]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - vid_sdl.c
work with SDL2
[xonotic/darkplaces.git] / vid_sdl.c
index 5421f9532d1f3139dc5c0c99bf1d12e7068ff44a..b0b05860aa78f7b371fed8d1c9f3e9d3d39656c6 100644 (file)
--- a/vid_sdl.c
+++ b/vid_sdl.c
@@ -66,63 +66,20 @@ 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 should 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"};
-cvar_t joy_axisforward = {0, "joy_axisforward", "1", "which joystick axis to query for forward/backward movement"};
-cvar_t joy_axisside = {0, "joy_axisside", "0", "which joystick axis to query for right/left movement"};
-cvar_t joy_axisup = {0, "joy_axisup", "-1", "which joystick axis to query for up/down movement"};
-cvar_t joy_axispitch = {0, "joy_axispitch", "3", "which joystick axis to query for looking up/down"};
-cvar_t joy_axisyaw = {0, "joy_axisyaw", "2", "which joystick axis to query for looking right/left"};
-cvar_t joy_axisroll = {0, "joy_axisroll", "-1", "which joystick axis to query for tilting head right/left"};
-cvar_t joy_deadzoneforward = {0, "joy_deadzoneforward", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzoneside = {0, "joy_deadzoneside", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzoneup = {0, "joy_deadzoneup", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzonepitch = {0, "joy_deadzonepitch", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzoneyaw = {0, "joy_deadzoneyaw", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzoneroll = {0, "joy_deadzoneroll", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_sensitivityforward = {0, "joy_sensitivityforward", "-1", "movement multiplier"};
-cvar_t joy_sensitivityside = {0, "joy_sensitivityside", "1", "movement multiplier"};
-cvar_t joy_sensitivityup = {0, "joy_sensitivityup", "1", "movement multiplier"};
-cvar_t joy_sensitivitypitch = {0, "joy_sensitivitypitch", "1", "movement multiplier"};
-cvar_t joy_sensitivityyaw = {0, "joy_sensitivityyaw", "-1", "movement multiplier"};
-cvar_t joy_sensitivityroll = {0, "joy_sensitivityroll", "1", "movement multiplier"};
-cvar_t joy_axiskeyevents = {CVAR_SAVE, "joy_axiskeyevents", "0", "generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them"};
-cvar_t joy_axiskeyevents_deadzone = {CVAR_SAVE, "joy_axiskeyevents_deadzone", "0.5", "deadzone value for axes"};
-
-#ifdef __IPHONEOS__
-# define SETVIDEOMODE 0
-#else
-# if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
-#  define SETVIDEOMODE 1
-# else
-// LordHavoc: SDL 1.3's SDL_CreateWindow API is not finished enough to use yet, but you can set this to 0 if you want to try it...
-#  ifndef SETVIDEOMODE
-#   define SETVIDEOMODE 1
-#  endif
-# endif
-#endif
-
 static qboolean vid_usingmouse = false;
 static qboolean vid_usinghidecursor = false;
 static qboolean vid_hasfocus = false;
 static qboolean vid_isfullscreen;
-#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
-#else
+#if SDL_MAJOR_VERSION != 1
 static qboolean vid_usingvsync = false;
 #endif
-static int vid_numjoysticks = 0;
-#define MAX_JOYSTICKS 8
-static SDL_Joystick *vid_joysticks[MAX_JOYSTICKS];
+static SDL_Joystick *vid_sdljoystick = NULL;
 
 static int win_half_width = 50;
 static int win_half_height = 50;
 static int video_bpp;
 
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
 static SDL_Surface *screen;
 static int video_flags;
 #else
@@ -132,20 +89,9 @@ static int window_flags;
 #endif
 static SDL_Surface *vid_softsurface;
 
-// joystick axes state
-#define MAX_JOYSTICK_AXES      16
-typedef struct
-{
-       float oldmove;
-       float move;
-       double keytime;
-}joy_axiscache_t;
-static joy_axiscache_t joy_axescache[MAX_JOYSTICK_AXES];
-
 /////////////////////////
 // Input handling
 ////
-//TODO: Add joystick support
 //TODO: Add error checking
 
