Turn off SSAO if Vulkan is active

This commit is contained in:
Robert Beckebans 2022-10-25 20:42:16 +02:00
parent 40aec4ca2e
commit bb79eae285

View file

@ -193,6 +193,7 @@ void idRenderBackend::Init()
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
glConfig.timerQueryAvailable = false;
r_useSSAO.SetBool( false );
}
}
@ -1736,33 +1737,11 @@ void idRenderBackend::CheckCVars()
}
#endif
/*
if( r_usePBR.IsModified() ||
r_useHDR.IsModified() ||
r_useHalfLambertLighting.IsModified() ||
r_pbrDebug.IsModified() )
// RB: FIXME but for now disable it to avoid validation errors
if( deviceManager->GetGraphicsAPI() == nvrhi::GraphicsAPI::VULKAN )
{
bool needShaderReload = false;
if( r_usePBR.GetBool() && r_useHalfLambertLighting.GetBool() )
{
r_useHalfLambertLighting.SetBool( false );
needShaderReload = true;
}
needShaderReload |= r_useHDR.IsModified();
needShaderReload |= r_pbrDebug.IsModified();
r_usePBR.ClearModified();
r_useHDR.ClearModified();
r_useHalfLambertLighting.ClearModified();
r_pbrDebug.ClearModified();
renderProgManager.KillAllShaders();
renderProgManager.LoadAllShaders();
r_useSSAO.SetBool( false );
}
*/
}
/*