add more custom screen resolutions, fix build

This commit is contained in:
nillerusr
2022-01-25 00:14:29 +03:00
parent 0fb75b41fd
commit 303b387e76
22 changed files with 189 additions and 803 deletions
@@ -163,15 +163,10 @@ static FILE *GetDebugFileHandle( void )
// mat_autosave_glshaders instructs the engine to save out the shader table at key points
// to the filename glshaders.cfg
//
#ifdef ANDROID
ConVar mat_autosave_glshaders( "mat_autosave_glshaders", "0" );
ConVar mat_autoload_glshaders( "mat_autoload_glshaders", "0" );
#else
ConVar mat_autosave_glshaders( "mat_autosave_glshaders", "1" );
ConVar mat_autoload_glshaders( "mat_autoload_glshaders", "1" );
#endif
#endif
//-----------------------------------------------------------------------------
// Explicit instantiation of shader buffer implementation
//-----------------------------------------------------------------------------
@@ -943,7 +938,8 @@ void CShaderManager::Shutdown()
}
#endif
#ifdef DX_TO_GL_ABSTRACTION
#if defined (DX_TO_GL_ABSTRACTION) && !defined (ANDROID)
if (mat_autosave_glshaders.GetInt())
{
SaveShaderCache("glshaders.cfg");
@@ -3757,6 +3753,10 @@ CON_COMMAND( mat_shadercount, "display count of all shaders and reset that count
#if defined( DX_TO_GL_ABSTRACTION )
void CShaderManager::DoStartupShaderPreloading()
{
#ifdef ANDROID // Too slow
return;
#endif
if (mat_autoload_glshaders.GetInt())
{
double flStartTime = Plat_FloatTime();