X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=vid_sdl.c;h=c3c272284c4e29d0c14e48a58e56c9bb056be241;hb=f39d8e13bcff76fc9d9ca7ae0886786b66f1f384;hp=9c682648fed92e10114ddb3f3819408e5e1dfebe;hpb=36fe913f95d54768c8dc16d798da13bd3a0eb06c;p=xonotic%2Fdarkplaces.git diff --git a/vid_sdl.c b/vid_sdl.c index 9c682648..c3c27228 100644 --- a/vid_sdl.c +++ b/vid_sdl.c @@ -67,6 +67,8 @@ int cl_available = true; qboolean vid_supportrefreshrate = false; cvar_t vid_soft = {CVAR_SAVE, "vid_soft", "0", "enables use of the DarkPlaces Software Rasterizer rather than OpenGL or Direct3D"}; +cvar_t vid_soft_threads = {CVAR_SAVE, "vid_soft_threads", "2", "the number of threads the DarkPlaces Software Rasterizer should use"}; +cvar_t vid_soft_interlace = {CVAR_SAVE, "vid_soft_interlace", "1", "whether the DarkPlaces Software Rasterizer shoud interlace the screen bands occupied by each thread"}; cvar_t joy_detected = {CVAR_READONLY, "joy_detected", "0", "number of joysticks detected by engine"}; cvar_t joy_enable = {CVAR_SAVE, "joy_enable", "0", "enables joystick support"}; cvar_t joy_index = {0, "joy_index", "0", "selects which joystick to use if you have multiple"}; @@ -672,6 +674,537 @@ void Sys_SendKeyEvents( void ) // Video system //// +#ifdef __IPHONEOS__ +//#include +#include + +GLboolean wrapglIsBuffer(GLuint buffer) {return glIsBuffer(buffer);} +GLboolean wrapglIsEnabled(GLenum cap) {return glIsEnabled(cap);} +GLboolean wrapglIsFramebuffer(GLuint framebuffer) {return glIsFramebuffer(framebuffer);} +//GLboolean wrapglIsQuery(GLuint qid) {return glIsQuery(qid);} +GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {return glIsRenderbuffer(renderbuffer);} +//GLboolean wrapglUnmapBuffer(GLenum target) {return glUnmapBuffer(target);} +GLenum wrapglCheckFramebufferStatus(GLenum target) {return glCheckFramebufferStatus(target);} +GLenum wrapglGetError(void) {return glGetError();} +GLuint wrapglCreateProgram(void) {return glCreateProgram();} +GLuint wrapglCreateShader(GLenum shaderType) {return glCreateShader(shaderType);} +//GLuint wrapglGetHandle(GLenum pname) {return glGetHandle(pname);} +GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {return glGetAttribLocation(programObj, name);} +GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {return glGetUniformLocation(programObj, name);} +//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {return glMapBuffer(target, access);} +const GLubyte* wrapglGetString(GLenum name) {return glGetString(name);} +void wrapglActiveStencilFace(GLenum e) {Con_Printf("glActiveStencilFace(e)\n");} +void wrapglActiveTexture(GLenum e) {glActiveTexture(e);} +void wrapglAlphaFunc(GLenum func, GLclampf ref) {Con_Printf("glAlphaFunc(func, ref)\n");} +void wrapglArrayElement(GLint i) {Con_Printf("glArrayElement(i)\n");} +void wrapglAttachShader(GLuint containerObj, GLuint obj) {glAttachShader(containerObj, obj);} +void wrapglBegin(GLenum mode) {Con_Printf("glBegin(mode)\n");} +//void wrapglBeginQuery(GLenum target, GLuint qid) {glBeginQuery(target, qid);} +void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindAttribLocation(programObj, index, name);} +void wrapglBindBuffer(GLenum target, GLuint buffer) {glBindBuffer(target, buffer);} +void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {glBindFramebuffer(target, framebuffer);} +void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {glBindRenderbuffer(target, renderbuffer);} +void wrapglBindTexture(GLenum target, GLuint texture) {glBindTexture(target, texture);} +void wrapglBlendEquation(GLenum e) {glBlendEquation(e);} +void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {glBlendFunc(sfactor, dfactor);} +void wrapglBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {glBufferData(target, size, data, usage);} +void wrapglBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) {glBufferSubData(target, offset, size, data);} +void wrapglClear(GLbitfield mask) {glClear(mask);} +void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {glClearColor(red, green, blue, alpha);} +void wrapglClearDepth(GLclampd depth) {glClearDepthf((float)depth);} +void wrapglClearStencil(GLint s) {glClearStencil(s);} +void wrapglClientActiveTexture(GLenum