mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-10 07:12:07 +00:00
Merge pull request #654 from 0lvin/ref_vk
Sync variable names for msaa, retexturing and anisotropic filtering
This commit is contained in:
commit
449776d3f6
16 changed files with 151 additions and 172 deletions
|
@ -229,6 +229,32 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
|
|||
display refresh rate, should (but doesn't always) prevent tearing.
|
||||
Set to `1` for normal vsync and `2` for adaptive vsync.
|
||||
|
||||
* **r_anisotropic**: Anisotropic filtering. Possible values are
|
||||
dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
|
||||
and `16`. Anisotropic filtering gives a huge improvement to texture
|
||||
quality by a negligible performance impact.
|
||||
If vulkan render have used, flag is only toggle anisotropic filtering
|
||||
without use specific level.
|
||||
|
||||
* **r_msaa_samples**: Full scene anti aliasing samples. The number of
|
||||
samples depends on the GPU driver, most drivers support at least `2`,
|
||||
`4` and `8` samples. If an invalid value is set, the value is reverted
|
||||
to the highest number of samples supported. Especially on OpenGL 3.2
|
||||
anti aliasing is expensive and can lead to a huge performance hit, so
|
||||
try setting it to a lower value if the framerate is too low.
|
||||
|
||||
* **r_nolerp_list**: list separate by spaces of textures omitted from
|
||||
bilinear filtering. Used by default to exclude the console and HUD
|
||||
fonts. Make sure to include the default values when extending the
|
||||
list.
|
||||
|
||||
* **r_retexturing**: If set to `1` (the default) and a retexturing pack
|
||||
is installed, the high resolution textures are used.
|
||||
If set to `2` and vulkan render is used, scale up all 8bit textures.
|
||||
|
||||
* **r_shadows**: Enables rendering of shadows. Quake IIs shadows are
|
||||
very simple and are prone to render errors.
|
||||
|
||||
* **vid_displayrefreshrate**: Sets the displays refresh rate. The
|
||||
default `-1` let the game determine the refresh rate automatically.
|
||||
Often the default setting is okay, but some graphics drivers report
|
||||
|
@ -258,29 +284,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
|
|||
|
||||
## Graphics (GL renderers only)
|
||||
|
||||
* **gl_anisotropic**: Anisotropic filtering. Possible values are
|
||||
dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
|
||||
and `16`. Anisotropic filtering gives a huge improvement to texture
|
||||
quality by a negligible performance impact.
|
||||
|
||||
* **gl_msaa_samples**: Full scene anti aliasing samples. The number of
|
||||
samples depends on the GPU driver, most drivers support at least `2`,
|
||||
`4` and `8` samples. If an invalid value is set, the value is reverted
|
||||
to the highest number of samples supported. Especially on OpenGL 3.2
|
||||
anti aliasing is expensive and can lead to a huge performance hit, so
|
||||
try setting it to a lower value if the framerate is too low.
|
||||
|
||||
* **gl_nolerp_list**: list separate by spaces of textures omitted from
|
||||
bilinear filtering. Used by default to exclude the console and HUD
|
||||
fonts. Make sure to include the default values when extending the
|
||||
list.
|
||||
|
||||
* **gl_retexturing**: If set to `1` (the default) and a retexturing pack
|
||||
is installed, the high resolution textures are used.
|
||||
|
||||
* **gl_shadows**: Enables rendering of shadows. Quake IIs shadows are
|
||||
very simple and are prone to render errors.
|
||||
|
||||
* **gl_zfix**: Sometimes two or even more surfaces overlap and flicker.
|
||||
If this cvar is set to `1` the renderer inserts a small gap between
|
||||
the overlapping surfaces to mitigate the flickering. This may make
|
||||
|
@ -353,18 +356,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
|
|||
* `1` - only errors and warnings
|
||||
* `2` - best-practices validation
|
||||
|
||||
* **vk_retexturing**: Apply retexturing:
|
||||
* `0` - dont use retexturing logic and dont load the high resolution
|
||||
textures,
|
||||
* `1` - load the high resolution textures if pack is installed.
|
||||
* `2` - try to load the pack or scale up all 8bit textures if pack is
|
||||
not installed.
|
||||
|
||||
* **vk_nolerp_list**: list separate by spaces of textures omitted from
|
||||
bilinear filtering. Used by default to exclude the console and HUD
|
||||
fonts. Make sure to include the default values when extending the
|
||||
list.
|
||||
|
||||
* **vk_strings**: Print some basic Vulkan/GPU information.
|
||||
|
||||
* **vk_mem**: Print dynamic vertex/index/uniform/triangle fan buffer
|
||||
|
@ -376,13 +367,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
|
|||
* `0..n` - use device #n (full list of devices is returned by
|
||||
`vk_strings` command)
|
||||
|
||||
* **vk_msaa**: Toggle MSAA:
|
||||
* `0` - off (default)
|
||||
* `1` - MSAAx2
|
||||
* `2` - MSAAx4
|
||||
* `3` - MSAAx8
|
||||
* `4` - MSAAx16
|
||||
|
||||
* **vk_sampleshading**: Toggle sample shading for MSAA. (default: `1`)
|
||||
|
||||
* **vk_flashblend**: Toggle the blending of lights onto the environment.
|
||||
|
@ -420,8 +404,6 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
|
|||
* **vk_particle_max_size**: The maximum size of a rendered particle.