 #ifndef SDLK_PERCENT
@@ -253,8 +199,10 @@ static int MapKey( unsigned int sdlkey )
        case SDLK_F10:                return K_F10;
        case SDLK_F11:                return K_F11;
        case SDLK_F12:                return K_F12;
+#if SDL_MAJOR_VERSION == 1
        case SDLK_PRINTSCREEN:        return K_PRINTSCREEN;
        case SDLK_SCROLLLOCK:         return K_SCROLLOCK;
+#endif
        case SDLK_PAUSE:              return K_PAUSE;
        case SDLK_INSERT:             return K_INS;
        case SDLK_HOME:               return K_HOME;
@@ -270,12 +218,15 @@ static int MapKey( unsigned int sdlkey )
        case SDLK_LEFT:               return K_LEFTARROW;
        case SDLK_DOWN:               return K_DOWNARROW;
        case SDLK_UP:                 return K_UPARROW;
+#if SDL_MAJOR_VERSION == 1
        case SDLK_NUMLOCKCLEAR:       return K_NUMLOCK;
+#endif
        case SDLK_KP_DIVIDE:          return K_KP_DIVIDE;
        case SDLK_KP_MULTIPLY:        return K_KP_MULTIPLY;
        case SDLK_KP_MINUS:           return K_KP_MINUS;
        case SDLK_KP_PLUS:            return K_KP_PLUS;
        case SDLK_KP_ENTER:           return K_KP_ENTER;
+#if SDL_MAJOR_VERSION == 1
        case SDLK_KP_1:               return K_KP_1;
        case SDLK_KP_2:               return K_KP_2;
        case SDLK_KP_3:               return K_KP_3;
@@ -286,6 +237,7 @@ static int MapKey( unsigned int sdlkey )
        case SDLK_KP_8:               return K_KP_8;
        case SDLK_KP_9:               return K_KP_9;
        case SDLK_KP_0:               return K_KP_0;
+#endif
        case SDLK_KP_PERIOD:          return K_KP_PERIOD;
 //     case SDLK_APPLICATION:        return K_APPLICATION;
 //     case SDLK_POWER:              return K_POWER;
@@ -420,7 +372,7 @@ SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window);  // returns whether or
 int SDL_iPhoneKeyboardToggle(SDL_Window * window); // toggles the visibility of the onscreen keyboard.  Returns 0 on success and -1 on error.
 #endif
 
-void VID_ShowKeyboard(qboolean show)
+static void VID_ShowKeyboard(qboolean show)
 {
 #ifdef __IPHONEOS__
        if (show)
@@ -455,7 +407,7 @@ void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecurso
        {
                vid_usingmouse = relative;
                cl_ignoremousemoves = 2;
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
                SDL_WM_GrabInput( relative ? SDL_GRAB_ON : SDL_GRAB_OFF );
 #else
                SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE);
@@ -521,86 +473,12 @@ void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecurso
 #endif
 }
 
