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- add cvar r_skipmats
- speeds up rendering on slower cards for mods that use a lot of specularity/pbr, effective on both the opengl and vulkan backends
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3 changed files with 10 additions and 0 deletions
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@ -49,6 +49,8 @@
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#include <map>
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#include <map>
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#include <memory>
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#include <memory>
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EXTERN_CVAR(Bool, r_skipmats)
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namespace OpenGLRenderer
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namespace OpenGLRenderer
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{
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{
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@ -729,6 +731,9 @@ FShader *FShaderManager::BindEffect(int effect, EPassType passType)
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FShader *FShaderManager::Get(unsigned int eff, bool alphateston, EPassType passType)
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FShader *FShaderManager::Get(unsigned int eff, bool alphateston, EPassType passType)
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{
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{
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if (r_skipmats && eff >= 3 && eff <= 4)
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eff = 0;
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if (passType < mPassShaders.Size())
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if (passType < mPassShaders.Size())
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return mPassShaders[passType]->Get(eff, alphateston);
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return mPassShaders[passType]->Get(eff, alphateston);
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else
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else
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@ -72,6 +72,8 @@ CVAR(Int, win_w, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, win_h, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, win_h, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, win_maximized, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CVAR(Bool, win_maximized, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CVAR(Bool, r_skipmats, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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// 0 means 'no pipelining' for non GLES2 and 4 elements for GLES2
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// 0 means 'no pipelining' for non GLES2 and 4 elements for GLES2
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CUSTOM_CVAR(Int, gl_pipeline_depth, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CUSTOM_CVAR(Int, gl_pipeline_depth, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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{
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@ -37,6 +37,7 @@
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#include "hwrenderer/data/shaderuniforms.h"
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#include "hwrenderer/data/shaderuniforms.h"
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CVAR(Int, vk_submit_size, 1000, 0);
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CVAR(Int, vk_submit_size, 1000, 0);
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EXTERN_CVAR(Bool, r_skipmats)
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VkRenderState::VkRenderState()
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VkRenderState::VkRenderState()
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{
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{
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@ -239,6 +240,8 @@ void VkRenderState::ApplyRenderPass(int dt)
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int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
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int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
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pipelineKey.SpecialEffect = EFF_NONE;
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pipelineKey.SpecialEffect = EFF_NONE;
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pipelineKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
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pipelineKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
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if (r_skipmats && pipelineKey.EffectState >= 3 && pipelineKey.EffectState <= 4)
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pipelineKey.EffectState = 0;
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pipelineKey.AlphaTest = mAlphaThreshold >= 0.f;
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pipelineKey.AlphaTest = mAlphaThreshold >= 0.f;
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}
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}
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