RENDERPATH_GL11,
RENDERPATH_GL13,
RENDERPATH_GL20,
- RENDERPATH_CGGL,
RENDERPATH_D3D9,
RENDERPATH_D3D10,
- RENDERPATH_D3D11
+ RENDERPATH_D3D11,
+ RENDERPATH_SOFT,
+ RENDERPATH_GLES1,
+ RENDERPATH_GLES2
}
renderpath_t;
typedef struct viddef_support_s
{
+ qboolean gl20shaders;
+ qboolean gl20shaders130;
qboolean amd_texture_texture4;
qboolean arb_depth_texture;
qboolean arb_draw_buffers;
- qboolean arb_fragment_shader;
+ qboolean arb_framebuffer_object;
qboolean arb_multitexture;
qboolean arb_occlusion_query;
- qboolean arb_shader_objects;
- qboolean arb_shading_language_100;
qboolean arb_shadow;
qboolean arb_texture_compression;
qboolean arb_texture_cube_map;
qboolean arb_texture_env_combine;
qboolean arb_texture_gather;
qboolean arb_texture_non_power_of_two;
- qboolean arb_texture_rectangle;
qboolean arb_vertex_buffer_object;
- qboolean arb_vertex_shader;
qboolean ati_separate_stencil;
qboolean ext_blend_minmax;
qboolean ext_blend_subtract;
qboolean ext_draw_range_elements;
qboolean ext_framebuffer_object;
+ qboolean ext_packed_depth_stencil;
qboolean ext_stencil_two_side;
qboolean ext_texture_3d;
qboolean ext_texture_compression_s3tc;
qboolean ext_texture_edge_clamp;
qboolean ext_texture_filter_anisotropic;
+ qboolean ext_texture_srgb;
+ qboolean arb_multisample;
}
viddef_support_t;
qboolean stereobuffer;
int samples;
qboolean stencil;
-
- void *cgcontext;
+ qboolean sRGB2D; // whether 2D rendering is sRGB corrected (based on sRGBcapable2D)
+ qboolean sRGB3D; // whether 3D rendering is sRGB corrected (based on sRGBcapable3D)
+ qboolean sRGBcapable2D; // whether 2D rendering can be sRGB corrected (renderpath, v_hwgamma)
+ qboolean sRGBcapable3D; // whether 3D rendering can be sRGB corrected (renderpath, v_hwgamma)
renderpath_t renderpath;
qboolean forcevbo; // some renderpaths can not operate without it
+ qboolean useinterleavedarrays; // required by some renderpaths
+ qboolean allowalphatocoverage; // indicates the GL_AlphaToCoverage function works on this renderpath and framebuffer
unsigned int texunits;
unsigned int teximageunits;
unsigned int maxtexturesize_2d;
unsigned int maxtexturesize_3d;
unsigned int maxtexturesize_cubemap;
- unsigned int maxtexturesize_rectangle;
unsigned int max_anisotropy;
unsigned int maxdrawbuffers;
viddef_support_t support;
+
+ // in RENDERPATH_SOFT this is a 32bpp native-endian ARGB framebuffer
+ // (native-endian ARGB meaning that in little endian it is BGRA bytes,
+ // in big endian it is ARGB byte order, the format is converted during
+ // blit to the window)
+ unsigned int *softpixels;
+ unsigned int *softdepthpixels;
+
+ int forcetextype; // always use GL_BGRA for D3D, always use GL_RGBA for GLES, etc
} viddef_t;
// global video state
extern void (*vid_menudrawfn)(void);
extern void (*vid_menukeyfn)(int key);
+#define MAXJOYAXIS 16
+// if this is changed, the corresponding code in vid_shared.c must be updated
+#define MAXJOYBUTTON 36
+typedef struct vid_joystate_s
+{
+ float axis[MAXJOYAXIS]; // -1 to +1
+ unsigned char button[MAXJOYBUTTON]; // 0 or 1
+ qboolean is360; // indicates this joystick is a Microsoft Xbox 360 Controller For Windows
+}
+vid_joystate_t;
+
+extern vid_joystate_t vid_joystate;
+
+extern cvar_t joy_index;
+extern cvar_t joy_enable;
+extern cvar_t joy_detected;
+extern cvar_t joy_active;
+
+float VID_JoyState_GetAxis(const vid_joystate_t *joystate, int axis, float sensitivity, float deadzone);
+void VID_ApplyJoyState(vid_joystate_t *joystate);
+void VID_BuildJoyState(vid_joystate_t *joystate);
+void VID_Shared_BuildJoyState_Begin(vid_joystate_t *joystate);
+void VID_Shared_BuildJoyState_Finish(vid_joystate_t *joystate);
+int VID_Shared_SetJoystick(int index);
+qboolean VID_JoyBlockEmulatedKeys(int keycode);
+void VID_EnableJoystick(qboolean enable);
+
extern qboolean vid_hidden;
extern qboolean vid_activewindow;
extern cvar_t vid_hardwaregammasupported;
extern qboolean vid_usinghwgamma;
extern qboolean vid_supportrefreshrate;
+extern cvar_t vid_soft;
+extern cvar_t vid_soft_threads;
+extern cvar_t vid_soft_interlace;
+
extern cvar_t vid_fullscreen;
extern cvar_t vid_width;
extern cvar_t vid_height;
extern cvar_t vid_vsync;
extern cvar_t vid_mouse;
extern cvar_t vid_grabkeyboard;
+extern cvar_t vid_touchscreen;
extern cvar_t vid_stick_mouse;
extern cvar_t vid_resizable;
extern cvar_t vid_minwidth;
extern cvar_t vid_minheight;
+extern cvar_t vid_sRGB;
+extern cvar_t vid_sRGB_fallback;
extern cvar_t gl_finish;
// name of driver library (opengl32.dll, libGL.so.1, or whatever)
extern char gl_driver[256];
-// compatibility hacks
-extern qboolean isG200;
-extern qboolean isRagePro;
-
void *GL_GetProcAddress(const char *name);
qboolean GL_CheckExtension(const char *minglver_or_ext, const dllfunction_t *funcs, const char *disableparm, int silent);
void VID_Restart_f(void);
void VID_Start(void);
+void VID_Stop(void);
extern unsigned int vid_gammatables_serial; // so other subsystems can poll if gamma parameters have changed; this starts with 0 and gets increased by 1 each time the gamma parameters get changed and VID_BuildGammaTables should be called again
extern qboolean vid_gammatables_trivial; // this is set to true if all color control values are at default setting, and it therefore would make no sense to use the gamma table
vid_mode_t;
size_t VID_ListModes(vid_mode_t *modes, size_t maxcount);
size_t VID_SortModes(vid_mode_t *modes, size_t count, qboolean usebpp, qboolean userefreshrate, qboolean useaspect);
+void VID_Soft_SharedSetup(void);
+
#endif