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https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
NVIDIA: rename Reflex function prefixes
Prevent ambiguity when AMD Anti-Lag 2 is implemented.
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ae60220a00
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d399b486b6
@ -79,7 +79,7 @@ void FrameStageNotify_Post(const ClientFrameStage_t frameStage)
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case ClientFrameStage_t::FRAME_RENDER_START:
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break;
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case ClientFrameStage_t::FRAME_RENDER_END:
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GFX_SetLatencyMarker(D3D11Device(), SIMULATION_END, MaterialSystem()->GetCurrentFrameCount());
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GeForce_SetLatencyMarker(D3D11Device(), SIMULATION_END, MaterialSystem()->GetCurrentFrameCount());
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break;
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case ClientFrameStage_t::FRAME_NET_FULL_FRAME_UPDATE_ON_REMOVE:
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break;
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@ -17,7 +17,7 @@ static ConVar r_drawWorldMeshesDepthAtTheEnd("r_drawWorldMeshesDepthAtTheEnd", "
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void* R_DrawDepthOfField(const float scalar)
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{
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GFX_SetLatencyMarker(D3D11Device(), RENDERSUBMIT_START, MaterialSystem()->GetCurrentFrameCount());
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GeForce_SetLatencyMarker(D3D11Device(), RENDERSUBMIT_START, MaterialSystem()->GetCurrentFrameCount());
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return V_DrawDepthOfField(scalar);
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}
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@ -48,7 +48,7 @@ void Host_CountRealTimePackets()
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{
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v_Host_CountRealTimePackets();
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#ifndef DEDICATED
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GFX_SetLatencyMarker(D3D11Device(), SIMULATION_START, MaterialSystem()->GetCurrentFrameCount());
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GeForce_SetLatencyMarker(D3D11Device(), SIMULATION_START, MaterialSystem()->GetCurrentFrameCount());
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#endif // !DEDICATED
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}
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@ -23,7 +23,7 @@ bool Input_Event(const InputEvent_t& inputEvent, const int noKeyUpCheck)
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if (runTriggerMarker && (inputEvent.m_nType != IE_ButtonReleased || keyInfo.m_bTrapKeyUp))
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{
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GFX_SetLatencyMarker(D3D11Device(), TRIGGER_FLASH, MaterialSystem()->GetCurrentFrameCount());
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GeForce_SetLatencyMarker(D3D11Device(), TRIGGER_FLASH, MaterialSystem()->GetCurrentFrameCount());
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}
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return v_Input_Event(inputEvent, noKeyUpCheck);
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@ -179,10 +179,10 @@ void CEngineAPI::PumpMessages()
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//-----------------------------------------------------------------------------
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static void GFX_NVN_Changed_f(IConVar* pConVar, const char* pOldString, float flOldValue, ChangeUserData_t pUserData)
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{
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GFX_MarkLowLatencyParametersOutOfDate();
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GeForce_MarkLowLatencyParametersOutOfDate();
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}
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static ConVar fps_max_gfx("fps_max_gfx", "0", FCVAR_RELEASE, "Frame rate limiter using NVIDIA Reflex Low Latency SDK. -1 indicates the use of desktop refresh. 0 is disabled.", true, -1.f, true, 295.f, GFX_NVN_Changed_f);
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static ConVar fps_max_gfx("fps_max_nvn", "0", FCVAR_RELEASE, "Frame rate limiter using NVIDIA Reflex Low Latency SDK. -1 indicates the use of desktop refresh. 0 is disabled.", true, -1.f, true, 295.f, GFX_NVN_Changed_f);
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static ConVar gfx_nvnUseLowLatency("gfx_nvnUseLowLatency", "1", FCVAR_RELEASE | FCVAR_ARCHIVE, "Enables NVIDIA Reflex Low Latency SDK.", GFX_NVN_Changed_f);
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static ConVar gfx_nvnUseLowLatencyBoost("gfx_nvnUseLowLatencyBoost", "0", FCVAR_RELEASE | FCVAR_ARCHIVE, "Enables NVIDIA Reflex Low Latency Boost.", GFX_NVN_Changed_f);
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@ -213,7 +213,7 @@ void CEngineAPI::UpdateLowLatencyParameters()
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fpsMax = 0.0f; // Don't let NVIDIA limit the frame rate.
