Vulkan works on Kubuntu 19.10, g++ and open source drivers for the AMD RX 580

This commit is contained in:
Robert Beckebans 2020-03-22 15:29:24 +01:00
parent efeae230a4
commit af701aea33
9 changed files with 19 additions and 19 deletions

View file

@ -186,14 +186,16 @@ See docs/CODE_LICENSE_EXCEPTIONS.md for all parts of the code The parts that are
This project's GitHub.net Git repository can be checked out through Git with the following instruction set:
> git clone https://github.com/RobertBeckebans/RBDOOM-3-BFG.git
> git clone --recursive https://github.com/RobertBeckebans/RBDOOM-3-BFG.git
The paramter --recursive is only required if you want to build RBDOOM-3-BFG with Vulkan support.
---
## Compiling on Windows <a name="compile_windows"></a>
1. Download and install the Visual C++ 2013 Express Edition.
1. Download and install the Visual Studio 2017 Community Edition.
2. Download the DirectX SDK (June 2010) here: (Only for Windows 7 builds)
http://www.microsoft.com/en-us/download/details.aspx?id=6812

View file

@ -1,6 +0,0 @@
cd ..
del /s /q build
mkdir build
cd build
cmake -G "Eclipse CDT4 - MinGW Makefiles" -DCMAKE_BUILD_TYPE=Debug ../neo
pause

View file

@ -1,6 +0,0 @@
cd ..
del /s /q build
mkdir build
cd build
cmake -G "Eclipse CDT4 - MinGW Makefiles" -DCMAKE_BUILD_TYPE=Release ../neo
pause

View file

@ -0,0 +1,5 @@
cd ..
rm -rf build
mkdir build
cd build
cmake -G "Unix Makefiles" -DCMAKE_BUILD_TYPE=Debug -DSDL2=ON -DUSE_VULKAN=ON -DSPIRV_SHADERC=OFF ../neo

View file

@ -0,0 +1,5 @@
cd ..
rm -rf build
mkdir build
cd build
cmake -G "Unix Makefiles" -DCMAKE_BUILD_TYPE=Release -DSDL2=ON -DUSE_VULKAN=ON -DSPIRV_SHADERC=OFF ../neo

View file

@ -122,7 +122,7 @@ class idDrawVert
public:
idVec3 xyz; // 12 bytes
private:
//private:
// RB: don't let the old tools code mess with these values
halfFloat_t st[2]; // 4 bytes
byte normal[4]; // 4 bytes

View file

@ -238,7 +238,7 @@ idCVar r_useVirtualScreenResolution( "r_useVirtualScreenResolution", "1", CVAR_R
// RB: shadow mapping parameters
#if defined( USE_VULKAN )
idCVar r_useShadowMapping( "r_useShadowMapping", "0", CVAR_RENDERER | CVAR_ROM | CVAR_INTEGER, "use shadow mapping instead of stencil shadows" );
idCVar r_useShadowMapping( "r_useShadowMapping", "0", CVAR_RENDERER | CVAR_ROM | CVAR_STATIC | CVAR_INTEGER, "use shadow mapping instead of stencil shadows" );
#else
idCVar r_useShadowMapping( "r_useShadowMapping", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "use shadow mapping instead of stencil shadows" );
#endif
@ -261,7 +261,7 @@ idCVar r_shadowMapSunDepthBiasScale( "r_shadowMapSunDepthBiasScale", "0.999991",
// RB: HDR parameters
#if defined( USE_VULKAN )
idCVar r_useHDR( "r_useHDR", "0", CVAR_RENDERER | CVAR_ROM | CVAR_BOOL, "use high dynamic range rendering" );
idCVar r_useHDR( "r_useHDR", "0", CVAR_RENDERER | CVAR_ROM | CVAR_STATIC | CVAR_BOOL, "use high dynamic range rendering" );
#else
idCVar r_useHDR( "r_useHDR", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use high dynamic range rendering" );
#endif

View file

@ -1322,7 +1322,7 @@ public:
{
if( &rhs != this )
{
Resize( rhs.m_Count );
resize( rhs.m_Count );
if( m_Count != 0 )
{
memcpy( m_pArray, rhs.m_pArray, m_Count * sizeof( T ) );

View file

@ -65,7 +65,7 @@ idCVar r_waylandcompat( "r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVA
static bool grabbed = false;
vulkanContext_t vkcontext; // Eric: I added this to pass SDL_Window* window to the SDL_Vulkan_* methods that are used else were.
//vulkanContext_t vkcontext; // Eric: I added this to pass SDL_Window* window to the SDL_Vulkan_* methods that are used else were.
static SDL_Window* window = nullptr;