From dec03cb265e35d519f133e00c9f09aca87a6633a Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Thu, 19 Oct 2023 22:16:11 +0200 Subject: [PATCH] Fix compile errors after rebase --- src/common/rendering/vulkan/vk_renderdevice.cpp | 5 +++-- src/rendering/hwrenderer/hw_entrypoint.cpp | 2 +- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/src/common/rendering/vulkan/vk_renderdevice.cpp b/src/common/rendering/vulkan/vk_renderdevice.cpp index 0fc6b19c5..dcb88c921 100644 --- a/src/common/rendering/vulkan/vk_renderdevice.cpp +++ b/src/common/rendering/vulkan/vk_renderdevice.cpp @@ -63,6 +63,7 @@ #include "engineerrors.h" #include "c_dispatch.h" #include "menu.h" +#include "cmdlib.h" FString JitCaptureStackTrace(int framesToSkip, bool includeNativeFrames, int maxFrames = -1); @@ -684,8 +685,8 @@ void VulkanRenderDevice::DrawLevelMesh(const HWViewpointUniforms& viewpoint) pipelineKey.ShaderKey.AlphaTest = false; pipelineKey.ShaderKey.SWLightRadial = true; pipelineKey.ShaderKey.LightMode = 1; // Software - pipelineKey.ShaderKey.UseShadowmap = gl_light_shadowmap; - pipelineKey.ShaderKey.UseRaytrace = gl_light_raytrace; + pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1; + pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows == 2; pipelineKey.ShaderKey.GBufferPass = key.DrawBuffers > 1; pipelineKey.ShaderKey.UseLevelMesh = true; diff --git a/src/rendering/hwrenderer/hw_entrypoint.cpp b/src/rendering/hwrenderer/hw_entrypoint.cpp index 7999f6722..06ee58de2 100644 --- a/src/rendering/hwrenderer/hw_entrypoint.cpp +++ b/src/rendering/hwrenderer/hw_entrypoint.cpp @@ -168,7 +168,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou VPUniforms.mGlobVis = (float)R_GetGlobVis(r_viewwindow, r_visibility) / 32.f; VPUniforms.mPalLightLevels = static_cast(gl_bandedswlight) | (static_cast(gl_fogmode) << 8) | ((int)lightmode << 16); VPUniforms.mClipLine.X = -10000000.0f; - VPUniforms.mShadowmapFilter = static_cast(gl_shadowmap_filter); + VPUniforms.mShadowFilter = static_cast(gl_light_shadow_filter); VPUniforms.mLightBlendMode = (level.info ? (int)level.info->lightblendmode : 0); VPUniforms.mCameraPos = FVector4(vp.Pos.X, vp.Pos.Z, vp.Pos.Y, 0.0f); VPUniforms.CalcDependencies();