-static double IN_JoystickGetAxis(SDL_Joystick *joy, int axis, double sensitivity, double deadzone)
-{
-       double value;
-       if (axis < 0 || axis >= SDL_JoystickNumAxes(joy))
-               return 0; // no such axis on this joystick
-       value = SDL_JoystickGetAxis(joy, axis) * (1.0 / 32767.0);
-       value = bound(-1, value, 1);
-       if (fabs(value) < deadzone)
-               return 0; // within deadzone around center
-       return value * sensitivity;
-}
-
-/////////////////////
-// Joystick axis keyevents
-// a sort of hack emulating Arrow keys for joystick axises
-// as some drives dont send such keyevents for them
-// additionally we should block drivers that do send arrow keyevents to prevent double events
-////
-
-static void IN_JoystickKeyeventForAxis(SDL_Joystick *joy, int axis, int key_pos, int key_neg)
-{
-       double joytime;
-
-       if (axis < 0 || axis >= SDL_JoystickNumAxes(joy))
-               return; // no such axis on this joystick
-
-       joytime = Sys_DoubleTime();
-       // no key event, continuous keydown event
-       if (joy_axescache[axis].move == joy_axescache[axis].oldmove)
-       {
-               if (joy_axescache[axis].move != 0 && joytime > joy_axescache[axis].keytime)
-               {
-                       //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time);
-                       Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1);
-                       joy_axescache[axis].keytime = joytime + 0.5 / 20;
-               }
-               return;
-       }
-       // generate key up event
-       if (joy_axescache[axis].oldmove)
-       {
-               //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg), 1, cl.time);
-               Key_Event((joy_axescache[axis].oldmove > 0) ? key_pos : key_neg, 0, 0);
-       }
-       // generate key down event
-       if (joy_axescache[axis].move)
-       {
-               //Con_Printf("joy %s %i %f\n", Key_KeynumToString((joy_axescache[axis].move > 0) ? key_pos : key_neg), 1, cl.time);
-               Key_Event((joy_axescache[axis].move > 0) ? key_pos : key_neg, 0, 1);
-               joy_axescache[axis].keytime = joytime + 0.5;
-       }
-}
-
-static qboolean IN_JoystickBlockDoubledKeyEvents(int keycode)
-{
-       if (!joy_axiskeyevents.integer)
-               return false;
-
-       // block keyevent if it's going to be provided by joystick keyevent system
-       if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks)
-       {
-               SDL_Joystick *joy = vid_joysticks[joy_index.integer];
-
-               if (keycode == K_UPARROW || keycode == K_DOWNARROW)
-                       if (IN_JoystickGetAxis(joy, joy_axisforward.integer, 1, joy_axiskeyevents_deadzone.value) || joy_axescache[joy_axisforward.integer].move || joy_axescache[joy_axisforward.integer].oldmove)
-                               return true;
-               if (keycode == K_RIGHTARROW || keycode == K_LEFTARROW)
-                       if (IN_JoystickGetAxis(joy, joy_axisside.integer, 1, joy_axiskeyevents_deadzone.value) || joy_axescache[joy_axisside.integer].move || joy_axescache[joy_axisside.integer].oldmove)
-                               return true;
-       }
-
-       return false;
-}
-
 // multitouch[10][] represents the mouse pointer
 // X and Y coordinates are 0-32767 as per SDL spec
 #define MAXFINGERS 11
 int multitouch[MAXFINGERS][3];
 
-qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float *resultmove, qboolean *resultbutton, keynum_t key)
+static qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float *resultmove, qboolean *resultbutton, keynum_t key)
 {
        int finger;
        float fx, fy, fwidth, fheight;
@@ -659,16 +537,37 @@ qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float
        return button;
 }
 
+void VID_BuildJoyState(vid_joystate_t *joystate)
+{
+       VID_Shared_BuildJoyState_Begin(joystate);
+
+       if (vid_sdljoystick)
+       {
+               SDL_Joystick *joy = vid_sdljoystick;
+               int j;
+               int numaxes;
+               int numbuttons;
+               numaxes = SDL_JoystickNumAxes(joy);
+               for (j = 0;j < numaxes;j++)
+                       joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f);
+               numbuttons = SDL_JoystickNumButtons(joy);
+               for (j = 0;j < numbuttons;j++)
+                       joystate->button[j] = SDL_JoystickGetButton(joy, j);
+       }
+
+       VID_Shared_BuildJoyState_Finish(joystate);
+}
+
 /////////////////////
 // Movement handling
 ////
 
 void IN_Move( void )
 {
-       int j;
        static int old_x = 0, old_y = 0;
        static int stuck = 0;
-       int x, y, numaxes, numballs;
+       int x, y;
+       vid_joystate_t joystate;
 
        scr_numtouchscreenareas = 0;
        if (vid_touchscreen.integer)
@@ -768,7 +667,7 @@ void IN_Move( void )
                                // we need 2 frames to initialize the center position
                                if(!stuck)
                                {
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
                                        SDL_WarpMouse(win_half_width, win_half_height);
 #else
                                        SDL_WarpMouseInWindow(window, win_half_width, win_half_height);
@@ -783,7 +682,7 @@ void IN_Move( void )
                                        SDL_GetMouseState(&x, &y);
                                        old_x = x - win_half_width;
                                        old_y = y - win_half_height;
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
                                        SDL_WarpMouse(win_half_width, win_half_height);
 #else
                                        SDL_WarpMouseInWindow(window, win_half_width, win_half_height);
@@ -801,42 +700,8 @@ void IN_Move( void )
                in_windowmouse_y = y;
        }
 