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}
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GFX_UpdateLowLatencyParameters(D3D11Device(), bUseLowLatencyMode,
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GeForce_UpdateLowLatencyParameters(D3D11Device(), bUseLowLatencyMode,
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bUseLowLatencyBoost, bUseMarkersToOptimize, fpsMax);
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#endif // !DEDICATED
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}
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@ -221,14 +221,14 @@ void CEngineAPI::UpdateLowLatencyParameters()
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void CEngineAPI::RunLowLatencyFrame()
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{
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#ifndef DEDICATED
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if (GFX_IsLowLatencySDKEnabled())
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if (GeForce_IsLowLatencySDKEnabled())
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{
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if (GFX_HasPendingLowLatencyParameterUpdates())
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if (GeForce_HasPendingLowLatencyParameterUpdates())
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{
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UpdateLowLatencyParameters();
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}
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GFX_RunLowLatencyFrame(D3D11Device());
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GeForce_RunLowLatencyFrame(D3D11Device());
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}
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#endif // !DEDICATED
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}
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@ -20,7 +20,7 @@ static NvAPI_Status s_ReflexModeUpdateStatus = NvAPI_Status::NVAPI_OK;
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// Purpose: enable/disable low latency SDK
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// Input : enable -
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//-----------------------------------------------------------------------------
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void GFX_EnableLowLatencySDK(const bool enable)
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void GeForce_EnableLowLatencySDK(const bool enable)
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{
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s_LowLatencySDKEnabled = enable;
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}
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@ -28,7 +28,7 @@ void GFX_EnableLowLatencySDK(const bool enable)
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//-----------------------------------------------------------------------------
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// Purpose: whether we should run the low latency SDK
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//-----------------------------------------------------------------------------
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bool GFX_IsLowLatencySDKEnabled(void)
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bool GeForce_IsLowLatencySDKEnabled(void)
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{
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if (!s_LowLatencySDKEnabled)
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return false;
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@ -42,7 +42,7 @@ bool GFX_IsLowLatencySDKEnabled(void)
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//-----------------------------------------------------------------------------
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// Purpose: mark the parameters as out-of-date; force update next frame
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//-----------------------------------------------------------------------------
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void GFX_MarkLowLatencyParametersOutOfDate(void)
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void GeForce_MarkLowLatencyParametersOutOfDate(void)
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{
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s_ReflexModeInfoUpToDate = false;
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}
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@ -50,7 +50,7 @@ void GFX_MarkLowLatencyParametersOutOfDate(void)
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//-----------------------------------------------------------------------------
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// Purpose: mark the parameters as up-to-date
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//-----------------------------------------------------------------------------
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void GFX_MarkLowLatencyParametersUpToDate(void)
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void GeForce_MarkLowLatencyParametersUpToDate(void)
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{
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s_ReflexModeInfoUpToDate = true;
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}
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@ -58,7 +58,7 @@ void GFX_MarkLowLatencyParametersUpToDate(void)
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//-----------------------------------------------------------------------------
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// Purpose: has the user requested any changes to the low latency parameters?
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//-----------------------------------------------------------------------------
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bool GFX_HasPendingLowLatencyParameterUpdates(void)
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bool GeForce_HasPendingLowLatencyParameterUpdates(void)
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{
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return s_ReflexModeInfoUpToDate == false;
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}
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@ -66,7 +66,7 @@ bool GFX_HasPendingLowLatencyParameterUpdates(void)
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//-----------------------------------------------------------------------------
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// Purpose: returns whether the call to 'NvAPI_D3D_SetSleepMode' was successful
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//-----------------------------------------------------------------------------
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bool GFX_ParameterUpdateWasSuccessful(void)
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bool GeForce_ParameterUpdateWasSuccessful(void)
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{
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return s_ReflexModeUpdateStatus == NvAPI_Status::NVAPI_OK;
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}
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@ -79,7 +79,7 @@ bool GFX_ParameterUpdateWasSuccessful(void)
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// useMarkersToOptimize -
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// maxFramesPerSecond -
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//-----------------------------------------------------------------------------
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void GFX_UpdateLowLatencyParameters(IUnknown* const device, const bool useLowLatencyMode,
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void GeForce_UpdateLowLatencyParameters(IUnknown* const device, const bool useLowLatencyMode,
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const bool useLowLatencyBoost, const bool useMarkersToOptimize,
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const float maxFramesPerSecond)
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{
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@ -97,18 +97,18 @@ void GFX_UpdateLowLatencyParameters(IUnknown* const device, const bool useLowLat
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params.bUseMarkersToOptimize = useMarkersToOptimize;
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s_ReflexModeUpdateStatus = NvAPI_D3D_SetSleepMode(device, ¶ms);
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GFX_MarkLowLatencyParametersUpToDate();
