Rename gl_swapinterval to r_vsync.

This commit is contained in:
Yamagi Burmeister 2018-01-09 15:01:06 +01:00
parent 74ac58eb5a
commit b87465886e
9 changed files with 29 additions and 28 deletions

View file

@ -41,7 +41,7 @@ extern cvar_t *scr_viewsize;
extern cvar_t *vid_gamma;
extern cvar_t *vid_fullscreen;
extern cvar_t *vid_renderer;
static cvar_t *gl_swapinterval;
static cvar_t *r_vsync;
static cvar_t *gl_anisotropic;
static cvar_t *gl_msaa_samples;
@ -210,9 +210,9 @@ ApplyChanges(void *unused)
Cvar_SetValue("vid_fullscreen", s_fs_box.curvalue);
/* vertical sync */
if (gl_swapinterval->value != s_vsync_list.curvalue)
if (r_vsync->value != s_vsync_list.curvalue)
{
Cvar_SetValue("gl_swapinterval", s_vsync_list.curvalue);
Cvar_SetValue("r_vsync", s_vsync_list.curvalue);
restart = true;
}
@ -368,9 +368,9 @@ VID_MenuInit(void)
vid_renderer = Cvar_Get("vid_renderer", "gl1", CVAR_ARCHIVE);
}
if (!gl_swapinterval)
if (!r_vsync)
{
gl_swapinterval = Cvar_Get("gl_swapinterval", "1", CVAR_ARCHIVE);
r_vsync = Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
}
if (!gl_anisotropic)
@ -464,7 +464,7 @@ VID_MenuInit(void)
s_vsync_list.generic.x = 0;
s_vsync_list.generic.y = (y += 10);
s_vsync_list.itemnames = yesno_names;
s_vsync_list.curvalue = (gl_swapinterval->value != 0);
s_vsync_list.curvalue = (r_vsync->value != 0);
s_af_list.generic.type = MTYPE_SPINCONTROL;
s_af_list.generic.name = "aniso filtering";

View file

@ -213,7 +213,7 @@ extern cvar_t *gl1_polyblend;
extern cvar_t *gl1_flashblend;
extern cvar_t *r_modulate;
extern cvar_t *gl_drawbuffer;
extern cvar_t *gl_swapinterval;
extern cvar_t *r_vsync;
extern cvar_t *gl_anisotropic;
extern cvar_t *gl_texturemode;
extern cvar_t *gl_texturealphamode;

View file

@ -120,7 +120,7 @@ cvar_t *gl_cull;
cvar_t *gl1_polyblend;
cvar_t *gl1_flashblend;
cvar_t *gl1_saturatelighting;
cvar_t *gl_swapinterval;
cvar_t *r_vsync;
cvar_t *gl_texturemode;
cvar_t *gl_texturealphamode;
cvar_t *gl_texturesolidmode;
@ -1247,7 +1247,7 @@ R_Register(void)
gl1_pointparameters = ri.Cvar_Get("gl1_pointparameters", "1", CVAR_ARCHIVE);
gl_drawbuffer = ri.Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
gl_swapinterval = ri.Cvar_Get("gl_swapinterval", "1", CVAR_ARCHIVE);
r_vsync = ri.Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
gl1_saturatelighting = ri.Cvar_Get("gl1_saturatelighting", "0", 0);
@ -1719,9 +1719,9 @@ RI_BeginFrame(float camera_separation)
gl_texturesolidmode->modified = false;
}
if (gl_swapinterval->modified)
if (r_vsync->modified)
{
gl_swapinterval->modified = false;
r_vsync->modified = false;
RI_SetSwapInterval();
}

View file

@ -338,7 +338,7 @@ int RI_PrepareForWindow(void)
#if !SDL_VERSION_ATLEAST(2, 0, 0)
/* Set vsync - For SDL1.2, this must be done before creating the window */
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, gl_swapinterval->value ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, r_vsync->value ? 1 : 0);
#endif
if (gl_msaa_samples->value)
@ -380,10 +380,10 @@ void RI_SetSwapInterval(void)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
/* Set vsync - TODO: -1 could be set for "late swap tearing" */
SDL_GL_SetSwapInterval(gl_swapinterval->value ? 1 : 0);
SDL_GL_SetSwapInterval(r_vsync->value ? 1 : 0);
vsyncActive = SDL_GL_GetSwapInterval() != 0;
#else
R_Printf(PRINT_ALL, "SDL1.2 requires a vid_restart to apply changes to gl_swapinterval (vsync)!\n");
R_Printf(PRINT_ALL, "SDL1.2 requires a vid_restart to apply changes to r_vsync (vsync)!\n");
#endif
}
@ -435,7 +435,7 @@ int RI_InitContext(void* win)
/* For SDL2, this must be done after creating the window */
RI_SetSwapInterval();
#else // SDL1.2 - set vsyncActive to whatever is configured, hoping it was actually set
vsyncActive = gl_swapinterval->value ? 1 : 0;
vsyncActive = r_vsync->value ? 1 : 0;
#endif
/* Initialize the stencil buffer */

