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https://github.com/ZDoom/gzdoom.git
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- removed vid_hw2d CVar.
This commit is contained in:
parent
62f073ef60
commit
0c3635e22c
8 changed files with 1 additions and 38 deletions
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@ -79,13 +79,8 @@
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CVAR(Int, gl_showpacks, 0, 0)
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#ifndef WIN32 // Defined in fb_d3d9 for Windows
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CVAR(Bool, vid_hwaalines, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Bool, vid_hw2d, true, CVAR_NOINITCALL)
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{
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V_SetBorderNeedRefresh();
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}
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#else
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EXTERN_CVAR(Bool, vid_hwaalines)
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EXTERN_CVAR(Bool, vid_hw2d)
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#endif
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EXTERN_CVAR(Bool, fullscreen)
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@ -39,7 +39,6 @@
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/r_swcolormaps.h"
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, screenblocks)
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EXTERN_CVAR(Float, r_visibility)
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void InitGLRMapinfoData();
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@ -34,7 +34,6 @@
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
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{
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@ -386,13 +385,6 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
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noaccel = true;
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}
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}
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// If we're drawing with a special colormap, but shaders for them are disabled, do
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// not accelerate.
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if (!r_shadercolormaps && (vis.Light.BaseColormap >= &SpecialSWColormaps[0] &&
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vis.Light.BaseColormap <= &SpecialSWColormaps.Last()))
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{
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noaccel = true;
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}
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// If drawing with a BOOM colormap, disable acceleration.
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if (vis.Light.BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
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{
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@ -60,7 +60,6 @@ CUSTOM_CVAR (Bool, cl_oldfreelooklimit, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG
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players[consoleplayer].SendPitchLimits();
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}
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from OpenGL Renderer
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EXTERN_CVAR(Bool, r_drawvoxels)
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@ -42,7 +42,6 @@
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/viewport/r_viewport.h"
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CVAR(Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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@ -63,7 +63,6 @@
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void PeekThreadedErrorPane();
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#endif
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, r_clearbuffer)
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CVAR(Bool, r_scene_multithreaded, false, 0);
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@ -164,13 +163,6 @@ namespace swrenderer
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MainThread()->Viewport->viewpoint.camera->renderflags = savedflags;
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interpolator.RestoreInterpolations();
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// If we don't want shadered colormaps, NULL it now so that the
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// copy to the screen does not use a special colormap shader.
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if (!r_shadercolormaps && !MainThread()->Viewport->RenderTarget->IsBgra())
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{
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CameraLight::Instance()->ClearShaderColormap();
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}
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}
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void RenderScene::RenderPSprites()
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@ -68,7 +68,6 @@
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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@ -388,13 +387,7 @@ namespace swrenderer
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noaccel = true;
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}
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}
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// If we're drawing with a special colormap, but shaders for them are disabled, do
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// not accelerate.
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if (!r_shadercolormaps && (vis.Light.BaseColormap >= &SpecialSWColormaps[0] &&
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vis.Light.BaseColormap <= &SpecialSWColormaps.Last()))
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{
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noaccel = true;
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}
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// If drawing with a BOOM colormap, disable acceleration.
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if (vis.Light.BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
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{
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@ -187,13 +187,7 @@ const char *const D3DFB::ShaderNames[D3DFB::NUM_SHADERS] =
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CUSTOM_CVAR(Bool, vid_hw2d, true, CVAR_NOINITCALL)
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{
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V_SetBorderNeedRefresh();
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}
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CVAR(Bool, d3d_antilag, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Int, d3d_showpacks, 0, 0)
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CVAR(Bool, vid_hwaalines, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// CODE --------------------------------------------------------------------
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