RENDERPATH_D3D10,
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 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;
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;
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