROM | CVAR_STATIC | CVAR_BOOL, "use high dynamic range rendering" );
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#else
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idCVar r_useHDR( "r_useHDR", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use high dynamic range rendering" );
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#endif
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@ -1322,7 +1322,7 @@ public:
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{
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if( &rhs != this )
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{
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Resize( rhs.m_Count );
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resize( rhs.m_Count );
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if( m_Count != 0 )
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{
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memcpy( m_pArray, rhs.m_pArray, m_Count * sizeof( T ) );
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@ -65,7 +65,7 @@ idCVar r_waylandcompat( "r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVA
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static bool grabbed = false;
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vulkanContext_t vkcontext; // Eric: I added this to pass SDL_Window* window to the SDL_Vulkan_* methods that are used else were.
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//vulkanContext_t vkcontext; // Eric: I added this to pass SDL_Window* window to the SDL_Vulkan_* methods that are used else were.
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static SDL_Window* window = nullptr;
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