|
||||
(default: `40`)
|
||||
|
||||
* **vk_shadows**: Draw experimental entity shadows. (default: `0`)
|
||||
|
||||
* **vk_picmip**: Shrink factor for the textures. (default: `0`)
|
||||
|
||||
* **vk_pixel_size**: Pixel size when rendering the world, used to simulate
|
||||
|
|
|
@ -139,11 +139,11 @@ AnisotropicCallback(void *s)
|
|||
|
||||
if (list->curvalue == 0)
|
||||
{
|
||||
Cvar_SetValue("gl_anisotropic", 0);
|
||||
Cvar_SetValue("r_anisotropic", 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Cvar_SetValue("gl_anisotropic", pow(2, list->curvalue));
|
||||
Cvar_SetValue("r_anisotropic", pow(2, list->curvalue));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -248,7 +248,7 @@ ApplyChanges(void *unused)
|
|||
{
|
||||
if (gl_msaa_samples->value != 0)
|
||||
{
|
||||
Cvar_SetValue("gl_msaa_samples", 0);
|
||||
Cvar_SetValue("r_msaa_samples", 0);
|
||||
restart = true;
|
||||
}
|
||||
}
|
||||
|
@ -256,7 +256,7 @@ ApplyChanges(void *unused)
|
|||
{
|
||||
if (gl_msaa_samples->value != pow(2, s_msaa_list.curvalue))
|
||||
{
|
||||
Cvar_SetValue("gl_msaa_samples", pow(2, s_msaa_list.curvalue));
|
||||
Cvar_SetValue("r_msaa_samples", pow(2, s_msaa_list.curvalue));
|
||||
restart = true;
|
||||
}
|
||||
}
|
||||
|
@ -410,12 +410,12 @@ VID_MenuInit(void)
|
|||
|
||||
if (!gl_anisotropic)
|
||||
{
|
||||
gl_anisotropic = Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
|
||||
gl_anisotropic = Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
|
||||
}
|
||||
|
||||
if (!gl_msaa_samples)
|
||||
{
|
||||
gl_msaa_samples = Cvar_Get("gl_msaa_samples", "0", CVAR_ARCHIVE);
|
||||
gl_msaa_samples = Cvar_Get("r_msaa_samples", "0", CVAR_ARCHIVE);
|
||||
}
|
||||
|
||||
s_opengl_menu.x = viddef.width * 0.50;
|
||||
|
|
|
@ -204,16 +204,16 @@ R_TextureMode(char *string)
|
|||
{
|
||||
if (gl_anisotropic->value > gl_config.max_anisotropy)
|
||||
{
|
||||
ri.Cvar_SetValue("gl_anisotropic", gl_config.max_anisotropy);
|
||||
ri.Cvar_SetValue("r_anisotropic", gl_config.max_anisotropy);
|
||||
}
|
||||
else if (gl_anisotropic->value < 1.0)
|
||||
{
|
||||
ri.Cvar_SetValue("gl_anisotropic", 1.0);
|
||||
ri.Cvar_SetValue("r_anisotropic", 1.0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ri.Cvar_SetValue("gl_anisotropic", 0.0);
|
||||
ri.Cvar_SetValue("r_anisotropic", 0.0);
|
||||
}
|
||||
|
||||
const char* nolerplist = gl_nolerp_list->string;
|
||||
|
|
|
@ -1225,7 +1225,7 @@ R_Register(void)
|
|||
r_modulate = ri.Cvar_Get("r_modulate", "1", CVAR_ARCHIVE);
|
||||
r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
|
||||
gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
|
||||
gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
|
||||
gl_shadows = ri.Cvar_Get("r_shadows", "0", CVAR_ARCHIVE);
|
||||
gl1_stencilshadow = ri.Cvar_Get("gl1_stencilshadow", "0", CVAR_ARCHIVE);
|
||||
gl1_dynamic = ri.Cvar_Get("gl1_dynamic", "1", 0);
|
||||
gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
|
||||
|
@ -1245,7 +1245,7 @@ R_Register(void)
|
|||
gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
|
||||
gl1_texturealphamode = ri.Cvar_Get("gl1_texturealphamode", "default", CVAR_ARCHIVE);
|
||||
gl1_texturesolidmode = ri.Cvar_Get("gl1_texturesolidmode", "default", CVAR_ARCHIVE);
|
||||
gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
|
||||
gl_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
|
||||
r_lockpvs = ri.Cvar_Get("r_lockpvs", "0", 0);
|
||||
|
||||
gl1_palettedtexture = ri.Cvar_Get("gl1_palettedtexture", "0", CVAR_ARCHIVE);
|
||||
|
@ -1261,12 +1261,12 @@ R_Register(void)
|
|||
|
||||
r_customwidth = ri.Cvar_Get("r_customwidth", "1024", CVAR_ARCHIVE);
|
||||
r_customheight = ri.Cvar_Get("r_customheight", "768", CVAR_ARCHIVE);
|
||||
gl_msaa_samples = ri.Cvar_Get ( "gl_msaa_samples", "0", CVAR_ARCHIVE );
|
||||
gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
|
||||
|
||||
gl_retexturing = ri.Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
|
||||
gl_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
|
||||
|
||||
/* don't bilerp characters and crosshairs */
|
||||
gl_nolerp_list = ri.Cvar_Get("gl_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
|
||||
gl_nolerp_list = ri.Cvar_Get("r_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
|
||||
|
||||
gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
|
||||
gl1_stereo_separation = ri.Cvar_Get( "gl1_stereo_separation", "-0.4", CVAR_ARCHIVE );
|
||||
|
@ -1351,7 +1351,7 @@ R_SetMode(void)
|
|||
if (gl_msaa_samples->value != 0.0f)
|
||||
{
|
||||
R_Printf(PRINT_ALL, "gl_msaa_samples was %d - will try again with gl_msaa_samples = 0\n", (int)gl_msaa_samples->value);
|
||||
ri.Cvar_SetValue("gl_msaa_samples", 0.0f);
|
||||
ri.Cvar_SetValue("r_msaa_samples", 0.0f);
|
||||
gl_msaa_samples->modified = false;
|
||||
|
||||
if ((err = SetMode_impl(&vid.width, &vid.height, r_mode->value, 0)) == rserr_ok)
|
||||
|
|
|
@ -101,7 +101,7 @@ int RI_PrepareForWindow(void)
|
|||
{
|
||||
R_Printf(PRINT_ALL, "MSAA is unsupported: %s\n", SDL_GetError());
|
||||
|
||||
ri.Cvar_SetValue ("gl_msaa_samples", 0);
|
||||
ri.Cvar_SetValue ("r_msaa_samples", 0);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
|
||||
|
@ -110,7 +110,7 @@ int RI_PrepareForWindow(void)
|
|||
{
|
||||
R_Printf(PRINT_ALL, "MSAA %ix is unsupported: %s\n", msaa_samples, SDL_GetError());
|
||||
|
||||
ri.Cvar_SetValue("gl_msaa_samples", 0);
|
||||
ri.Cvar_SetValue("r_msaa_samples", 0);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
|
||||
|
@ -124,7 +124,7 @@ int RI_PrepareForWindow(void)
|
|||
|
||||
return SDL_WINDOW_OPENGL;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Enables or disabes the vsync.
