xash3d-fwgs/ref/vk/vk_cvar.c
Ivan Avdeev 6d3c5bfa3e vk: add runtime-toggleable debug logs with module granularity
Use e.g. `vk_debug_log "mat,tex,brush"` to enable verbose debug (-dev 2)
logs for Material, Textures and Brush modules.
2023-08-29 12:31:57 -04:00

38 lines
1.8 KiB
C

#include "vk_cvar.h"
#include "vk_common.h"
#include "vk_core.h"
#define NONEXTERN_CVAR(cvar) cvar_t *cvar;
DECLARE_CVAR(NONEXTERN_CVAR)
#undef NONEXTERN_CVAR
DEFINE_ENGINE_SHARED_CVAR_LIST()
void VK_LoadCvars( void )
{
#define gEngfuncs gEngine // ...
RETRIEVE_ENGINE_SHARED_CVAR_LIST()
r_lighting_modulate = gEngine.Cvar_Get( "r_lighting_modulate", "0.6", FCVAR_ARCHIVE, "lightstyles modulate scale" );
cl_lightstyle_lerping = gEngine.pfnGetCvarPointer( "cl_lightstyle_lerping", 0 );
r_lightmap = gEngine.Cvar_Get( "r_lightmap", "0", FCVAR_CHEAT, "lightmap debugging tool" );
ui_infotool = gEngine.Cvar_Get( "ui_infotool", "0", FCVAR_CHEAT, "DEBUG: print entity info under crosshair" );
vk_only = gEngine.Cvar_Get( "vk_only", "0", FCVAR_GLCONFIG, "Full disable Ray Tracing pipeline" );
vk_device_target_id = gEngine.Cvar_Get( "vk_device_target_id", "", FCVAR_GLCONFIG, "Selected video device id" );
vk_debug_log = gEngine.Cvar_Get("vk_debug_log", "", FCVAR_GLCONFIG, "List of modules to enable debug logs for");
}
void VK_LoadCvarsAfterInit( void )
{
vk_rtx_extension = gEngine.Cvar_Get( "vk_rtx_extension", vk_core.rtx ? "1" : "0", FCVAR_READ_ONLY, "" );
if (vk_core.rtx) {
vk_rtx = gEngine.Cvar_Get( "vk_rtx", "1", FCVAR_GLCONFIG, "Enable or disable Ray Tracing mode" );
vk_rtx_bounces = gEngine.Cvar_Get( "vk_rtx_bounces", "3", FCVAR_GLCONFIG, "RTX path tracing ray bounces" );
vk_rtx_light_begin = gEngine.Cvar_Get( "vk_rtx_light_begin", "0", FCVAR_CHEAT, "DEBUG: disable lights with index lower than this");
vk_rtx_light_end = gEngine.Cvar_Get( "vk_rtx_light_end", "0", FCVAR_CHEAT, "DEBUG: disable lights with index higher than this ");
} else {
vk_rtx = gEngine.Cvar_Get( "vk_rtx", "0", FCVAR_READ_ONLY, "DISABLED: not supported by your hardware/software" );
}
}