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engine: add cvar r_refdll_loaded to indicate currently loaded renderer (for menu options and etc)

pull/2/head
Alibek Omarov 1 year ago
parent
commit
e21fa4a910
  1. 3
      engine/client/ref_common.c

3
engine/client/ref_common.c

@ -16,6 +16,7 @@ CVAR_DEFINE_AUTO( gl_msaa_samples, "0", FCVAR_GLCONFIG, "samples number for mult
CVAR_DEFINE_AUTO( gl_clear, "0", FCVAR_ARCHIVE, "clearing screen after each frame" ); CVAR_DEFINE_AUTO( gl_clear, "0", FCVAR_ARCHIVE, "clearing screen after each frame" );
CVAR_DEFINE_AUTO( r_showtree, "0", FCVAR_ARCHIVE, "build the graph of visible BSP tree" ); CVAR_DEFINE_AUTO( r_showtree, "0", FCVAR_ARCHIVE, "build the graph of visible BSP tree" );
static CVAR_DEFINE_AUTO( r_refdll, "", FCVAR_RENDERINFO, "choose renderer implementation, if supported" ); static CVAR_DEFINE_AUTO( r_refdll, "", FCVAR_RENDERINFO, "choose renderer implementation, if supported" );
static CVAR_DEFINE_AUTO( r_refdll_loaded, "", FCVAR_READ_ONLY, "currently loaded renderer" );
void R_GetTextureParms( int *w, int *h, int texnum ) void R_GetTextureParms( int *w, int *h, int texnum )
{ {
@ -519,6 +520,7 @@ static qboolean R_LoadRenderer( const char *refopt )
return false; return false;
} }
Cvar_FullSet( "r_refdll_loaded", refopt, FCVAR_READ_ONLY );
Con_Reportf( "Renderer %s initialized\n", refdll ); Con_Reportf( "Renderer %s initialized\n", refdll );
return true; return true;
@ -610,6 +612,7 @@ qboolean R_Init( void )
Cvar_RegisterVariable( &gl_clear ); Cvar_RegisterVariable( &gl_clear );
Cvar_RegisterVariable( &r_showtree ); Cvar_RegisterVariable( &r_showtree );
Cvar_RegisterVariable( &r_refdll ); Cvar_RegisterVariable( &r_refdll );
Cvar_RegisterVariable( &r_refdll_loaded );
// cvars that are expected to exist // cvars that are expected to exist
Cvar_Get( "r_speeds", "0", FCVAR_ARCHIVE, "shows renderer speeds" ); Cvar_Get( "r_speeds", "0", FCVAR_ARCHIVE, "shows renderer speeds" );

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