|
||||
*/
|
||||
|
@ -220,7 +220,7 @@ int RI_InitContext(void* win)
|
|||
{
|
||||
if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &msaa_samples) == 0)
|
||||
{
|
||||
ri.Cvar_SetValue("gl_msaa_samples", msaa_samples);
|
||||
ri.Cvar_SetValue("r_msaa_samples", msaa_samples);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -76,16 +76,16 @@ GL3_TextureMode(char *string)
|
|||
{
|
||||
if (gl_anisotropic->value > gl3config.max_anisotropy)
|
||||
{
|
||||
ri.Cvar_SetValue("gl_anisotropic", gl3config.max_anisotropy);
|
||||
ri.Cvar_SetValue("r_anisotropic", gl3config.max_anisotropy);
|
||||
}
|
||||
else if (gl_anisotropic->value < 1.0)
|
||||
{
|
||||
ri.Cvar_SetValue("gl_anisotropic", 1.0);
|
||||
ri.Cvar_SetValue("r_anisotropic", 1.0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ri.Cvar_SetValue("gl_anisotropic", 0.0);
|
||||
ri.Cvar_SetValue("r_anisotropic", 0.0);
|
||||
}
|
||||
|
||||
gl3image_t *glt;
|
||||
|
|
|
@ -198,8 +198,8 @@ GL3_Register(void)
|
|||
|
||||
gl_drawbuffer = ri.Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
|
||||
r_vsync = ri.Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
|
||||
gl_msaa_samples = ri.Cvar_Get ( "gl_msaa_samples", "0", CVAR_ARCHIVE );
|
||||
gl_retexturing = ri.Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
|
||||
gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
|
||||
gl_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
|
||||
gl3_debugcontext = ri.Cvar_Get("gl3_debugcontext", "0", 0);
|
||||
r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
|
||||
r_customwidth = ri.Cvar_Get("r_customwidth", "1024", CVAR_ARCHIVE);
|
||||
|
@ -220,11 +220,11 @@ GL3_Register(void)
|
|||
r_fixsurfsky = ri.Cvar_Get("r_fixsurfsky", "1", CVAR_ARCHIVE);
|
||||
|
||||
/* don't bilerp characters and crosshairs */
|
||||
gl_nolerp_list = ri.Cvar_Get("gl_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
|
||||
gl_nolerp_list = ri.Cvar_Get("r_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
|
||||
gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
|
||||
|
||||
gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
|
||||
gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
|
||||
gl_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
|
||||
|
||||
vid_fullscreen = ri.Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
|
||||
vid_gamma = ri.Cvar_Get("vid_gamma", "1.2", CVAR_ARCHIVE);
|
||||
|
@ -235,7 +235,7 @@ GL3_Register(void)
|
|||
gl3_overbrightbits = ri.Cvar_Get("gl3_overbrightbits", "1.3", CVAR_ARCHIVE);
|
||||
|
||||
gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
|
||||
gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
|
||||
gl_shadows = ri.Cvar_Get("r_shadows", "0", CVAR_ARCHIVE);
|
||||
|
||||
r_modulate = ri.Cvar_Get("r_modulate", "1", CVAR_ARCHIVE);
|
||||
gl_zfix = ri.Cvar_Get("gl_zfix", "0", 0);
|
||||
|
@ -270,7 +270,7 @@ GL3_Register(void)
|
|||
//gl_modulate = ri.Cvar_Get("gl_modulate", "1", CVAR_ARCHIVE);
|
||||
//r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
|
||||
//gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
|
||||
//gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
|
||||
//gl_shadows = ri.Cvar_Get("r_shadows", "0", CVAR_ARCHIVE);
|
||||
//gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
|
||||
gl_showtris = ri.Cvar_Get("gl_showtris", "0", 0);
|
||||
gl_showbbox = Cvar_Get("gl_showbbox", "0", 0);
|
||||
|
@ -284,7 +284,7 @@ GL3_Register(void)
|
|||
//gl_texturemode = ri.Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
|
||||
gl1_texturealphamode = ri.Cvar_Get("gl1_texturealphamode", "default", CVAR_ARCHIVE);
|
||||
gl1_texturesolidmode = ri.Cvar_Get("gl1_texturesolidmode", "default", CVAR_ARCHIVE);
|
||||
//gl_anisotropic = ri.Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
|
||||
//gl_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
|
||||
//r_lockpvs = ri.Cvar_Get("r_lockpvs", "0", 0);
|
||||
|
||||
//gl1_palettedtexture = ri.Cvar_Get("gl1_palettedtexture", "0", CVAR_ARCHIVE); NOPE.