-       if (vid_numjoysticks && joy_enable.integer && joy_index.integer >= 0 && joy_index.integer < vid_numjoysticks)
-       {
-               SDL_Joystick *joy = vid_joysticks[joy_index.integer];
-
-               // balls convert to mousemove
-               numballs = SDL_JoystickNumBalls(joy);
-               for (j = 0;j < numballs;j++)
-               {
-                       SDL_JoystickGetBall(joy, j, &x, &y);
-                       in_mouse_x += x;
-                       in_mouse_y += y;
-               }
-
-               // axes
-               cl.cmd.forwardmove += IN_JoystickGetAxis(joy, joy_axisforward.integer, joy_sensitivityforward.value, joy_deadzoneforward.value) * cl_forwardspeed.value;
-               cl.cmd.sidemove    += IN_JoystickGetAxis(joy, joy_axisside.integer, joy_sensitivityside.value, joy_deadzoneside.value) * cl_sidespeed.value;
-               cl.cmd.upmove      += IN_JoystickGetAxis(joy, joy_axisup.integer, joy_sensitivityup.value, joy_deadzoneup.value) * cl_upspeed.value;
-               cl.viewangles[0]   += IN_JoystickGetAxis(joy, joy_axispitch.integer, joy_sensitivitypitch.value, joy_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value;
-               cl.viewangles[1]   += IN_JoystickGetAxis(joy, joy_axisyaw.integer, joy_sensitivityyaw.value, joy_deadzoneyaw.value) * cl.realframetime * cl_yawspeed.value;
-               //cl.viewangles[2]   += IN_JoystickGetAxis(joy, joy_axisroll.integer, joy_sensitivityroll.value, joy_deadzoneroll.value) * cl.realframetime * cl_rollspeed.value;
-       
-               // cache state of axes to emulate button events for them
-               numaxes = min(MAX_JOYSTICK_AXES, SDL_JoystickNumAxes(joy));
-               for (j = 0; j < numaxes; j++)
-               {
-                       joy_axescache[j].oldmove = joy_axescache[j].move;
-                       joy_axescache[j].move = IN_JoystickGetAxis(joy, j, 1, joy_axiskeyevents_deadzone.value);
-               }
-
-               // run keyevents
-               if (joy_axiskeyevents.integer)
-               {
-                       IN_JoystickKeyeventForAxis(joy, joy_axisforward.integer, K_DOWNARROW, K_UPARROW);
-                       IN_JoystickKeyeventForAxis(joy, joy_axisside.integer, K_RIGHTARROW, K_LEFTARROW);
-               }
-       }
+       VID_BuildJoyState(&joystate);
+       VID_ApplyJoyState(&joystate);
 }
 
 /////////////////////
@@ -881,14 +746,16 @@ static keynum_t buttonremap[18] =
 };
 #endif
 
-#if SETVIDEOMODE
-// SDL 1.2
+#if SDL_MAJOR_VERSION == 1
+// SDL
 void Sys_SendKeyEvents( void )
 {
        static qboolean sound_active = true;
        int keycode;
        SDL_Event event;
 
