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Adds r_pr_ati_nodepthoffset and the proper detection code to winlayer and sdlayer to make polymer run properly on R520-class Radeon chips. A bug needs to be filed to AMD.
git-svn-id: https://svn.eduke32.com/eduke32@1446 1a8010ca-5511-0410-912e-c29ae57300e0
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5 changed files with 21 additions and 5 deletions
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@ -52,6 +52,7 @@ extern int32_t pr_overridespecular;
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extern float pr_specularpower;
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extern float pr_specularfactor;
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extern int32_t pr_ati_fboworkaround;
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extern int32_t pr_ati_nodepthoffset;
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extern int32_t r_pr_maxlightpasses;
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@ -28,6 +28,7 @@ int32_t pr_overridespecular = 0;
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float pr_specularpower = 15.0f;
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float pr_specularfactor = 1.0f;
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int32_t pr_ati_fboworkaround = 0;
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int32_t pr_ati_nodepthoffset = 0;
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int32_t r_pr_maxlightpasses = 5; // value of the cvar (not live value), used to detect changes
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@ -1105,12 +1106,12 @@ void polymer_drawsprite(int32_t snum)
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if ((tspr->cstat & 64) && ((tspr->cstat>>4) & 3))
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bglEnable(GL_CULL_FACE);
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if (!depth || mirrors[depth-1].plane)
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if (!pr_ati_nodepthoffset && (!depth || mirrors[depth-1].plane))
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bglEnable(GL_POLYGON_OFFSET_FILL);
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polymer_drawplane(&spriteplane);
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if (!depth || mirrors[depth-1].plane)
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if (!pr_ati_nodepthoffset && (!depth || mirrors[depth-1].plane))
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bglDisable(GL_POLYGON_OFFSET_FILL);
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if ((tspr->cstat & 64) && ((tspr->cstat>>4) & 3))
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@ -5998,6 +5998,7 @@ void polymost_initosdfuncs(void)
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{ "r_pr_specularpower", "r_pr_specularpower: overriden specular material power", (void*)&pr_specularpower, CVAR_FLOAT | CVAR_NOSAVE, 0, -10, 1000 },
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{ "r_pr_specularfactor", "r_pr_specularfactor: overriden specular material factor", (void*)&pr_specularfactor, CVAR_FLOAT | CVAR_NOSAVE, 0, -10, 1000 },
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{ "r_pr_ati_fboworkaround", "r_pr_ati_fboworkaround: enable this to workaround an ATI driver bug that causes sprite shadows to be square - you need to restart the renderer for it to take effect", (void*)&pr_ati_fboworkaround, CVAR_BOOL | CVAR_NOSAVE, 0, 0, 1 },
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{ "r_pr_ati_nodepthoffset", "r_pr_ati_nodepthoffset: enable this to workaround an ATI driver bug that causes sprite drawing to freeze the game on Radeon X1x00 hardware - you need to restart the renderer for it to take effect", (void*)&pr_ati_nodepthoffset, CVAR_BOOL | CVAR_NOSAVE, 0, 0, 1 },
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#endif
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{ "r_models","r_models: enable/disable model rendering",(void *)&usemodels, CVAR_BOOL, 0, 0, 1 },
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@ -1118,7 +1118,14 @@ int32_t setvideomode(int32_t x, int32_t y, int32_t c, int32_t fs)
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if (!Bstrcmp(glinfo.vendor,"ATI Technologies Inc.")) {
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pr_ati_fboworkaround = 1;
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initprintf("Enabling ATI FBO color attachment workaround.\n");
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} else pr_ati_fboworkaround = 0;
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if (!Bstrncmp(glinfo.renderer,"Radeon X1", 9)) {
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pr_ati_nodepthoffset = 1;
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initprintf("Enabling ATI R520 polygon offset workaround.\n");
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} else
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pr_ati_nodepthoffset = 0;
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} else
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pr_ati_fboworkaround = 0;
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#endif
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@ -3389,8 +3389,14 @@ static int32_t SetupOpenGL(int32_t width, int32_t height, int32_t bitspp)
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if (!Bstrcmp(glinfo.vendor,"ATI Technologies Inc.")) {
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pr_ati_fboworkaround = 1;
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initprintf("Enabling ATI FBO color attachment workaround.\n");
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}
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else pr_ati_fboworkaround = 0;
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if (!Bstrncmp(glinfo.renderer,"Radeon X1", 9)) {
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pr_ati_nodepthoffset = 1;
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initprintf("Enabling ATI R520 polygon offset workaround.\n");
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} else
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pr_ati_nodepthoffset = 0;
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} else
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pr_ati_fboworkaround = 0;
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}
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#endif
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if (!forcegl && err)
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