]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - vid_sdl.c
added RENDERPATH_GLES2
[xonotic/darkplaces.git] / vid_sdl.c
index bd06cb7e35838bb139123483ec434ffca5624fcc..3394cb5a77c5fb96f10d45654e3bb4ccdccfe37f 100644 (file)
--- a/vid_sdl.c
+++ b/vid_sdl.c
@@ -25,6 +25,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "image.h"
 #include "dpsoftrast.h"
 
+#ifndef __IPHONEOS__
 #ifdef MACOSX
 #include <Carbon/Carbon.h>
 #include <IOKit/hidsystem/IOHIDLib.h>
@@ -54,6 +55,7 @@ io_connect_t IN_GetIOHandle(void)
        return iohandle;
 }
 #endif
+#endif
 
 #ifdef WIN32
 #define SDL_R_RESTART
@@ -65,6 +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"};
@@ -91,6 +95,9 @@ cvar_t joy_axiskeyevents = {CVAR_SAVE, "joy_axiskeyevents", "0", "generate uparr
 static qboolean vid_usingmouse = false;
 static qboolean vid_usinghidecursor = false;
 static qboolean vid_isfullscreen;
+#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+static qboolean vid_usingvsync = false;
+#endif
 static int vid_numjoysticks = 0;
 #define MAX_JOYSTICKS 8
 static SDL_Joystick *vid_joysticks[MAX_JOYSTICKS];
@@ -285,16 +292,19 @@ static int MapKey( unsigned int sdlkey )
 
 void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor)
 {
+#ifndef __IPHONEOS__
 #ifdef MACOSX
        if(relative)
                if(vid_usingmouse && (vid_usingnoaccel != !!apple_mouse_noaccel.integer))
                        VID_SetMouse(false, false, false); // ungrab first!
+#endif
 #endif
        if (vid_usingmouse != relative)
        {
                vid_usingmouse = relative;
                cl_ignoremousemoves = 2;
                SDL_WM_GrabInput( relative ? SDL_GRAB_ON : SDL_GRAB_OFF );
+#ifndef __IPHONEOS__
 #ifdef MACOSX
                if(relative)
                {
@@ -346,6 +356,7 @@ void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecurso
                                        Con_Print("Could not re-enable mouse acceleration (failed at IO_GetIOHandle).\n");
                        }
                }
+#endif
 #endif
        }
        if (vid_usinghidecursor != hidecursor)
@@ -516,6 +527,7 @@ void IN_Move( void )
 // Message Handling
 ////
 
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
 static int Sys_EventFilter( SDL_Event *event )
 {
        //TODO: Add a quit query in linux, too - though linux user are more likely to know what they do
@@ -528,6 +540,7 @@ static int Sys_EventFilter( SDL_Event *event )
        }
        return 1;
 }
+#endif
 
 #ifdef SDL_R_RESTART
 static qboolean sdl_needs_restart;
@@ -574,6 +587,12 @@ void Sys_SendKeyEvents( void )
        while( SDL_PollEvent( &event ) )
                switch( event.type ) {
                        case SDL_QUIT:
+#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+#ifdef WIN32
+                               if (MessageBox( NULL, "Are you sure you want to quit?", "Confirm Exit", MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION ) == IDNO)
+                                       return 0;
+#endif
+#endif
                                Sys_Quit(0);
                                break;
                        case SDL_KEYDOWN:
@@ -655,6 +674,457 @@ void Sys_SendKeyEvents( void )
 // Video system
 ////
 
+#ifdef __IPHONEOS__
+//#include <SDL_opengles.h>
+#include <OpenGLES/ES2/gl.h>
+
+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 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;
+
+       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;
@@ -662,15 +1132,21 @@ void *GL_GetProcAddress(const char *name)
        return p;
 }
 
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
 static int Sys_EventFilter( SDL_Event *event );
+#endif
 static qboolean vid_sdl_initjoysticksystem = false;
 
 void VID_Init (void)
 {
+#ifndef __IPHONEOS__
 #ifdef MACOSX
        Cvar_RegisterVariable(&apple_mouse_noaccel);
+#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);
@@ -903,6 +1379,8 @@ static void VID_SetIcon_Pre(void)
 }
 static void VID_SetIcon_Post(void)
 {
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+// LordHavoc: info.info.x11.lock_func and accompanying code do not seem to compile with SDL 1.3
 #if SDL_VIDEO_DRIVER_X11 && !SDL_VIDEO_DRIVER_QUARTZ
        int j;
        char *data;
@@ -956,6 +1434,7 @@ static void VID_SetIcon_Post(void)
                }
        }
 #endif
+#endif
 }
 