+       VID_EnableJoystick(true);
+
        while( SDL_PollEvent( &event ) )
                switch( event.type ) {
                        case SDL_QUIT:
@@ -897,7 +764,7 @@ void Sys_SendKeyEvents( void )
                        case SDL_KEYDOWN:
                        case SDL_KEYUP:
                                keycode = MapKey(event.key.keysym.sym);
-                               if (!IN_JoystickBlockDoubledKeyEvents(keycode))
+                               if (!VID_JoyBlockEmulatedKeys(keycode))
                                        Key_Event(keycode, event.key.keysym.unicode, (event.key.state == SDL_PRESSED));
                                break;
                        case SDL_ACTIVEEVENT:
@@ -916,12 +783,7 @@ void Sys_SendKeyEvents( void )
                                        Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED );
                                break;
                        case SDL_JOYBUTTONDOWN:
-                               if (!joy_enable.integer)
-                                       break; // ignore down events if joystick has been disabled
                        case SDL_JOYBUTTONUP:
-                               if (event.jbutton.button < 48)
-                                       Key_Event( event.jbutton.button + (event.jbutton.button < 16 ? K_JOY1 : K_AUX1 - 16), 0, (event.jbutton.state == SDL_PRESSED) );
-                               break;
                        case SDL_JOYAXISMOTION:
                        case SDL_JOYBALLMOTION:
                        case SDL_JOYHATMOTION:
@@ -955,13 +817,10 @@ void Sys_SendKeyEvents( void )
 #endif
                                }
                                break;
-#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
-#else
+#if SDL_MAJOR_VERSION != 1
                        case SDL_TEXTEDITING:
-                               // unused when SETVIDEOMODE API is used
                                break;
                        case SDL_TEXTINPUT:
-                               // this occurs with SETVIDEOMODE but we are not using it
                                break;
 #endif
                        case SDL_MOUSEMOTION:
@@ -992,17 +851,18 @@ void Sys_SendKeyEvents( void )
 
 #else
 
-// SDL 1.3
+// SDL2
 void Sys_SendKeyEvents( void )
 {
        static qboolean sound_active = true;
-       static qboolean missingunicodehack = true;
        int keycode;
        int i;
        int j;
        int unicode;
        SDL_Event event;
 
+       VID_EnableJoystick(true);
+
        while( SDL_PollEvent( &event ) )
                switch( event.type ) {
                        case SDL_QUIT:
@@ -1011,39 +871,21 @@ void Sys_SendKeyEvents( void )
                        case SDL_KEYDOWN:
                        case SDL_KEYUP:
                                keycode = MapKey(event.key.keysym.sym);
-                               if (!IN_JoystickBlockDoubledKeyEvents(keycode))
-#ifdef __IPHONEOS__
-                               // the virtual keyboard seems to produce no unicode values...
-                               if (missingunicodehack && keycode >= ' ' && keycode < 0x7F && event.key.keysym.unicode == 0)
-                               {
-                                       Con_DPrintf("SDL hack: no unicode value reported, substituting ascii value %i\n", keycode);
-                                       Key_Event(keycode, keycode, (event.key.state == SDL_PRESSED));
-                               }
-                               else
-#endif
+                               if (!VID_JoyBlockEmulatedKeys(keycode))
                                        Key_Event(keycode, 0, (event.key.state == SDL_PRESSED));
                                break;
                        case SDL_MOUSEBUTTONDOWN:
                        case SDL_MOUSEBUTTONUP:
-#ifndef __IPHONEOS__
                                if (!vid_touchscreen.integer)
                                if (event.button.button <= 18)
                                        Key_Event( buttonremap[event.button.button - 1], 0, event.button.state == SDL_PRESSED );
-#endif
                                break;
                        case SDL_JOYBUTTONDOWN:
-                               if (!joy_enable.integer)
-                                       break; // ignore down events if joystick has been disabled
                        case SDL_JOYBUTTONUP:
-                               if (event.jbutton.button < 48)
-                                       Key_Event( event.jbutton.button + (event.jbutton.button < 16 ? K_JOY1 : K_AUX1 - 16), 0, (event.jbutton.state == SDL_PRESSED) );
-                               break;
                        case SDL_JOYAXISMOTION:
                        case SDL_JOYBALLMOTION:
                        case SDL_JOYHATMOTION:
                                break;
-                       case SDL_VIDEOEXPOSE:
-                               break;
                        case SDL_WINDOWEVENT:
                                //if (event.window.windowID == window) // how to compare?
                                {
@@ -1069,7 +911,6 @@ void Sys_SendKeyEvents( void )
                                                                SDL_FreeSurface(vid_softsurface);
                                                                vid_softsurface = SDL_CreateRGBSurface(SDL_SWSURFACE, vid.width, vid.height, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
                                                                vid.softpixels = (unsigned int *)vid_softsurface->pixels;
-                                                               SDL_SetAlpha(vid_softsurface, 0, 255);
                                                                if (vid.softdepthpixels)
                                                                        free(vid.softdepthpixels);
                                                                vid.softdepthpixels = (unsigned int*)calloc(1, vid.width * vid.height * 4);
@@ -1112,7 +953,6 @@ void Sys_SendKeyEvents( void )
                                break;
                        case SDL_TEXTINPUT:
                                // we have some characters to parse
-                               missingunicodehack = false;
                                {
                                        unicode = 0;
                                        for (i = 0;event.text.text[i];)
@@ -1187,15 +1027,6 @@ void Sys_SendKeyEvents( void )
                        case SDL_TOUCHBUTTONUP:
                                // not sure what to do with this...
                                break;
-                       case SDL_JOYAXISMOTION:
-                               // we poll the joystick instead
-                               break;
-                       case SDL_JOYBALLMOTION:
-                               // we poll the joystick instead
-                               break;
-                       case SDL_JOYHATMOTION:
-                               // we poll the joystick instead
-                               break;
                        default:
                                Con_DPrintf("Received unrecognized SDL_Event type 0x%x\n", event.type);
                                break;
@@ -1225,232 +1056,246 @@ void Sys_SendKeyEvents( void )
 // Video system
 ////
 
