Add vk_rayquery CVAR and prevent the shader from looping until the OS kills the entire process!
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abf024a157
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9799bd70d1
2 changed files with 10 additions and 19 deletions
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@ -84,6 +84,11 @@ CUSTOM_CVAR(Int, vk_device, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCAL
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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CUSTOM_CVAR(Bool, vk_rayquery, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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CCMD(vk_listdevices)
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{
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for (size_t i = 0; i < SupportedDevices.size(); i++)
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@ -118,7 +123,8 @@ void VulkanPrintLog(const char* typestr, const std::string& msg)
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VulkanRenderDevice::VulkanRenderDevice(void *hMonitor, bool fullscreen, std::shared_ptr<VulkanSurface> surface) : SystemBaseFrameBuffer(hMonitor, fullscreen)
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{
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VulkanDeviceBuilder builder;
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builder.OptionalRayQuery();
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if (vk_rayquery)
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builder.OptionalRayQuery();
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builder.RequireExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
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builder.Surface(surface);
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builder.SelectDevice(vk_device);
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