ref_vk/README.md

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# Vulkan Renderer Library for Yamagi Quake II
This is the vkQuake2 vulkan renderer library ported to Yamagi Quake II.
## Compilation
You'll need:
* clang or gcc
* GNU Make
* SDL2 with `sdl2-config`.
* vulkan-headers.
Type `make` to compile the library. If the compilation is successfull,
the library can be found under *release/ref_vk.dll* (Windows) or
*release/ref_vk.so* (unixoid systems).
## Usage
Copy the library next to your Yamagi Quake II executable. You can select
Vulkan through the video menu or by cvar with `vid_renderer vk` followed
by a `vid_restart`.
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If you have run into issues, please attach output logs with OS/driver version
and device name to the bug report. [List](https://openbenchmarking.org/test/pts/yquake2)
of currently tested devices for the reference.
Note: Game saves outputs to `Documents\YamagiQ2\stdout.txt` under
windows.
## Console Variables
* **vk_validation**: Toggle validation layers:
* `0` - disabled (default in Release)
* `1` - only errors and warnings
* `2` - best-practices validation
* **vk_strings**: Print some basic Vulkan/GPU information.
* **vk_mem**: Print dynamic vertex/index/uniform/triangle fan buffer
memory usage statistics.
* **vk_device**: Specify index of the preferred Vulkan device on systems
with multiple GPUs:
* `-1` - prefer first DISCRETE\_GPU (default)
* `0..n` - use device #n (full list of devices is returned by
`vk_strings` command)
* **vk_sampleshading**: Toggle sample shading for MSAA. (default: `1`)
* **vk_flashblend**: Toggle the blending of lights onto the environment.
(default: `0`)
* **vk_polyblend**: Blend fullscreen effects: blood, powerups etc.
(default: `1`)
* **vk_skymip**: Toggle the usage of mipmap information for the sky
graphics. (default: `0`)
* **vk_finish**: Inserts a `vkDeviceWaitIdle()` call on frame render
start (default: `0`). Don't use this, it's there just for the sake of
having a `gl_finish` equivalent!
* **vk_custom_particles**: Toggle particles type:
* `0` - textured triangles for particle rendering
* `1` - between using POINT\_LIST (default)
* `2` - textured square for particle rendering
* **vk_particle_size**: Rendered particle size. (default: `40`)
* **vk_particle_att_a**: Intensity of the particle A attribute.
(default: `0.01`)
* **vk_particle_att_b**: Intensity of the particle B attribute.
(default: `0`)
* **vk_particle_att_c**: Intensity of the particle C attribute.
(default: `0.01`)
* **vk_particle_min_size**: The minimum size of a rendered particle.
(default: `2`)
* **vk_particle_max_size**: The maximum size of a rendered particle.
(default: `40`)
* **vk_picmip**: Shrink factor for the textures. (default: `0`)
* **vk_pixel_size**: Pixel size when rendering the world, used to simulate
lower screen resolutions. The value represents the length, in pixels, of the
side of each pixel block. For example, with size 2 pixels are 2x2 squares,
and at 1600x1200 the image is effectively an upscaled 800x600 image.
(default: `1`)
* **vk_dynamic**: Use dynamic lighting. (default: `1`)
* **vk_showtris**: Display mesh triangles. (default: `0`)
* **vk_lightmap**: Display lightmaps. (default: `0`)
* **vk_postprocess**: Toggle additional color/gamma correction.
(default: `1`)
* **vk_mip_nearfilter**: Use nearest-neighbor filtering for mipmaps.
(default: `0`)
* **vk_texturemode**: Change current texture filtering mode:
* `VK_NEAREST` - nearest-neighbor interpolation, no mipmaps
* `VK_LINEAR` - linear interpolation, no mipmaps
* `VK_MIPMAP_NEAREST` - nearest-neighbor interpolation with mipmaps
* `VK_MIPMAP_LINEAR` - linear interpolation with mipmaps (default)
* **vk_lmaptexturemode**: Same as `vk_texturemode` but applied to
lightmap textures.
* **vk_underwater**: Warp the scene if underwater. Set to `0` to disable
the effect. Defaults to `1`.
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## Console Variables (MacOS)
* **vk_molten_metalbuffers**: enable/disable Metal buffers to bind textures
more efficiently (>= Big Sur). (default: `0`)
* **vk_molten_fastmath**: enable/disable float point op optimisations.
(default: `0`)