Now:
- Not necessarily vulkan-specific cvars are prefixed with `r_`
- Vulkan-specific but not RT-specific things are `vk_`
- RT-specific are `rt_`
Fixes#632
Too many places in the engine and the renderer expect texture names to
be insensitive: RAD files, material references, probably engine and game
calls too.
Make it universally case insensitive. Also, add rudimentary tests for
it.
Previous hash table was case insensitive, while the new one is
sensitive.
For now the workaround is to tolower texture names in rad files.
Proper way would be to address case-sensitivity globally. Currently it's
not very consistent.
THIS COMMIT IS BROKEN AND LEADS TO MISSING TEXTURES
There's a "race" between texture release/acquire on changelevel.
Textures end up being deleted when they shouldn't.
Addressing this is tedious, will be done in the following commits.
Renames previous METRICS to COUNTERS. These are still reset to zero
every frame.
Adds new METRICS which are preserved, maintained externally to speeds,
and only sampled by speeds code once per frame.
Also adds new metrics:
- `studio.cached_submodels` -- number of submodels in cache
- `geom.used` -- memory used by long allocations
- `geom.{vertices,indices}` -- counts of vertices/indices for long
allocations
- `geom.dyn_{vertices,indices}` -- counts of vertices/indices for
single-frame dynamic allocations
- Add variable name and registration src:line to the
`r_speeds_list_metrics` output. Makes it easier to reason about where
does this metric come from.
- Group metrics by their modules, makes it easier to discover.
- Do not print the list immediately on command, do it later in the
frame. Makes it print correct latest frame values.
This makes water static for now, and also makes it look weird, e.g.:
- no culling of water sides (it is "dynamic" in a sense that it's an
entity property, not model property)
Do not entangle brush model loading with loading surface lights.
Do a separate pass over brush model surfaces for the sole purpose of
finding light sources. Enables consistent live-reloading light data
after patching entities/surface/rad files.