|
||||
|
@ -299,9 +299,9 @@ GL3_Register(void)
|
|||
|
||||
//r_customwidth = ri.Cvar_Get("r_customwidth", "1024", CVAR_ARCHIVE);
|
||||
//r_customheight = ri.Cvar_Get("r_customheight", "768", CVAR_ARCHIVE);
|
||||
//gl_msaa_samples = ri.Cvar_Get ( "gl_msaa_samples", "0", CVAR_ARCHIVE );
|
||||
//gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
|
||||
|
||||
//gl_retexturing = ri.Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
|
||||
//gl_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
|
||||
|
||||
|
||||
gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
|
||||
|
@ -401,7 +401,7 @@ GL3_SetMode(void)
|
|||
if (gl_msaa_samples->value != 0.0f)
|
||||
{
|
||||
R_Printf(PRINT_ALL, "gl_msaa_samples was %d - will try again with gl_msaa_samples = 0\n", (int)gl_msaa_samples->value);
|
||||
ri.Cvar_SetValue("gl_msaa_samples", 0.0f);
|
||||
ri.Cvar_SetValue("r_msaa_samples", 0.0f);
|
||||
gl_msaa_samples->modified = false;
|
||||
|
||||
if ((err = SetMode_impl(&vid.width, &vid.height, r_mode->value, 0)) == rserr_ok)
|
||||
|
|
|
@ -239,7 +239,7 @@ int GL3_PrepareForWindow(void)
|
|||
{
|
||||
R_Printf(PRINT_ALL, "MSAA is unsupported: %s\n", SDL_GetError());
|
||||
|
||||
ri.Cvar_SetValue ("gl_msaa_samples", 0);
|
||||
ri.Cvar_SetValue ("r_msaa_samples", 0);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
|
||||
|
@ -248,7 +248,7 @@ int GL3_PrepareForWindow(void)
|
|||
{
|
||||
R_Printf(PRINT_ALL, "MSAA %ix is unsupported: %s\n", msaa_samples, SDL_GetError());
|
||||
|
||||
ri.Cvar_SetValue("gl_msaa_samples", 0);
|
||||
ri.Cvar_SetValue("r_msaa_samples", 0);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
|
||||
|
@ -298,7 +298,7 @@ int GL3_InitContext(void* win)
|
|||
{
|
||||
if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &msaa_samples) == 0)
|
||||
{
|
||||
ri.Cvar_SetValue("gl_msaa_samples", msaa_samples);
|
||||
ri.Cvar_SetValue("r_msaa_samples", msaa_samples);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -375,7 +375,7 @@ R_RegisterVariables (void)
|
|||
sw_overbrightbits = ri.Cvar_Get("sw_overbrightbits", "1.0", CVAR_ARCHIVE);
|
||||
sw_custom_particles = ri.Cvar_Get("sw_custom_particles", "0", CVAR_ARCHIVE);
|
||||
sw_texture_filtering = ri.Cvar_Get("sw_texture_filtering", "0", CVAR_ARCHIVE);
|
||||
sw_retexturing = ri.Cvar_Get("sw_retexturing", "0", CVAR_ARCHIVE);
|
||||
sw_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
|
||||
sw_gunzposition = ri.Cvar_Get("sw_gunzposition", "8", CVAR_ARCHIVE);
|
||||
|
||||
// On MacOS texture is cleaned up after render and code have to copy a whole
|
||||
|
|
|
@ -118,16 +118,10 @@ extern vec3_t r_origin;
|
|||
extern refdef_t r_newrefdef;
|
||||
extern int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
|
||||
|
||||
extern cvar_t *r_norefresh;
|
||||
extern cvar_t *r_lefthand;
|
||||
extern cvar_t *r_drawentities;
|
||||
extern cvar_t *r_drawworld;
|
||||
extern cvar_t *r_speeds;
|
||||
extern cvar_t *r_fullbright;
|
||||
extern cvar_t *r_novis;
|
||||
extern cvar_t *r_nocull;
|
||||
extern cvar_t *r_lerpmodels;
|
||||
extern cvar_t *r_mode;
|
||||
extern cvar_t *r_lockpvs;
|
||||
extern cvar_t *r_modulate;
|
||||
extern cvar_t *r_vsync;
|
||||
|
@ -138,21 +132,11 @@ extern cvar_t *r_farsee;
|
|||
|
||||
extern cvar_t *vk_overbrightbits;
|
||||
extern cvar_t *vk_validation;
|
||||
extern cvar_t *vk_bitdepth;
|
||||
extern cvar_t *vk_picmip;
|
||||
extern cvar_t *vk_skymip;
|
||||
extern cvar_t *vk_flashblend;
|
||||
extern cvar_t *vk_finish;
|
||||
extern cvar_t *vk_polyblend;
|
||||
extern cvar_t *vk_shadows;
|
||||
extern cvar_t *vk_pixel_size;
|
||||
extern cvar_t *vk_particle_size;
|
||||
extern cvar_t *vk_particle_att_a;
|
||||
extern cvar_t *vk_particle_att_b;
|
||||
extern cvar_t *vk_particle_att_c;
|
||||
extern cvar_t *vk_particle_min_size;
|
||||
extern cvar_t *vk_particle_max_size;
|
||||
extern cvar_t *vk_custom_particles;
|
||||
extern cvar_t *vk_dynamic;
|
||||
extern cvar_t *vk_msaa;
|
||||
extern cvar_t *vk_showtris;
|
||||
|
@ -163,7 +147,6 @@ extern cvar_t *vk_aniso;
|
|||
extern cvar_t *vk_sampleshading;
|
||||
extern cvar_t *vk_device_idx;
|
||||
extern cvar_t *vk_retexturing;
|
||||
extern cvar_t *vk_underwater;
|
||||
extern cvar_t *vk_nolerp_list;
|
||||
extern cvar_t *r_fixsurfsky;
|
||||
