Fix gl_pipeline_depth cvar max

2 is a valid value, but it was overwriting when >= 2.

I was able to test that 2+ works, even without any code changes, by using `+gl_pipeline_depth 2` on command line. Some weird order of operations doesn't change the value back before the renderer checks its value. (Which, tbh, is kind of scary? But I don't have to spoons to investigate right now, or if it matters for anything else.)
This commit is contained in:
Sally Coolatta 2025-09-08 16:23:07 -04:00 committed by Ricardo Luís Vaz Silva
commit 457d8bba09

View file

@ -77,7 +77,15 @@ CVAR(Bool, r_skipmats, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL
// 0 means 'no pipelining' for non GLES2 and 4 elements for GLES2
CUSTOM_CVAR(Int, gl_pipeline_depth, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (self < 0 || self >= HW_MAX_PIPELINE_BUFFERS) self = 0;
if (self < 0)
{
self = 0;
}
else if (self > HW_MAX_PIPELINE_BUFFERS)
{
self = HW_MAX_PIPELINE_BUFFERS;
}
Printf("Changing the pipeline depth requires a restart for " GAMENAME ".\n");
}