RENDERPATH_GL11,
RENDERPATH_GL13,
RENDERPATH_GL20,
+ RENDERPATH_D3D9,
+ RENDERPATH_D3D10,
+ RENDERPATH_D3D11,
+ RENDERPATH_SOFT,
+ RENDERPATH_GLES2
}
renderpath_t;
typedef struct viddef_support_s
{
+ qboolean gl20shaders;
+ qboolean gl20shaders130;
qboolean amd_texture_texture4;
qboolean arb_depth_texture;
- qboolean arb_fragment_shader;
+ qboolean arb_draw_buffers;
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_compiled_vertex_array;
qboolean ext_draw_range_elements;
qboolean ext_framebuffer_object;
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 nv_blend_square;
+ qboolean ext_texture_srgb;
}
viddef_support_t;
qboolean stencil;
renderpath_t renderpath;
+ qboolean forcevbo; // some renderpaths can not operate without it
+ qboolean useinterleavedarrays; // required by some renderpaths
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 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 qboolean isRagePro;
void *GL_GetProcAddress(const char *name);
-int GL_CheckExtension(const char *minglver_or_ext, const dllfunction_t *funcs, const char *disableparm, int silent);
+qboolean GL_CheckExtension(const char *minglver_or_ext, const dllfunction_t *funcs, const char *disableparm, int silent);
void VID_Shared_Init(void);
void GL_Init (void);
+void VID_ClearExtensions(void);
void VID_CheckExtensions(void);
void VID_Init (void);
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