|
||||
|
|
|
@ -224,7 +224,6 @@ extern VkViewport vk_viewport;
|
|||
extern VkRect2D vk_scissor;
|
||||
|
||||
// Vulkan descriptor sets
|
||||
extern VkDescriptorSetLayout vk_uboDescSetLayout;
|
||||
extern VkDescriptorSetLayout vk_samplerDescSetLayout;
|
||||
|
||||
// *** pipelines ***
|
||||
|
|
|
@ -86,9 +86,9 @@ VkCommandPool vk_transferCommandPool = VK_NULL_HANDLE;
|
|||
VkDescriptorPool vk_descriptorPool = VK_NULL_HANDLE;
|
||||
static VkCommandPool vk_stagingCommandPool[NUM_DYNBUFFERS] = { VK_NULL_HANDLE, VK_NULL_HANDLE };
|
||||
// Vulkan image views
|
||||
VkImageView *vk_imageviews = NULL;
|
||||
static VkImageView *vk_imageviews = NULL;
|
||||
// Vulkan framebuffers
|
||||
VkFramebuffer *vk_framebuffers[RP_COUNT];
|
||||
static VkFramebuffer *vk_framebuffers[RP_COUNT];
|
||||
// color buffer containing main game/world view
|
||||
qvktexture_t vk_colorbuffer = QVVKTEXTURE_INIT;
|
||||
// color buffer with postprocessed game view
|
||||
|
@ -96,29 +96,29 @@ qvktexture_t vk_colorbufferWarp = QVVKTEXTURE_INIT;
|
|||
// depth buffer
|
||||
qvktexture_t vk_depthbuffer = QVVKTEXTURE_INIT;
|
||||
// depth buffer for UI renderpass
|
||||
qvktexture_t vk_ui_depthbuffer = QVVKTEXTURE_INIT;
|
||||
static qvktexture_t vk_ui_depthbuffer = QVVKTEXTURE_INIT;
|
||||
// render target for MSAA resolve
|
||||
qvktexture_t vk_msaaColorbuffer = QVVKTEXTURE_INIT;
|
||||
static qvktexture_t vk_msaaColorbuffer = QVVKTEXTURE_INIT;
|
||||
// viewport and scissor
|
||||
VkViewport vk_viewport = { .0f, .0f, .0f, .0f, .0f, .0f };
|
||||
VkRect2D vk_scissor = { { 0, 0 }, { 0, 0 } };
|
||||
|
||||
// Vulkan command buffers
|
||||
VkCommandBuffer *vk_commandbuffers = NULL;
|
||||
static VkCommandBuffer *vk_commandbuffers = NULL;
|
||||
// command buffer double buffering fences
|
||||
VkFence vk_fences[NUM_CMDBUFFERS];
|
||||
static VkFence vk_fences[NUM_CMDBUFFERS];
|
||||
// semaphore: signal when next image is available for rendering
|
||||
VkSemaphore vk_imageAvailableSemaphores[NUM_CMDBUFFERS];
|
||||
static VkSemaphore vk_imageAvailableSemaphores[NUM_CMDBUFFERS];
|
||||
// semaphore: signal when rendering to current command buffer is complete
|
||||
VkSemaphore vk_renderFinishedSemaphores[NUM_CMDBUFFERS];
|
||||
static VkSemaphore vk_renderFinishedSemaphores[NUM_CMDBUFFERS];
|
||||
// tracker variables
|
||||
VkCommandBuffer vk_activeCmdbuffer = VK_NULL_HANDLE;
|
||||
// index of active command buffer
|
||||
int vk_activeBufferIdx = 0;
|
||||
// index of currently acquired image
|
||||
uint32_t vk_imageIndex = 0;
|
||||
static uint32_t vk_imageIndex = 0;
|
||||
// index of currently used staging buffer
|
||||
int vk_activeStagingBuffer = 0;
|
||||
static int vk_activeStagingBuffer = 0;
|
||||
// started rendering frame?
|
||||
qboolean vk_frameStarted = false;
|
||||
|
||||
|
@ -209,9 +209,9 @@ PFN_vkCmdInsertDebugUtilsLabelEXT qvkInsertDebugUtilsLabelEXT;
|
|||
QVk_DebugSetObjectName((uint64_t)shaders[1].module, VK_OBJECT_TYPE_SHADER_MODULE, "Shader Module: "#namefrag".frag");
|
||||
|
||||
// global static buffers (reused, never changing)
|
||||
qvkbuffer_t vk_texRectVbo;
|
||||
qvkbuffer_t vk_colorRectVbo;
|
||||
qvkbuffer_t vk_rectIbo;
|
||||
static qvkbuffer_t vk_texRectVbo;
|
||||
static qvkbuffer_t vk_colorRectVbo;
|
||||
static qvkbuffer_t vk_rectIbo;
|
||||
|
||||
// global dynamic buffers (double buffered)
|
||||
static qvkbuffer_t vk_dynVertexBuffers[NUM_DYNBUFFERS];
|
||||
|
@ -247,9 +247,9 @@ static VkDescriptorSet *vk_swapDescriptorSets[NUM_SWAPBUFFER_SLOTS];
|
|||
#define TRIANGLE_FAN_INDEX_CNT 200
|
||||
|
||||
// Vulkan common descriptor sets for UBO, primary texture sampler and optional lightmap texture
|
||||
VkDescriptorSetLayout vk_uboDescSetLayout;
|
||||
static VkDescriptorSetLayout vk_uboDescSetLayout;
|
||||
VkDescriptorSetLayout vk_samplerDescSetLayout;
|
||||
VkDescriptorSetLayout vk_samplerLightmapDescSetLayout;
|
||||
static VkDescriptorSetLayout vk_samplerLightmapDescSetLayout;
|
||||
|
||||
static const char *renderpassObjectNames[] = {
|
||||
"RP_WORLD",
|
||||
|
@ -280,17 +280,30 @@ VkFormat QVk_FindDepthFormat()
|
|||
}
|
||||
|
||||
// internal helper
|
||||
static VkSampleCountFlagBits GetSampleCount(int msaa)
|
||||
static VkSampleCountFlagBits GetSampleCount(int msaa, VkSampleCountFlagBits supportedMsaa)
