- removed vid_hw2d CVar.

This commit is contained in:
Christoph Oelckers 2018-03-27 17:58:25 +02:00
parent 62f073ef60
commit 0c3635e22c
8 changed files with 1 additions and 38 deletions

View file

@ -79,13 +79,8 @@
CVAR(Int, gl_showpacks, 0, 0)
#ifndef WIN32 // Defined in fb_d3d9 for Windows
CVAR(Bool, vid_hwaalines, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Bool, vid_hw2d, true, CVAR_NOINITCALL)
{
V_SetBorderNeedRefresh();
}
#else
EXTERN_CVAR(Bool, vid_hwaalines)
EXTERN_CVAR(Bool, vid_hw2d)
#endif
EXTERN_CVAR(Bool, fullscreen)

View file

@ -39,7 +39,6 @@
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/r_swcolormaps.h"
EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Float, r_visibility)
void InitGLRMapinfoData();

View file

@ -34,7 +34,6 @@
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_deathcamera)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
EXTERN_CVAR(Bool, r_shadercolormaps)
void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
{
@ -386,13 +385,6 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
noaccel = true;
}
}
// If we're drawing with a special colormap, but shaders for them are disabled, do
// not accelerate.
if (!r_shadercolormaps && (vis.Light.BaseColormap >= &SpecialSWColormaps[0] &&
vis.Light.BaseColormap <= &SpecialSWColormaps.Last()))
{
noaccel = true;
}
// If drawing with a BOOM colormap, disable acceleration.
if (vis.Light.BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
{

View file

@ -60,7 +60,6 @@ CUSTOM_CVAR (Bool, cl_oldfreelooklimit, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG
players[consoleplayer].SendPitchLimits();
}
EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from OpenGL Renderer
EXTERN_CVAR(Bool, r_drawvoxels)

View file

@ -42,7 +42,6 @@
#include "swrenderer/scene/r_light.h"
#include "swrenderer/viewport/r_viewport.h"
CVAR(Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
namespace swrenderer

View file

@ -63,7 +63,6 @@
void PeekThreadedErrorPane();
#endif
EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Int, r_clearbuffer)
CVAR(Bool, r_scene_multithreaded, false, 0);
@ -164,13 +163,6 @@ namespace swrenderer
MainThread()->Viewport->viewpoint.camera->renderflags = savedflags;
interpolator.RestoreInterpolations();
// If we don't want shadered colormaps, NULL it now so that the
// copy to the screen does not use a special colormap shader.
if (!r_shadercolormaps && !MainThread()->Viewport->RenderTarget->IsBgra())
{
CameraLight::Instance()->ClearShaderColormap();
}
}
void RenderScene::RenderPSprites()

View file

@ -68,7 +68,6 @@
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_deathcamera)
EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
namespace swrenderer
@ -388,13 +387,7 @@ namespace swrenderer
noaccel = true;
}
}
// If we're drawing with a special colormap, but shaders for them are disabled, do
// not accelerate.
if (!r_shadercolormaps && (vis.Light.BaseColormap >= &SpecialSWColormaps[0] &&
vis.Light.BaseColormap <= &SpecialSWColormaps.Last()))
{
noaccel = true;
}
// If drawing with a BOOM colormap, disable acceleration.
if (vis.Light.BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
{

View file

@ -187,13 +187,7 @@ const char *const D3DFB::ShaderNames[D3DFB::NUM_SHADERS] =
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CUSTOM_CVAR(Bool, vid_hw2d, true, CVAR_NOINITCALL)
{
V_SetBorderNeedRefresh();
}
CVAR(Bool, d3d_antilag, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Int, d3d_showpacks, 0, 0)
CVAR(Bool, vid_hwaalines, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// CODE --------------------------------------------------------------------