[D3D12] Switch from gflags to cvars

This commit is contained in:
Triang3l
2019-08-03 16:53:23 +03:00
127 changed files with 959 additions and 647 deletions

View File

@@ -347,7 +347,7 @@ VkPipeline PipelineCache::GetPipeline(const RenderState* render_state,
}
// Dump shader disassembly.
if (FLAGS_vulkan_dump_disasm) {
if (cvars::vulkan_dump_disasm) {
if (device_->HasEnabledExtension(VK_AMD_SHADER_INFO_EXTENSION_NAME)) {
DumpShaderDisasmAMD(pipeline);
} else if (device_->device_info().properties.vendorID == 0x10DE) {
@@ -387,8 +387,8 @@ bool PipelineCache::TranslateShader(VulkanShader* shader,
}
// Dump shader files if desired.
if (!FLAGS_dump_shaders.empty()) {
shader->Dump(FLAGS_dump_shaders, "vk");
if (!cvars::dump_shaders.empty()) {
shader->Dump(cvars::dump_shaders, "vk");
}
return shader->is_valid();
@@ -1396,7 +1396,7 @@ PipelineCache::UpdateStatus PipelineCache::UpdateMultisampleState() {
// PA_SU_SC_MODE_CNTL MSAA_ENABLE (0x10000)
// If set, all samples will be sampled at set locations. Otherwise, they're
// all sampled from the pixel center.
if (FLAGS_vulkan_native_msaa) {
if (cvars::vulkan_native_msaa) {
auto msaa_num_samples =
static_cast<MsaaSamples>((regs.rb_surface_info >> 16) & 0x3);
switch (msaa_num_samples) {