|
||||
{
|
||||
int step = 0, value = 64;
|
||||
|
||||
static VkSampleCountFlagBits msaaModes[] = {
|
||||
VK_SAMPLE_COUNT_1_BIT,
|
||||
VK_SAMPLE_COUNT_2_BIT,
|
||||
VK_SAMPLE_COUNT_4_BIT,
|
||||
VK_SAMPLE_COUNT_64_BIT,
|
||||
VK_SAMPLE_COUNT_32_BIT,
|
||||
VK_SAMPLE_COUNT_16_BIT,
|
||||
VK_SAMPLE_COUNT_8_BIT,
|
||||
VK_SAMPLE_COUNT_16_BIT
|
||||
VK_SAMPLE_COUNT_4_BIT,
|
||||
VK_SAMPLE_COUNT_2_BIT,
|
||||
VK_SAMPLE_COUNT_1_BIT
|
||||
};
|
||||
|
||||
return msaaModes[msaa];
|
||||
while ((msaa < value && value > 1) ||
|
||||
((supportedMsaa & msaaModes[step]) != msaaModes[step]))
|
||||
{
|
||||
value >>= 1;
|
||||
step ++;
|
||||
}
|
||||
|
||||
R_Printf(PRINT_ALL, "MSAAx%d is used...\n", value);
|
||||
|
||||
return msaaModes[step];
|
||||
}
|
||||
|
||||
// internal helper
|
||||
|
@ -1822,16 +1835,8 @@ qboolean QVk_Init(SDL_Window *window)
|
|||
vk_renderpasses[i].colorLoadOp = r_clear->value ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
}
|
||||
|
||||
VkSampleCountFlagBits msaaMode = GetSampleCount((int)vk_msaa->value);
|
||||
VkSampleCountFlagBits supportedMsaa = vk_device.properties.limits.framebufferColorSampleCounts;
|
||||
if (!(supportedMsaa & msaaMode))
|
||||
{
|
||||
R_Printf(PRINT_ALL, "MSAAx%d mode not supported, aborting...\n", msaaMode);
|
||||
ri.Cvar_Set("vk_msaa", "0");
|
||||
msaaMode = VK_SAMPLE_COUNT_1_BIT;
|
||||
// avoid secondary video reload
|
||||
vk_msaa->modified = false;
|
||||
}
|
||||
VkSampleCountFlagBits msaaMode = GetSampleCount((int)vk_msaa->value,
|
||||
vk_device.properties.limits.framebufferColorSampleCounts);
|
||||
|
||||
// MSAA setting will be only relevant for the primary world render pass
|
||||
vk_renderpasses[RP_WORLD].sampleCount = msaaMode;
|
||||
|
|
|
@ -20,10 +20,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
#include "header/local.h"
|
||||
|
||||
// internal helper
|
||||
static qboolean deviceExtensionsSupported(const VkPhysicalDevice *physicalDevice)
|
||||
static qboolean deviceExtensionsSupported(const VkPhysicalDevice *physicalDevice, const char* extensionName)
|
||||
{
|
||||
uint32_t availableExtCount = 0;
|
||||
qboolean vk_khr_swapchain_extension_available = false;
|
||||
qboolean vk_extension_available = false;
|
||||
VK_VERIFY(vkEnumerateDeviceExtensionProperties(*physicalDevice, NULL, &availableExtCount, NULL));
|
||||
|
||||
if (availableExtCount > 0)
|
||||
|
@ -33,14 +33,14 @@ static qboolean deviceExtensionsSupported(const VkPhysicalDevice *physicalDevice
|
|||
|
||||
for (uint32_t i = 0; i < availableExtCount; ++i)
|
||||
{
|
||||
vk_khr_swapchain_extension_available |= strcmp(extensions[i].extensionName, VK_KHR_SWAPCHAIN_EXTENSION_NAME) == 0;
|
||||
vk_extension_available |= strcmp(extensions[i].extensionName, extensionName) == 0;
|
||||
}
|
||||
|
||||
free(extensions);
|
||||
}
|
||||
|
||||
// lack of swapchain extension disqualifies the device
|
||||
return vk_khr_swapchain_extension_available;
|
||||
// lack of extension disqualifies the device
|
||||
return vk_extension_available;
|
||||
}
|
||||
|
||||
// internal helper
|
||||
|
@ -68,17 +68,12 @@ static void getBestPhysicalDevice(const VkPhysicalDevice *devices, int preferred
|
|||
uint32_t presentModesCount = 0;
|
||||
|
||||
// check if requested device extensions are present
|
||||
qboolean extSupported = deviceExtensionsSupported(&devices[i]);
|
||||
qboolean extSupported = deviceExtensionsSupported(&devices[i], VK_KHR_SWAPCHAIN_EXTENSION_NAME);
|
||||
|
||||
// no required extensions? try next device
|
||||
if (!extSupported)
|
||||
continue;
|
||||
|
||||
if (!deviceFeatures.samplerAnisotropy)
|
||||
{
|
||||
R_Printf(PRINT_ALL, "...anisotropy filtering is unsupported.\n");
|
||||
}
|
||||
|
||||
// if extensions are fine, query surface formats and present modes to see if the device can be used
|
||||
VK_VERIFY(vkGetPhysicalDeviceSurfaceFormatsKHR(devices[i], vk_surface, &formatCount, NULL));
|
||||
VK_VERIFY(vkGetPhysicalDeviceSurfacePresentModesKHR(devices[i], vk_surface, &presentModesCount, NULL));
|
||||
|
@ -158,6 +153,11 @@ static qboolean selectPhysicalDevice(int preferredDeviceIdx)
|
|||
return false;
|
||||
}
|
||||
|
||||
if (!vk_device.features.samplerAnisotropy)
|
||||
{
|
||||
R_Printf(PRINT_ALL, "...anisotropy filtering is unsupported.\n");
