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- added VR mode init code as this is actually functional with the new renderer.
Also moved a few things out of gl_texture.cpp as this file is scheduled to go away with Polymost.
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4 changed files with 34 additions and 17 deletions
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@ -30,6 +30,7 @@
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#include "v_video.h"
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static IHardwareTexture* (*layercallback)(int layer, int translation);
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TArray<UserShaderDesc> usershaders;
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void FMaterial::SetLayerCallback(IHardwareTexture* (*cb)(int layer, int translation))
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{
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@ -1412,3 +1412,10 @@ DEFINE_GLOBAL(gameaction)
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DEFINE_GLOBAL(gamestate)
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DEFINE_GLOBAL(demoplayback)
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DEFINE_GLOBAL(consoleplayer)
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void InitBuildTiles()
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{
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// need to find a better way to handle this thing.
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}
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@ -731,3 +731,29 @@ DEFINE_ACTION_FUNCTION(_PlayerMenu, DrawPlayerSprite)
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return 0;
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}
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#ifdef _WIN32
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EXTERN_CVAR(Bool, vr_enable_quadbuffered)
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#endif
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void UpdateVRModes(bool considerQuadBuffered)
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{
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FOptionValues** pVRModes = OptionValues.CheckKey("VRMode");
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if (pVRModes == nullptr) return;
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TArray<FOptionValues::Pair>& vals = (*pVRModes)->mValues;
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TArray<FOptionValues::Pair> filteredValues;
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int cnt = vals.Size();
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for (int i = 0; i < cnt; ++i) {
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auto const& mode = vals[i];
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if (mode.Value == 7) { // Quad-buffered stereo
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#ifdef _WIN32
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if (!vr_enable_quadbuffered) continue;
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#else
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continue; // Remove quad-buffered option on Mac and Linux
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#endif
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if (!considerQuadBuffered) continue; // Probably no compatible screen mode was found
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}
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filteredValues.Push(mode);
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}
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vals = filteredValues;
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}
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@ -86,20 +86,3 @@ bool GLInstance::SetTexture(FGameTexture* tex, int paletteid, int sampler, bool
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return true;
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}
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//===========================================================================
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//
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// stand-ins for the texture system. Nothing of this is used right now, but needs to be present to satisfy the linker
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//
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//===========================================================================
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void InitBuildTiles()
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{
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}
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TArray<UserShaderDesc> usershaders;
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void UpdateVRModes(bool considerQuadBuffered = true)
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{
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// should update the menu.
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}
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