target) {Con_Printf("glClientActiveTexture(target)\n");} +void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {Con_Printf("glColor4f(red, green, blue, alpha)\n");} +void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {Con_Printf("glColor4ub(red, green, blue, alpha)\n");} +void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {Con_Printf("glColorMask(red, green, blue, alpha)\n");} +void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glColorPointer(size, type, stride, ptr)\n");} +void wrapglCompileShader(GLuint shaderObj) {glCompileShader(shaderObj);} +void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);} +void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");} +void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);} +void wrapglCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) {Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");} +void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);} +void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);} +void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");} +void wrapglCullFace(GLenum mode) {glCullFace(mode);} +void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {glDeleteBuffers(n, buffers);} +void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {glDeleteFramebuffers(n, framebuffers);} +void wrapglDeleteShader(GLuint obj) {glDeleteShader(obj);} +void wrapglDeleteProgram(GLuint obj) {glDeleteProgram(obj);} +//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {glDeleteQueries(n, ids);} +void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {glDeleteRenderbuffers(n, renderbuffers);} +void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {glDeleteTextures(n, textures);} +void wrapglDepthFunc(GLenum func) {glDepthFunc(func);} +void wrapglDepthMask(GLboolean flag) {glDepthMask(flag);} +void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {glDepthRangef((float)near_val, (float)far_val);} +void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {glDetachShader(containerObj, attachedObj);} +void wrapglDisable(GLenum cap) {glDisable(cap);} +void wrapglDisableClientState(GLenum cap) {Con_Printf("glDisableClientState(cap)\n");} +void wrapglDisableVertexAttribArray(GLuint index) {glDisableVertexAttribArray(index);} +void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {glDrawArrays(mode, first, count);} +void wrapglDrawBuffer(GLenum mode) {Con_Printf("glDrawBuffer(mode)\n");} +void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {Con_Printf("glDrawBuffers(n, bufs)\n");} +void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {glDrawElements(mode, count, type, indices);} +//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);} +//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {glDrawRangeElements(mode, start, end, count, type, indices);} +void wrapglEnable(GLenum cap) {glEnable(cap);} +void wrapglEnableClientState(GLenum cap) {Con_Printf("glEnableClientState(cap)\n");} +void wrapglEnableVertexAttribArray(GLuint index) {glEnableVertexAttribArray(index);} +void wrapglEnd(void) {Con_Printf("glEnd()\n");} +//void wrapglEndQuery(GLenum target) {glEndQuery(target);} +void wrapglFinish(void) {glFinish();} +void wrapglFlush(void) {glFlush();} +void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);} +void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {glFramebufferTexture2D(target, attachment, textarget, texture, level);} +void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {Con_Printf("glFramebufferTexture3D()\n");} +void wrapglGenBuffers(GLsizei n, GLuint *buffers) {glGenBuffers(n, buffers);} +void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {glGenFramebuffers(n, framebuffers);} +//void wrapglGenQueries(GLsizei n, GLuint *ids) {glGenQueries(n, ids);} +void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {glGenRenderbuffers(n, renderbuffers);} +void wrapglGenTextures(GLsizei n, GLuint *textures) {glGenTextures(n, textures);} +void wrapglGenerateMipmap(GLenum target) {glGenerateMipmap(target);} +void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);} +void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {glGetActiveUniform(programObj, index, maxLength, length, size, type, name);} +void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {glGetAttachedShaders(containerObj, maxCount, count, obj);} +void wrapglGetBooleanv(GLenum pname, GLboolean *params) {glGetBooleanv(pname, params);} +void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {Con_Printf("glGetCompressedTexImage(target, lod, img)\n");} +void wrapglGetDoublev(GLenum pname, GLdouble *params) {Con_Printf("glGetDoublev(pname, params)\n");} +void