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -47,7 +47,7 @@ int r_framecount; // used for dlight push checking
|
|||
|
||||
int c_brush_polys, c_alias_polys;
|
||||
|
||||
float v_blend[4]; // final blending color
|
||||
static float v_blend[4]; // final blending color
|
||||
|
||||
void Vk_Strings_f(void);
|
||||
void Vk_Mem_f(void);
|
||||
|
@ -76,42 +76,43 @@ refdef_t r_newrefdef;
|
|||
|
||||
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
|
||||
|
||||
cvar_t *r_norefresh;
|
||||
cvar_t *r_drawentities;
|
||||
static cvar_t *r_norefresh;
|
||||
static cvar_t *r_drawentities;
|
||||
cvar_t *r_drawworld;
|
||||
cvar_t *r_speeds;
|
||||
cvar_t *r_fullbright;
|
||||
static cvar_t *r_speeds;
|
||||
static cvar_t *r_fullbright;
|
||||
cvar_t *r_novis;
|
||||
cvar_t *r_nocull;
|
||||
static cvar_t *r_nocull;
|
||||
cvar_t *r_lerpmodels;
|
||||
cvar_t *r_lefthand;
|
||||
cvar_t *r_vsync;
|
||||
cvar_t *r_mode;
|
||||
static cvar_t *r_mode;
|
||||
cvar_t *r_gunfov;
|
||||
cvar_t *r_farsee;
|
||||
static cvar_t *r_customwidth;
|
||||
static cvar_t *r_customheight;
|
||||
|
||||
cvar_t *r_lightlevel; // FIXME: This is a HACK to get the client's light level
|
||||
|
||||
cvar_t *vk_overbrightbits;
|
||||
cvar_t *vk_validation;
|
||||
cvar_t *vk_bitdepth;
|
||||
cvar_t *vk_picmip;
|
||||
cvar_t *vk_skymip;
|
||||
cvar_t *vk_flashblend;
|
||||
cvar_t *vk_finish;
|
||||
cvar_t *r_clear;
|
||||
cvar_t *r_lockpvs;
|
||||
cvar_t *vk_polyblend;
|
||||
static cvar_t *vk_polyblend;
|
||||
cvar_t *r_modulate;
|
||||
cvar_t *vk_shadows;
|
||||
cvar_t *vk_pixel_size;
|
||||
cvar_t *vk_particle_size;
|
||||
cvar_t *vk_particle_att_a;
|
||||
cvar_t *vk_particle_att_b;
|
||||
cvar_t *vk_particle_att_c;
|
||||
cvar_t *vk_particle_min_size;
|
||||
cvar_t *vk_particle_max_size;
|
||||
cvar_t *vk_custom_particles;
|
||||
static cvar_t *vk_pixel_size;
|
||||
static cvar_t *vk_particle_size;
|
||||
static cvar_t *vk_particle_att_a;
|
||||
static cvar_t *vk_particle_att_b;
|
||||
static cvar_t *vk_particle_att_c;
|
||||
static cvar_t *vk_particle_min_size;
|
||||
static cvar_t *vk_particle_max_size;
|
||||
static cvar_t *vk_custom_particles;
|
||||
cvar_t *vk_postprocess;
|
||||
cvar_t *vk_dynamic;
|
||||
cvar_t *vk_msaa;
|
||||
|
@ -124,13 +125,13 @@ cvar_t *vk_mip_nearfilter;
|
|||
cvar_t *vk_sampleshading;
|
||||
cvar_t *vk_device_idx;
|
||||
cvar_t *vk_retexturing;
|
||||
cvar_t *vk_underwater;
|
||||
static cvar_t *vk_underwater;
|
||||
cvar_t *vk_nolerp_list;
|
||||
cvar_t *r_fixsurfsky;
|
||||
|
||||
cvar_t *vid_fullscreen;
|
||||
cvar_t *vid_gamma;
|
||||
cvar_t *viewsize;
|
||||
static cvar_t *viewsize;
|
||||
|
||||
/*
|
||||
=================
|
||||
|
@ -1193,10 +1194,11 @@ R_Register( void )
|
|||
r_vsync = ri.Cvar_Get("r_vsync", "0", CVAR_ARCHIVE);
|
||||
r_gunfov = ri.Cvar_Get("r_gunfov", "80", CVAR_ARCHIVE);
|
||||
r_farsee = ri.Cvar_Get("r_farsee", "0", CVAR_LATCH | CVAR_ARCHIVE);
|
||||
r_customwidth = ri.Cvar_Get("r_customwidth", "1024", CVAR_ARCHIVE);
|
||||
r_customheight = ri.Cvar_Get("r_customheight", "768", CVAR_ARCHIVE);
|
||||
|
||||
vk_overbrightbits = ri.Cvar_Get("vk_overbrightbits", "1.0", CVAR_ARCHIVE);
|
||||
vk_validation = ri.Cvar_Get("vk_validation", "0", CVAR_ARCHIVE);
|
||||
vk_bitdepth = ri.Cvar_Get("vk_bitdepth", "0", 0);
|
||||
vk_picmip = ri.Cvar_Get("vk_picmip", "0", 0);
|
||||
vk_skymip = ri.Cvar_Get("vk_skymip", "0", 0);
|
||||
vk_flashblend = ri.Cvar_Get("vk_flashblend", "0", 0);
|
||||
|
@ -1205,7 +1207,7 @@ R_Register( void )
|
|||
r_lockpvs = ri.Cvar_Get("r_lockpvs", "0", 0);
|
||||
vk_polyblend = ri.Cvar_Get("vk_polyblend", "1", 0);
|
||||
r_modulate = ri.Cvar_Get("r_modulate", "1", CVAR_ARCHIVE);
|
||||
vk_shadows = ri.Cvar_Get("vk_shadows", "0", CVAR_ARCHIVE);
|
||||
vk_shadows = ri.Cvar_Get("r_shadows", "0", CVAR_ARCHIVE);
|
||||
vk_pixel_size = ri.Cvar_Get("vk_pixel_size", "1", CVAR_ARCHIVE);
|
||||
vk_particle_size = ri.Cvar_Get("vk_particle_size", "40", CVAR_ARCHIVE);
|
||||
vk_particle_att_a = ri.Cvar_Get("vk_particle_att_a", "0.01", CVAR_ARCHIVE);
|
||||
|
@ -1216,26 +1218,24 @@ R_Register( void )
|
|||
vk_custom_particles = ri.Cvar_Get("vk_custom_particles", "1", CVAR_ARCHIVE);
|
||||
vk_postprocess = ri.Cvar_Get("vk_postprocess", "1", CVAR_ARCHIVE);
