rt: remove freeze_models functionality (#513)
It's been obsolete and broken for many months now. Fixes #509
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@ -71,8 +71,6 @@ typedef struct {
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} frame;
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vk_ray_model_t models_cache[MODEL_CACHE_SIZE];
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qboolean freeze_models;
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} xvk_ray_model_state_t;
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extern xvk_ray_model_state_t g_ray_model_state;
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@ -220,9 +220,6 @@ vk_ray_model_t* VK_RayModelCreate( vk_ray_model_init_t args ) {
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ASSERT(vk_core.rtx);
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if (g_ray_model_state.freeze_models)
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return args.model->ray_model;
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if (kusochki_count_offset == ALO_ALLOC_FAILED) {
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gEngine.Con_Printf(S_ERROR "Maximum number of kusochki exceeded on model %s\n", args.model->debug_name);
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return NULL;
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@ -400,8 +397,6 @@ vk_ray_model_t* VK_RayModelCreate( vk_ray_model_init_t args ) {
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}
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void VK_RayModelDestroy( struct vk_ray_model_s *model ) {
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ASSERT(!g_ray_model_state.freeze_models);
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ASSERT(vk_core.rtx);
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if (model->as != VK_NULL_HANDLE) {
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//gEngine.Con_Reportf("Model %s destroying AS=%p blas_index=%d\n", model->debug_name, model->rtx.blas, blas_index);
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@ -448,9 +443,6 @@ void VK_RayFrameAddModel( vk_ray_model_t *model, const vk_render_model_t *render
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ASSERT(g_ray_model_state.frame.num_models <= ARRAYSIZE(g_ray_model_state.frame.models));
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ASSERT(model->num_geoms == render_model->num_geometries);
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if (g_ray_model_state.freeze_models)
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return;
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if (g_ray_model_state.frame.num_models == ARRAYSIZE(g_ray_model_state.frame.models)) {
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gEngine.Con_Printf(S_ERROR "Ran out of AccelerationStructure slots\n");
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return;
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@ -133,15 +133,8 @@ void VK_RayFrameBegin( void ) {
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ASSERT(vk_core.rtx);
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RT_VkAccelFrameBegin();
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if (g_ray_model_state.freeze_models)
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return;
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XVK_RayModel_ClearForNextFrame();
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R_PrevFrame_StartFrame();
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// TODO shouldn't we do this in freeze models mode anyway?
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RT_LightsFrameBegin();
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}
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@ -597,10 +590,6 @@ static void reloadPipeline( void ) {
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g_rtx.reload_pipeline = true;
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}
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static void freezeModels( void ) {
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g_ray_model_state.freeze_models = !g_ray_model_state.freeze_models;
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}
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qboolean VK_RayInit( void )
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{
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ASSERT(vk_core.rtx);
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@ -645,7 +634,6 @@ qboolean VK_RayInit( void )
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RT_RayModel_Clear();
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gEngine.Cmd_AddCommand("vk_rtx_reload", reloadPipeline, "Reload RTX shader");
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gEngine.Cmd_AddCommand("vk_rtx_freeze", freezeModels, "Freeze models, do not update/add/delete models from to-draw list");
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return true;
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}
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