wrapglGetFloatv(GLenum pname, GLfloat *params) {glGetFloatv(pname, params);} +void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);} +void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetShaderInfoLog(obj, maxLength, length, infoLog);} +void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {glGetProgramInfoLog(obj, maxLength, length, infoLog);} +void wrapglGetIntegerv(GLenum pname, GLint *params) {glGetIntegerv(pname, params);} +void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {glGetShaderiv(obj, pname, params);} +void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {glGetProgramiv(obj, pname, params);} +//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {glGetQueryObjectiv(qid, pname, params);} +//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {glGetQueryObjectuiv(qid, pname, params);} +//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {glGetQueryiv(target, pname, params);} +void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {glGetRenderbufferParameteriv(target, pname, params);} +void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {glGetShaderSource(obj, maxLength, length, source);} +void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");} +void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");} +void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");} +void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glGetTexParameterfv(target, pname, params);} +void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {glGetTexParameteriv(target, pname, params);} +void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {glGetUniformfv(programObj, location, params);} +void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {glGetUniformiv(programObj, location, params);} +void wrapglHint(GLenum target, GLenum mode) {glHint(target, mode);} +void wrapglLineWidth(GLfloat width) {glLineWidth(width);} +void wrapglLinkProgram(GLuint programObj) {glLinkProgram(programObj);} +void wrapglLoadIdentity(void) {Con_Printf("glLoadIdentity()\n");} +void wrapglLoadMatrixf(const GLfloat *m) {Con_Printf("glLoadMatrixf(m)\n");} +void wrapglMatrixMode(GLenum mode) {Con_Printf("glMatrixMode(mode)\n");} +void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {Con_Printf("glMultiTexCoord1f(target, s)\n");} +void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {Con_Printf("glMultiTexCoord2f(target, s, t)\n");} +void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");} +void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");} +void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glNormalPointer(type, stride, ptr)\n");} +void wrapglPixelStorei(GLenum pname, GLint param) {glPixelStorei(pname, param);} +void wrapglPointSize(GLfloat size) {Con_Printf("glPointSize(size)\n");} +void wrapglPolygonMode(GLenum face, GLenum mode) {Con_Printf("glPolygonMode(face, mode)\n");} +void wrapglPolygonOffset(GLfloat factor, GLfloat units) {Con_Printf("glPolygonOffset(factor, units)\n");} +void wrapglPolygonStipple(const GLubyte *mask) {Con_Printf("glPolygonStipple(mask)\n");} +void wrapglReadBuffer(GLenum mode) {Con_Printf("glReadBuffer(mode)\n");} +void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {glReadPixels(x, y, width, height, format, type, pixels);} +void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {glRenderbufferStorage(target, internalformat, width, height);} +void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {glScissor(x, y, width, height);} +void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {glShaderSource(shaderObj, count, string, length);} +void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {glStencilFunc(func, ref, mask);} +void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");} +void wrapglStencilMask(GLuint mask) {glStencilMask(mask);} +void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {glStencilOp(fail, zfail, zpass);} +void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");} +void wrapglTexCoord1f(GLfloat s) {Con_Printf("glTexCoord1f(s)\n");} +void wrapglTexCoord2f(GLfloat s, GLfloat