|
||||
vk_dynamic = ri.Cvar_Get("vk_dynamic", "1", 0);
|
||||
vk_msaa = ri.Cvar_Get("vk_msaa", "0", CVAR_ARCHIVE);
|
||||
vk_msaa = ri.Cvar_Get("r_msaa_samples", "0", CVAR_ARCHIVE);
|
||||
vk_showtris = ri.Cvar_Get("vk_showtris", "0", 0);
|
||||
vk_lightmap = ri.Cvar_Get("vk_lightmap", "0", 0);
|
||||
vk_texturemode = ri.Cvar_Get("vk_texturemode", "VK_MIPMAP_LINEAR", CVAR_ARCHIVE);
|
||||
vk_lmaptexturemode = ri.Cvar_Get("vk_lmaptexturemode", "VK_MIPMAP_LINEAR", CVAR_ARCHIVE);
|
||||
vk_aniso = ri.Cvar_Get("vk_aniso", "1", CVAR_ARCHIVE);
|
||||
vk_aniso = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
|
||||
vk_mip_nearfilter = ri.Cvar_Get("vk_mip_nearfilter", "0", CVAR_ARCHIVE);
|
||||
vk_sampleshading = ri.Cvar_Get("vk_sampleshading", "1", CVAR_ARCHIVE);
|
||||
vk_device_idx = ri.Cvar_Get("vk_device", "-1", CVAR_ARCHIVE);
|
||||
vk_retexturing = ri.Cvar_Get("vk_retexturing", "1", CVAR_ARCHIVE);
|
||||
vk_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
|
||||
vk_underwater = ri.Cvar_Get("vk_underwater", "1", CVAR_ARCHIVE);
|
||||
/* don't bilerp characters and crosshairs */
|
||||
vk_nolerp_list = ri.Cvar_Get("vk_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
|
||||
vk_nolerp_list = ri.Cvar_Get("r_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
|
||||
r_fixsurfsky = ri.Cvar_Get("r_fixsurfsky", "1", CVAR_ARCHIVE);
|
||||
|
||||
// clamp vk_msaa to accepted range so that video menu doesn't crash on us
|
||||
if (vk_msaa->value < 0)
|
||||
ri.Cvar_Set("vk_msaa", "0");
|
||||
else if (vk_msaa->value > 4)
|
||||
ri.Cvar_Set("vk_msaa", "4");
|
||||
ri.Cvar_Set("r_msaa_samples", "0");
|
||||
|
||||
vid_fullscreen = ri.Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
|
||||
vid_gamma = ri.Cvar_Get("vid_gamma", "1.0", CVAR_ARCHIVE);
|
||||
|
@ -1251,7 +1251,7 @@ R_Register( void )
|
|||
static int
|
||||
Vkimp_SetMode(int *pwidth, int *pheight, int mode, int fullscreen)
|
||||
{
|
||||
R_Printf(PRINT_ALL, "setting mode %d:", mode);
|
||||
R_Printf(PRINT_ALL, "Setting mode %d:", mode);
|
||||
|
||||
/* mode -1 is not in the vid mode table - so we keep the values in pwidth
|
||||
and pheight and don't even try to look up the mode info */
|
||||
|
@ -1271,7 +1271,7 @@ Vkimp_SetMode(int *pwidth, int *pheight, int mode, int fullscreen)
|
|||
}
|
||||
}
|
||||
|
||||
R_Printf(PRINT_ALL, " %d %d\n", *pwidth, *pheight);
|
||||
R_Printf(PRINT_ALL, " %dx%d (vid_fullscreen %i)\n", *pwidth, *pheight, fullscreen);
|
||||
|
||||
if (!ri.GLimp_InitGraphics(fullscreen, pwidth, pheight))
|
||||
{
|
||||
|
@ -1310,6 +1310,11 @@ qboolean R_SetMode (void)
|
|||
vk_texturemode->modified = true;
|
||||
vk_lmaptexturemode->modified = true;
|
||||
|
||||
/* a bit hackish approach to enable custom resolutions:
|
||||
Glimp_SetMode needs these values set for mode -1 */
|
||||
vid.width = r_customwidth->value;
|
||||
vid.height = r_customheight->value;
|
||||
|
||||
if ((err = Vkimp_SetMode((int*)&vid.width, (int*)&vid.height, r_mode->value, fullscreen)) == rserr_ok)
|
||||
{
|
||||
vk_state.prev_mode = r_mode->value;
|
||||
|
|
|
@ -522,7 +522,7 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
|
|||
}
|
||||
|
||||
/* Mkay, now the hard work. Let's create the window. */
|
||||
cvar_t *gl_msaa_samples = Cvar_Get("gl_msaa_samples", "0", CVAR_ARCHIVE);
|
||||
cvar_t *gl_msaa_samples = Cvar_Get("r_msaa_samples", "0", CVAR_ARCHIVE);
|
||||
|
||||
while (1)
|
||||
{
|
||||
|
@ -536,7 +536,7 @@ GLimp_InitGraphics(int fullscreen, int *pwidth, int *pheight)
|
|||
(int) Cvar_VariableValue("r_mode"), width, height);
|
||||
|
||||
/* Try to recover */
|
||||
Cvar_SetValue("gl_msaa_samples", 0);
|
||||
Cvar_SetValue("r_msaa_samples", 0);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
|
||||
|
|
|
@ -83,6 +83,11 @@ replacement_t replacements[] = {
|
|||
{"gl_texturealphamode", "gl1_texturealphamode"},
|
||||
{"gl_texturesolidmode", "gl1_texturesolidmode"},
|
||||
{"gl_ztrick", "gl1_ztrick"},
|
||||
{"gl_msaa_samples", "r_msaa_samples"},
|
||||
{"gl_nolerp_list", "r_nolerp_list"},
|
||||
{"gl_retexturing", "r_retexturing"},
|
||||
{"gl_shadows", "r_shadows"},
|
||||
{"gl_anisotropic", "r_anisotropic"},
|
||||
{"intensity", "gl1_intensity"}
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue