Add vk_rayquery CVAR and prevent the shader from looping until the OS kills the entire process!

This commit is contained in:
Magnus Norddahl 2023-10-04 20:11:09 +02:00
commit 9799bd70d1
2 changed files with 10 additions and 19 deletions

View file

@ -84,6 +84,11 @@ CUSTOM_CVAR(Int, vk_device, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCAL
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
CUSTOM_CVAR(Bool, vk_rayquery, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
CCMD(vk_listdevices)
{
for (size_t i = 0; i < SupportedDevices.size(); i++)
@ -118,7 +123,8 @@ void VulkanPrintLog(const char* typestr, const std::string& msg)
VulkanRenderDevice::VulkanRenderDevice(void *hMonitor, bool fullscreen, std::shared_ptr<VulkanSurface> surface) : SystemBaseFrameBuffer(hMonitor, fullscreen)
{
VulkanDeviceBuilder builder;
builder.OptionalRayQuery();
if (vk_rayquery)
builder.OptionalRayQuery();
builder.RequireExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
builder.Surface(surface);
builder.SelectDevice(vk_device);