 
@@ -978,6 +1457,7 @@ static void VID_OutputVersion(void)
 qboolean VID_InitModeGL(viddef_mode_t *mode)
 {
        int i;
+// FIXME SDL_SetVideoMode
        static int notfirstvideomode = false;
        int flags = SDL_OPENGL;
        const char *drivername;
@@ -1012,12 +1492,14 @@ 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
 
@@ -1047,15 +1529,19 @@ qboolean VID_InitModeGL(viddef_mode_t *mode)
        }
        if (mode->stereobuffer)
                SDL_GL_SetAttribute (SDL_GL_STEREO, 1);
-       if (vid_vsync.integer)
-               SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1);
-       else
-               SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
        if (mode->samples > 1)
        {
                SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1);
                SDL_GL_SetAttribute (SDL_GL_MULTISAMPLESAMPLES, mode->samples);
        }
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+       if (vid_vsync.integer)
+               SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1);
+       else
+               SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
+#else
+       // TODO: SDL_GL_CONTEXT_MAJOR_VERSION, SDL_GL_CONTEXT_MINOR_VERSION
+#endif
 
        video_bpp = mode->bitsperpixel;
        video_flags = flags;
@@ -1075,17 +1561,28 @@ qboolean VID_InitModeGL(viddef_mode_t *mode)
 
        // set window title
        VID_SetCaption();
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
        // set up an event filter to ask confirmation on close button in WIN32
        SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter );
+#endif
        // init keyboard
        SDL_EnableUNICODE( SDL_ENABLE );
        // enable key repeat since everyone expects it
        SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
 
+#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+       SDL_GL_SetSwapInterval(vid_vsync.integer != 0);
+       vid_usingvsync = (vid_vsync.integer != 0);
+#endif
+
        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);
@@ -1122,6 +1619,7 @@ extern cvar_t gl_info_driver;
 
 qboolean VID_InitModeSoft(viddef_mode_t *mode)
 {
+// FIXME SDL_SetVideoMode
        int i;
        int flags = SDL_HWSURFACE;
 
@@ -1164,12 +1662,14 @@ 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();
        // set up an event filter to ask confirmation on close button in WIN32
+#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
        SDL_SetEventFilter( (SDL_EventFilter) Sys_EventFilter );
+#endif
        // init keyboard
        SDL_EnableUNICODE( SDL_ENABLE );
        // enable key repeat since everyone expects it
@@ -1192,7 +1692,7 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode)
        vid.support.arb_draw_buffers = true;
        vid.support.arb_occlusion_query = true;
        vid.support.arb_shadow = true;
-       vid.support.arb_texture_compression = true;
+       //vid.support.arb_texture_compression = true;
        vid.support.arb_texture_cube_map = true;
        vid.support.arb_texture_non_power_of_two = false;
        vid.support.arb_vertex_buffer_object = true;
@@ -1200,7 +1700,7 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode)
        vid.support.ext_draw_range_elements = true;
        vid.support.ext_framebuffer_object = true;
        vid.support.ext_texture_3d = true;
-       vid.support.ext_texture_compression_s3tc = true;
+       //vid.support.ext_texture_compression_s3tc = true;
        vid.support.ext_texture_filter_anisotropic = true;
        vid.support.ati_separate_stencil = true;
 
@@ -1331,14 +1831,29 @@ 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)
                        {
                                qglFinish();CHECKGLERROR
                        }
+#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+{
+       qboolean vid_usevsync;
+       vid_usevsync = (vid_vsync.integer && !cls.timedemo);
+       if (vid_usingvsync != vid_usevsync)
+       {
+               if (SDL_GL_SetSwapInterval(vid_usevsync != 0) >= 0)
+                       Con_DPrintf("Vsync %s\n", vid_usevsync ? "activated" : "deactivated");
+               else
+                       Con_DPrintf("ERROR: can't %s vsync\n", vid_usevsync ? "activate" : "deactivate");
+       }
+}
+#endif
                        SDL_GL_SwapBuffers();
                        break;
                case RENDERPATH_SOFT:
+                       DPSOFTRAST_Finish();
                        SDL_BlitSurface(vid_softsurface, NULL, screen, NULL);
                        SDL_Flip(screen);
                        break;