t) {Con_Printf("glTexCoord2f(s, t)\n");} +void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {Con_Printf("glTexCoord3f(s, t, r)\n");} +void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {Con_Printf("glTexCoord4f(s, t, r, q)\n");} +void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");} +void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {Con_Printf("glTexEnvf(target, pname, param)\n");} +void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {Con_Printf("glTexEnvfv(target, pname, params)\n");} +void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {Con_Printf("glTexEnvi(target, pname, param)\n");} +void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);} +void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");} +void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {glTexParameterf(target, pname, param);} +void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {glTexParameterfv(target, pname, params);} +void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {glTexParameteri(target, pname, param);} +void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);} +void wrapglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");} +void wrapglUniform1f(GLint location, GLfloat v0) {glUniform1f(location, v0);} +void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {glUniform1fv(location, count, value);} +void wrapglUniform1i(GLint location, GLint v0) {glUniform1i(location, v0);} +void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {glUniform1iv(location, count, value);} +void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {glUniform2f(location, v0, v1);} +void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {glUniform2fv(location, count, value);} +void wrapglUniform2i(GLint location, GLint v0, GLint v1) {glUniform2i(location, v0, v1);} +void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {glUniform2iv(location, count, value);} +void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {glUniform3f(location, v0, v1, v2);} +void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {glUniform3fv(location, count, value);} +void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {glUniform3i(location, v0, v1, v2);} +void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {glUniform3iv(location, count, value);} +void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glUniform4f(location, v0, v1, v2, v3);} +void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {glUniform4fv(location, count, value);} +void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {glUniform4i(location, v0, v1, v2, v3);} +void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {glUniform4iv(location, count, value);} +void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix2fv(location, count, transpose, value);} +void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix3fv(location, count, transpose, value);} +void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {glUniformMatrix4fv(location, count, transpose, value);} +void wrapglUseProgram(GLuint programObj) {glUseProgram(programObj);} +void wrapglValidateProgram(GLuint programObj) {glValidateProgram(programObj);} +void wrapglVertex2f(GLfloat x, GLfloat y) {Con_Printf("glVertex2f(x, y)\n");} +void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {Con_Printf("glVertex3f(x, y, z)\n");} +void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {Con_Printf("glVertex4f(x, y, z, w)\n");} +void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {glVertexAttribPointer(index, size, type, normalized, stride, pointer);} +void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {Con_Printf("glVertexPointer(size, type, stride, ptr)\n");} +void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {glViewport(x, y, width, height);} +void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {glVertexAttrib1f(index, v0);} +void wrapglVertexAttrib1s(GLuint index, GLshort v0) {glVertexAttrib1s(index, v0);} +void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {glVertexAttrib1d(index, v0);} +void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {glVertexAttrib2f(index, v0, v1);} +void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {glVertexAttrib2s(index, v0, v1);} +void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {glVertexAttrib2d(index, v0, v1);} +void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {glVertexAttrib3f(index, v0, v1, v2);} +void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {glVertexAttrib3s(index, v0, v1, v2);} +void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {glVertexAttrib3d(index, v0, v1, v2);} +void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {glVertexAttrib4f(index, v0, v1, v2, v3);} +void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {glVertexAttrib4s(index, v0, v1, v2, v3);} +void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {glVertexAttrib4d(index, v0, v1, v2, v3);} +void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {glVertexAttrib4Nub(index, x, y, z, w);} +void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {glVertexAttrib1fv(index, v);} +void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {glVertexAttrib1sv(index, v);} +void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {glVertexAttrib1dv(index, v);} +void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {glVertexAttrib2fv(index, v);} +void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {glVertexAttrib2sv(index, v);} +void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {glVertexAttrib2dv(index, v);} +void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {glVertexAttrib3fv(index, v);} +void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {glVertexAttrib3sv(index, v);} +void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {glVertexAttrib3dv(index, v);} +void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {glVertexAttrib4fv(index, v);} +void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {glVertexAttrib4sv(index, v);} +void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {glVertexAttrib4dv(index, v);} +void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {glVertexAttrib4iv(index, v);} +void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {glVertexAttrib4bv(index, v);} +void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {glVertexAttrib4ubv(index, v);} +void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {glVertexAttrib4usv(index, GLushort v);} +void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {glVertexAttrib4uiv(index, v);} +void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {glVertexAttrib4Nbv(index, v);} +void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {glVertexAttrib4Nsv(index, v);} +void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {glVertexAttrib4Niv(index, v);} +void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {glVertexAttrib4Nubv(index, v);} +void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {glVertexAttrib4Nusv(index, GLushort v);} +void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {glVertexAttrib4Nuiv(index, v);} +void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {glGetVertexAttribdv(index, pname, params);} +void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {glGetVertexAttribfv(index, pname, params);} +void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {glGetVertexAttribiv(index, pname, params);} +void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {glGetVertexAttribPointerv(index, pname, pointer);} + +void GLES_Init(void) +{ + qglIsBufferARB = wrapglIsBuffer; + qglIsEnabled = wrapglIsEnabled; + qglIsFramebufferEXT = wrapglIsFramebuffer; +// qglIsQueryARB = wrapglIsQuery; + qglIsRenderbufferEXT = wrapglIsRenderbuffer; +// qglUnmapBufferARB = wrapglUnmapBuffer; + qglCheckFramebufferStatusEXT = wrapglCheckFramebufferStatus; + qglGetError = wrapglGetError; + qglCreateProgram = wrapglCreateProgram; + qglCreateShader = wrapglCreateShader; +// qglGetHandleARB = wrapglGetHandle; + qglGetAttribLocation = wrapglGetAttribLocation; + qglGetUniformLocation = wrapglGetUniformLocation; +// qglMapBufferARB = wrapglMapBuffer; + qglGetString = wrapglGetString; +// qglActiveStencilFaceEXT = wrapglActiveStencilFace; + qglActiveTexture = wrapglActiveTexture; + qglAlphaFunc = wrapglAlphaFunc; + qglArrayElement = wrapglArrayElement; + qglAttachShader = wrapglAttachShader; + qglBegin = wrapglBegin; +// qglBeginQueryARB = wrapglBeginQuery; + qglBindAttribLocation = wrapglBindAttribLocation; + qglBindBufferARB = wrapglBindBuffer; + qglBindFramebufferEXT = wrapglBindFramebuffer; + qglBindRenderbufferEXT = wrapglBindRenderbuffer; + qglBindTexture = wrapglBindTexture; + qglBlendEquationEXT = wrapglBlendEquation; + qglBlendFunc = wrapglBlendFunc; + qglBufferDataARB = wrapglBufferData; + qglBufferSubDataARB = wrapglBufferSubData; + qglClear = wrapglClear; + qglClearColor = wrapglClearColor; + qglClearDepth = wrapglClearDepth; + qglClearStencil = wrapglClearStencil; + qglClientActiveTexture = wrapglClientActiveTexture; + qglColor4f = wrapglColor4f; + qglColor4ub = wrapglColor4ub; + qglColorMask = wrapglColorMask; + qglColorPointer = wrapglColorPointer; + qglCompileShader = wrapglCompileShader; + qglCompressedTexImage2DARB = wrapglCompressedTexImage2D; + qglCompressedTexImage3DARB = wrapglCompressedTexImage3D; + qglCompressedTexSubImage2DARB = wrapglCompressedTexSubImage2D; + qglCompressedTexSubImage3DARB = wrapglCompressedTexSubImage3D; + qglCopyTexImage2D = wrapglCopyTexImage2D; + qglCopyTexSubImage2D = wrapglCopyTexSubImage2D; + qglCopyTexSubImage3D = wrapglCopyTexSubImage3D; + qglCullFace = wrapglCullFace; + qglDeleteBuffersARB = wrapglDeleteBuffers; + qglDeleteFramebuffersEXT = wrapglDeleteFramebuffers; + qglDeleteProgram = wrapglDeleteProgram; + qglDeleteShader = wrapglDeleteShader; +// qglDeleteQueriesARB = wrapglDeleteQueries; + qglDeleteRenderbuffersEXT = wrapglDeleteRenderbuffers; + qglDeleteTextures = wrapglDeleteTextures; + qglDepthFunc = wrapglDepthFunc; + qglDepthMask = wrapglDepthMask; + qglDepthRange = wrapglDepthRange; + qglDetachShader = wrapglDetachShader; + qglDisable = wrapglDisable; + qglDisableClientState = wrapglDisableClientState; + qglDisableVertexAttribArray = wrapglDisableVertexAttribArray; + qglDrawArrays = wrapglDrawArrays; + qglDrawBuffer = wrapglDrawBuffer; + qglDrawBuffersARB = wrapglDrawBuffers; + qglDrawElements = wrapglDrawElements; +// qglDrawRangeElements = wrapglDrawRangeElements; + qglEnable = wrapglEnable; + qglEnableClientState = wrapglEnableClientState; + qglEnableVertexAttribArray = wrapglEnableVertexAttribArray; + qglEnd = wrapglEnd; +// qglEndQueryARB = wrapglEndQuery; + qglFinish = wrapglFinish; + qglFlush = wrapglFlush; + qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer; + qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D; + qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D; + qglGenBuffersARB = wrapglGenBuffers; + qglGenFramebuffersEXT = wrapglGenFramebuffers; +// qglGenQueriesARB = wrapglGenQueries; + qglGenRenderbuffersEXT = wrapglGenRenderbuffers; + qglGenTextures = wrapglGenTextures; + qglGenerateMipmapEXT = wrapglGenerateMipmap; + qglGetActiveAttrib = wrapglGetActiveAttrib; + qglGetActiveUniform = wrapglGetActiveUniform; + qglGetAttachedShaders = wrapglGetAttachedShaders; + qglGetBooleanv = wrapglGetBooleanv; + qglGetCompressedTexImageARB = wrapglGetCompressedTexImage; + qglGetDoublev = wrapglGetDoublev; + qglGetFloatv = wrapglGetFloatv; + qglGetFramebufferAttachmentParameterivEXT = wrapglGetFramebufferAttachmentParameteriv; + qglGetProgramInfoLog = wrapglGetProgramInfoLog; + qglGetShaderInfoLog = wrapglGetShaderInfoLog; + qglGetIntegerv = wrapglGetIntegerv; + qglGetShaderiv = wrapglGetShaderiv; + qglGetProgramiv = wrapglGetProgramiv; +// qglGetQueryObjectivARB = wrapglGetQueryObjectiv; +// qglGetQueryObjectuivARB = wrapglGetQueryObjectuiv; +// qglGetQueryivARB = wrapglGetQueryiv; + qglGetRenderbufferParameterivEXT = wrapglGetRenderbufferParameteriv; + qglGetShaderSource = wrapglGetShaderSource; + qglGetTexImage = wrapglGetTexImage; + qglGetTexLevelParameterfv = wrapglGetTexLevelParameterfv; + qglGetTexLevelParameteriv = wrapglGetTexLevelParameteriv; + qglGetTexParameterfv = wrapglGetTexParameterfv; + qglGetTexParameteriv = wrapglGetTexParameteriv; + qglGetUniformfv = wrapglGetUniformfv; + qglGetUniformiv = wrapglGetUniformiv; + qglHint = wrapglHint; + qglLineWidth = wrapglLineWidth; + qglLinkProgram = wrapglLinkProgram; + qglLoadIdentity = wrapglLoadIdentity; + qglLoadMatrixf = wrapglLoadMatrixf; + qglMatrixMode = wrapglMatrixMode; + qglMultiTexCoord1f = wrapglMultiTexCoord1f; + qglMultiTexCoord2f = wrapglMultiTexCoord2f; + qglMultiTexCoord3f = wrapglMultiTexCoord3f; + qglMultiTexCoord4f = wrapglMultiTexCoord4f; + qglNormalPointer = wrapglNormalPointer; + qglPixelStorei = wrapglPixelStorei; + qglPointSize = wrapglPointSize; + qglPolygonMode = wrapglPolygonMode; + qglPolygonOffset = wrapglPolygonOffset; + qglPolygonStipple = wrapglPolygonStipple; + qglReadBuffer = wrapglReadBuffer; + qglReadPixels = wrapglReadPixels; + qglRenderbufferStorageEXT = wrapglRenderbufferStorage; + qglScissor = wrapglScissor; + qglShaderSource = wrapglShaderSource; + qglStencilFunc = wrapglStencilFunc; + qglStencilFuncSeparate = wrapglStencilFuncSeparate; + qglStencilMask = wrapglStencilMask; + qglStencilOp = wrapglStencilOp; + qglStencilOpSeparate = wrapglStencilOpSeparate; + qglTexCoord1f = wrapglTexCoord1f; + qglTexCoord2f = wrapglTexCoord2f; + qglTexCoord3f = wrapglTexCoord3f; + qglTexCoord4f = wrapglTexCoord4f; + qglTexCoordPointer = wrapglTexCoordPointer; + qglTexEnvf = wrapglTexEnvf; + qglTexEnvfv = wrapglTexEnvfv; + qglTexEnvi = wrapglTexEnvi; + qglTexImage2D = wrapglTexImage2D; + qglTexImage3D = wrapglTexImage3D; + qglTexParameterf = wrapglTexParameterf; + qglTexParameterfv = wrapglTexParameterfv; + qglTexParameteri = wrapglTexParameteri; + qglTexSubImage2D = wrapglTexSubImage2D; + qglTexSubImage3D = wrapglTexSubImage3D; + qglUniform1f = wrapglUniform1f; + qglUniform1fv = wrapglUniform1fv; + qglUniform1i = wrapglUniform1i; + qglUniform1iv = wrapglUniform1iv; + qglUniform2f = wrapglUniform2f; + qglUniform2fv = wrapglUniform2fv; + qglUniform2i = wrapglUniform2i; + qglUniform2iv = wrapglUniform2iv; + qglUniform3f = wrapglUniform3f; + qglUniform3fv = wrapglUniform3fv; + qglUniform3i = wrapglUniform3i; + qglUniform3iv = wrapglUniform3iv; + qglUniform4f = wrapglUniform4f; + qglUniform4fv = wrapglUniform4fv; + qglUniform4i = wrapglUniform4i; + qglUniform4iv = wrapglUniform4iv; + qglUniformMatrix2fv = wrapglUniformMatrix2fv; + qglUniformMatrix3fv = wrapglUniformMatrix3fv; + qglUniformMatrix4fv = wrapglUniformMatrix4fv; + qglUseProgram = wrapglUseProgram; + qglValidateProgram = wrapglValidateProgram; + qglVertex2f = wrapglVertex2f; + qglVertex3f = wrapglVertex3f; + qglVertex4f = wrapglVertex4f; + qglVertexAttribPointer = wrapglVertexAttribPointer; + qglVertexPointer = wrapglVertexPointer; + qglViewport = wrapglViewport; + qglVertexAttrib1f = wrapglVertexAttrib1f; + qglVertexAttrib1s = wrapglVertexAttrib1s; + qglVertexAttrib1d = wrapglVertexAttrib1d; + qglVertexAttrib2f = wrapglVertexAttrib2f; + qglVertexAttrib2s = wrapglVertexAttrib2s; + qglVertexAttrib2d = wrapglVertexAttrib2d; + qglVertexAttrib3f = wrapglVertexAttrib3f; + qglVertexAttrib3s = wrapglVertexAttrib3s; + qglVertexAttrib3d = wrapglVertexAttrib3d; + qglVertexAttrib4f = wrapglVertexAttrib4f; + qglVertexAttrib4s = wrapglVertexAttrib4s; + qglVertexAttrib4d = wrapglVertexAttrib4d; + qglVertexAttrib4Nub = wrapglVertexAttrib4Nub; + qglVertexAttrib1fv = wrapglVertexAttrib1fv; + qglVertexAttrib1sv = wrapglVertexAttrib1sv; + qglVertexAttrib1dv = wrapglVertexAttrib1dv; + qglVertexAttrib2fv = wrapglVertexAttrib2fv; + qglVertexAttrib2sv = wrapglVertexAttrib2sv; + qglVertexAttrib2dv = wrapglVertexAttrib2dv; + qglVertexAttrib3fv = wrapglVertexAttrib3fv; + qglVertexAttrib3sv = wrapglVertexAttrib3sv; + qglVertexAttrib3dv = wrapglVertexAttrib3dv; + qglVertexAttrib4fv = wrapglVertexAttrib4fv; + qglVertexAttrib4sv = wrapglVertexAttrib4sv; + qglVertexAttrib4dv = wrapglVertexAttrib4dv; + qglVertexAttrib4iv = wrapglVertexAttrib4iv; + qglVertexAttrib4bv = wrapglVertexAttrib4bv; + qglVertexAttrib4ubv = wrapglVertexAttrib4ubv; + qglVertexAttrib4usv = wrapglVertexAttrib4usv; + qglVertexAttrib4uiv = wrapglVertexAttrib4uiv; + qglVertexAttrib4Nbv = wrapglVertexAttrib4Nbv; + qglVertexAttrib4Nsv = wrapglVertexAttrib4Nsv; + qglVertexAttrib4Niv = wrapglVertexAttrib4Niv; + qglVertexAttrib4Nubv = wrapglVertexAttrib4Nubv; + qglVertexAttrib4Nusv = wrapglVertexAttrib4Nusv; + qglVertexAttrib4Nuiv = wrapglVertexAttrib4Nuiv; + qglGetVertexAttribdv = wrapglGetVertexAttribdv; + qglGetVertexAttribfv = wrapglGetVertexAttribfv; + qglGetVertexAttribiv = wrapglGetVertexAttribiv; + qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv; + + gl_renderer = (const char *)qglGetString(GL_RENDERER); + gl_vendor = (const char *)qglGetString(GL_VENDOR); + gl_version = (const char *)qglGetString(GL_VERSION); + gl_extensions = (const char *)qglGetString(GL_EXTENSIONS); + + if (!gl_extensions) + gl_extensions = ""; + if (!gl_platformextensions) + gl_platformextensions = ""; + + Con_Printf("GL_VENDOR: %s\n", gl_vendor); + Con_Printf("GL_RENDERER: %s\n", gl_renderer); + Con_Printf("GL_VERSION: %s\n", gl_version); + Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions); + Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions); + + // LordHavoc: report supported extensions + Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); + + vid.support.gl20shaders = true; + vid.support.amd_texture_texture4 = false; + vid.support.arb_depth_texture = false; + vid.support.arb_draw_buffers = false; + vid.support.arb_multitexture = false; + vid.support.arb_occlusion_query = false; + vid.support.arb_shadow = false; + vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL... + vid.support.arb_texture_cube_map = true; + vid.support.arb_texture_env_combine = false; + vid.support.arb_texture_gather = false; + vid.support.arb_texture_non_power_of_two = strstr(gl_extensions, "GL_OES_texture_npot") != NULL; + vid.support.arb_vertex_buffer_object = true; + vid.support.ati_separate_stencil = false; + vid.support.ext_blend_minmax = false; + vid.support.ext_blend_subtract = true; + vid.support.ext_draw_range_elements = true; + vid.support.ext_framebuffer_object = true; + vid.support.ext_stencil_two_side = false; + vid.support.ext_texture_3d = false;//SDL_GL_ExtensionSupported("GL_OES_texture_3D"); // iPhoneOS does not support 3D textures, odd... + vid.support.ext_texture_compression_s3tc = false; + vid.support.ext_texture_edge_clamp = true; + vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it... + + qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d); + if (vid.support.ext_texture_filter_anisotropic) + qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy); + if (vid.support.arb_texture_cube_map) + qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap); + if (vid.support.ext_texture_3d) + qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d); + Con_Printf("GL_MAX_CUBE_MAP_TEXTURE_SIZE = %i\n", vid.maxtexturesize_cubemap); + Con_Printf("GL_MAX_3D_TEXTURE_SIZE = %i\n", vid.maxtexturesize_3d); + + // verify that cubemap textures are really supported + if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256) + vid.support.arb_texture_cube_map = false; + + // verify that 3d textures are really supported + if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32) + { + vid.support.ext_texture_3d = false; + Con_Printf("GL_OES_texture_3d reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n"); + } + + vid.texunits = 4; + vid.teximageunits = 8; + vid.texarrayunits = 5; + vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS); + vid.teximageunits = bound(1, vid.teximageunits, MAX_TEXTUREUNITS); + vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS); + Con_DPrintf("Using GLES2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : ""); + vid.renderpath = RENDERPATH_GLES2; + vid.useinterleavedarrays = false; + + // VorteX: set other info (maybe place them in VID_InitMode?) + extern cvar_t gl_info_vendor; + extern cvar_t gl_info_renderer; + extern cvar_t gl_info_version; + extern cvar_t gl_info_platform; + extern cvar_t gl_info_driver; + Cvar_SetQuick(&gl_info_vendor, gl_vendor); + Cvar_SetQuick(&gl_info_renderer, gl_renderer); + Cvar_SetQuick(&gl_info_version, gl_version); + Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : ""); + Cvar_SetQuick(&gl_info_driver, gl_driver); +} +#endif + void *GL_GetProcAddress(const char *name) { void *p = NULL; @@ -692,6 +1225,8 @@ void VID_Init (void) #endif #endif Cvar_RegisterVariable(&vid_soft); + Cvar_RegisterVariable(&vid_soft_threads); + Cvar_RegisterVariable(&vid_soft_interlace); Cvar_RegisterVariable(&joy_detected); Cvar_RegisterVariable(&joy_enable); Cvar_RegisterVariable(&joy_index); @@ -1037,12 +1572,14 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) return false; } +#ifndef __IPHONEOS__ if ((qglGetString = (const GLubyte* (GLAPIENTRY *)(GLenum name))GL_GetProcAddress("glGetString")) == NULL) { VID_Shutdown(); Con_Print("Required OpenGL function glGetString not found\n"); return false; } +#endif // Knghtbrd: should do platform-specific extension string function here @@ -1121,7 +1658,11 @@ qboolean VID_InitModeGL(viddef_mode_t *mode) gl_platform = "SDL"; gl_platformextensions = ""; +#ifdef __IPHONEOS__ + GLES_Init(); +#else GL_Init(); +#endif vid_numjoysticks = SDL_NumJoysticks(); vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS); @@ -1201,7 +1742,7 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode) vid.softpixels = (unsigned int *)vid_softsurface->pixels; vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4); - DPSOFTRAST_Init(mode->width, mode->height, (unsigned int *)vid_softsurface->pixels, (unsigned int *)vid.softdepthpixels); + DPSOFTRAST_Init(mode->width, mode->height, vid_soft_threads.integer, vid_soft_interlace.integer, (unsigned int *)vid_softsurface->pixels, (unsigned int *)vid.softdepthpixels); // set window title VID_SetCaption(); @@ -1370,6 +1911,7 @@ void VID_Finish (void) case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_GLES2: CHECKGLERROR if (r_speeds.integer == 2 || gl_finish.integer) { @@ -1391,6 +1933,7 @@ void VID_Finish (void) SDL_GL_SwapBuffers(); break; case RENDERPATH_SOFT: + DPSOFTRAST_Finish(); SDL_BlitSurface(vid_softsurface, NULL, screen, NULL); SDL_Flip(screen); break;