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GeForce_MarkLowLatencyParametersUpToDate();
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}
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//-----------------------------------------------------------------------------
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// Purpose: runs a frame of the low latency sdk
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// Input : *device -
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//-----------------------------------------------------------------------------
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void GFX_RunLowLatencyFrame(IUnknown* const device)
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void GeForce_RunLowLatencyFrame(IUnknown* const device)
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{
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Assert(device);
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if (GFX_ParameterUpdateWasSuccessful())
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if (GeForce_ParameterUpdateWasSuccessful())
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NvAPI_D3D_Sleep(device);
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}
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@ -118,12 +118,12 @@ void GFX_RunLowLatencyFrame(IUnknown* const device)
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// frameNumber -
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// markerType -
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//-----------------------------------------------------------------------------
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void GFX_SetLatencyMarker(IUnknown* const device,
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void GeForce_SetLatencyMarker(IUnknown* const device,
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const NV_LATENCY_MARKER_TYPE markerType, const NvU64 frameID)
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{
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Assert(device);
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if (GFX_ParameterUpdateWasSuccessful() && GFX_IsLowLatencySDKEnabled())
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if (GeForce_ParameterUpdateWasSuccessful() && GeForce_IsLowLatencySDKEnabled())
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{
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NV_LATENCY_MARKER_PARAMS params = {};
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params.version = NV_LATENCY_MARKER_PARAMS_VER1;
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@ -1,19 +1,19 @@
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#ifndef GFSDK_REFLEX_H
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#define GFSDK_REFLEX_H
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void GFX_EnableLowLatencySDK(const bool enable);
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bool GFX_IsLowLatencySDKEnabled(void);
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void GeForce_EnableLowLatencySDK(const bool enable);
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bool GeForce_IsLowLatencySDKEnabled(void);
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void GFX_MarkLowLatencyParametersOutOfDate(void);
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bool GFX_HasPendingLowLatencyParameterUpdates(void);
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void GeForce_MarkLowLatencyParametersOutOfDate(void);
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bool GeForce_HasPendingLowLatencyParameterUpdates(void);
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void GFX_UpdateLowLatencyParameters(IUnknown* device, const bool useLowLatencyMode,
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void GeForce_UpdateLowLatencyParameters(IUnknown* device, const bool useLowLatencyMode,
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const bool useLowLatencyBoost, const bool useMarkersToOptimize,
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const float maxFramesPerSecond);
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void GFX_RunLowLatencyFrame(IUnknown* device);
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void GeForce_RunLowLatencyFrame(IUnknown* device);
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void GFX_SetLatencyMarker(IUnknown* device,
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void GeForce_SetLatencyMarker(IUnknown* device,
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const NV_LATENCY_MARKER_TYPE markerType, const NvU64 frameID);
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#endif // GFSDK_REFLEX_H
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@ -27,7 +27,7 @@ LRESULT CInputSystem::WindowProc(void* unused, HWND hwnd, UINT uMsg, WPARAM wPar
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{
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if (PCLSTATS_IS_PING_MSG_ID(uMsg))
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{
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GFX_SetLatencyMarker(D3D11Device(), PC_LATENCY_PING, MaterialSystem()->GetCurrentFrameCount());
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GeForce_SetLatencyMarker(D3D11Device(), PC_LATENCY_PING, MaterialSystem()->GetCurrentFrameCount());
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}
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}
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@ -49,9 +49,9 @@ InitReturnVal_t CMaterialSystem::Init(CMaterialSystem* thisptr)
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return INIT_FAILED;
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#else
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// Initialize as usual.
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GFX_EnableLowLatencySDK(!CommandLine()->CheckParm("-gfx_nvnDisableLowLatency"));
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GeForce_EnableLowLatencySDK(!CommandLine()->CheckParm("-gfx_nvnDisableLowLatency"));
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if (GFX_IsLowLatencySDKEnabled())
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if (GeForce_IsLowLatencySDKEnabled())
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{
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PCLSTATS_INIT(0);
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}
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@ -66,7 +66,7 @@ InitReturnVal_t CMaterialSystem::Init(CMaterialSystem* thisptr)
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int CMaterialSystem::Shutdown(CMaterialSystem* thisptr)
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{
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#ifndef MATERIALSYSTEM_NODX
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if (GFX_IsLowLatencySDKEnabled())
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if (GeForce_IsLowLatencySDKEnabled())
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{
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PCLSTATS_SHUTDOWN();
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}
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@ -119,11 +119,11 @@ HRESULT __stdcall Present(IDXGISwapChain* pSwapChain, UINT nSyncInterval, UINT n
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// for simulation start/end and render submit start. The render thread (here)
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// continues after to finish the frame.
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const NvU64 frameID = (NvU64)MaterialSystem()->GetCurrentFrameCount() - 1;
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GFX_SetLatencyMarker(D3D11Device(), RENDERSUBMIT_END, frameID);
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GeForce_SetLatencyMarker(D3D11Device(), RENDERSUBMIT_END, frameID);
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GFX_SetLatencyMarker(D3D11Device(), PRESENT_START, frameID);
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GeForce_SetLatencyMarker(D3D11Device(), PRESENT_START, frameID);
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const HRESULT result = s_fnSwapChainPresent(pSwapChain, nSyncInterval, nFlags);
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GFX_SetLatencyMarker(D3D11Device(), PRESENT_END, frameID);
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GeForce_SetLatencyMarker(D3D11Device(), PRESENT_END, frameID);
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return result;
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}
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