View file

@ -83,7 +83,7 @@ const hmm_mat4 gl3_identityMat4 = {{
}};
cvar_t *gl_msaa_samples;
cvar_t *gl_swapinterval;
cvar_t *r_vsync;
cvar_t *gl_retexturing;
cvar_t *vid_fullscreen;
cvar_t *r_mode;
@ -196,7 +196,7 @@ GL3_Register(void)
r_farsee = ri.Cvar_Get("gl_farsee", "0", CVAR_LATCH | CVAR_ARCHIVE);
gl_drawbuffer = ri.Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
gl_swapinterval = ri.Cvar_Get("gl_swapinterval", "1", CVAR_ARCHIVE);
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);
gl3_debugcontext = ri.Cvar_Get("gl3_debugcontext", "0", 0);
@ -284,7 +284,7 @@ GL3_Register(void)
gl1_pointparameters = ri.Cvar_Get("gl1_pointparameters", "1", CVAR_ARCHIVE);
//gl_drawbuffer = ri.Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
//gl_swapinterval = ri.Cvar_Get("gl_swapinterval", "1", CVAR_ARCHIVE);
//r_vsync = ri.Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
//vid_fullscreen = ri.Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
@ -1693,9 +1693,9 @@ GL3_BeginFrame(float camera_separation)
gl_anisotropic->modified = false;
}
if(gl_swapinterval->modified)
if(r_vsync->modified)
{
gl_swapinterval->modified = false;
r_vsync->modified = false;
GL3_SetSwapInterval();
}

View file

@ -91,7 +91,7 @@ int GL3_PrepareForWindow(void)
#if !SDL_VERSION_ATLEAST(2, 0, 0)
/* Set vsync - For SDL1.2, this must be done before creating the window */
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, gl_swapinterval->value ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, r_vsync->value ? 1 : 0);
#endif
if (gl_msaa_samples->value)
@ -219,7 +219,7 @@ int GL3_InitContext(void* win)
/* For SDL2, this must be done after creating the window */
GL3_SetSwapInterval();
#else // SDL1.2 - set vsyncActive to whatever is configured, hoping it was actually set
vsyncActive = gl_swapinterval->value ? 1 : 0;
vsyncActive = r_vsync->value ? 1 : 0;
#endif
/* Initialize the stencil buffer */
@ -287,10 +287,10 @@ void GL3_SetSwapInterval(void)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
/* Set vsync - TODO: -1 could be set for "late swap tearing" */
SDL_GL_SetSwapInterval(gl_swapinterval->value ? 1 : 0);
SDL_GL_SetSwapInterval(r_vsync->value ? 1 : 0);
vsyncActive = SDL_GL_GetSwapInterval() != 0;
#else
R_Printf(PRINT_ALL, "SDL1.2 requires a vid_restart to apply changes to gl_swapinterval (vsync)!\n");
R_Printf(PRINT_ALL, "SDL1.2 requires a vid_restart to apply changes to r_vsync (vsync)!\n");
#endif
}

View file

@ -479,7 +479,7 @@ extern void GL3_UpdateUBOLights(void);
// ############ Cvars ###########
extern cvar_t *gl_msaa_samples;
extern cvar_t *gl_swapinterval;
extern cvar_t *r_vsync;
extern cvar_t *gl_retexturing;
extern cvar_t *vid_fullscreen;
extern cvar_t *r_mode;

View file

@ -76,7 +76,8 @@ replacement_t replacements[] = {
{"gl_stereo", "gl1_stereo"},
{"gl_stereo_separation", "gl1_stereo_separation"},
{"gl_stereo_anaglyph_colors", "gl1_stereo_anaglyph_colors"},
{"gl_stereo_convergence", "gl1_stereo_convergence"}
{"gl_stereo_convergence", "gl1_stereo_convergence"},
{"gl_swapinterval", "r_vsync"}
};

View file

@ -121,7 +121,7 @@ Graphics (all renderers):
* **vid_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise
`cl_maxfps` is used as maximum framerate. See `cl_async` description
above for more information.
*Note* that vsync (`gl_swapinterval`) also restricts the framerate to
*Note* that vsync (`r_vsync`) also restricts the framerate to
the monitor refresh rate, so if vsync is enabled, you won't get more than
60fps on most displays (or 120 on a 120hz display etc).
@ -142,7 +142,7 @@ Graphics (all renderers):
* **gl_shadows**: Enables rendering of shadows. Quake IIs shadows are
very simple and are prone to render errors.
* **gl_swapinterval**: Enables the vsync: frames are synchronized with
* **r_vsync**: Enables the vsync: frames are synchronized with
display refresh rate, should (but doesn't always) prevent tearing.
* **gl_zfix**: Sometimes two or even more surfaces overlap and flicker.