qboolean ext_texture_compression_s3tc;
qboolean ext_texture_edge_clamp;
qboolean ext_texture_filter_anisotropic;
+ qboolean ext_texture_srgb;
}
viddef_support_t;
// 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 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;
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