+#ifdef USE_GLES2
+#ifndef qglClear
 #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 wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {glBindFragDataLocation(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) {glColorMask(red, green, blue, alpha);}
-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) {glPolygonOffset(factor, units);}
-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);}
+#else
+#include <SDL_opengles.h>
+#endif
+
+//#define PRECALL //Con_Printf("GLCALL %s:%i\n", __FILE__, __LINE__)
+#define PRECALL
+#define POSTCALL
+GLboolean wrapglIsBuffer(GLuint buffer) {PRECALL;return glIsBuffer(buffer);POSTCALL;}
+GLboolean wrapglIsEnabled(GLenum cap) {PRECALL;return glIsEnabled(cap);POSTCALL;}
+GLboolean wrapglIsFramebuffer(GLuint framebuffer) {PRECALL;return glIsFramebuffer(framebuffer);POSTCALL;}
+//GLboolean wrapglIsQuery(GLuint qid) {PRECALL;return glIsQuery(qid);POSTCALL;}
+GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {PRECALL;return glIsRenderbuffer(renderbuffer);POSTCALL;}
+//GLboolean wrapglUnmapBuffer(GLenum target) {PRECALL;return glUnmapBuffer(target);POSTCALL;}
+GLenum wrapglCheckFramebufferStatus(GLenum target) {PRECALL;return glCheckFramebufferStatus(target);POSTCALL;}
+GLenum wrapglGetError(void) {PRECALL;return glGetError();POSTCALL;}
+GLuint wrapglCreateProgram(void) {PRECALL;return glCreateProgram();POSTCALL;}
+GLuint wrapglCreateShader(GLenum shaderType) {PRECALL;return glCreateShader(shaderType);POSTCALL;}
+//GLuint wrapglGetHandle(GLenum pname) {PRECALL;return glGetHandle(pname);POSTCALL;}
+GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetAttribLocation(programObj, name);POSTCALL;}
+GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetUniformLocation(programObj, name);POSTCALL;}
+//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {PRECALL;return glMapBuffer(target, access);POSTCALL;}
+const GLubyte* wrapglGetString(GLenum name) {PRECALL;return (const GLubyte*)glGetString(name);POSTCALL;}
+void wrapglActiveStencilFace(GLenum e) {PRECALL;Con_Printf("glActiveStencilFace(e)\n");POSTCALL;}
+void wrapglActiveTexture(GLenum e) {PRECALL;glActiveTexture(e);POSTCALL;}
+void wrapglAlphaFunc(GLenum func, GLclampf ref) {PRECALL;Con_Printf("glAlphaFunc(func, ref)\n");POSTCALL;}
+void wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;}
+void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);POSTCALL;}
+//void wrapglBegin(GLenum mode) {PRECALL;Con_Printf("glBegin(mode)\n");POSTCALL;}
+//void wrapglBeginQuery(GLenum target, GLuint qid) {PRECALL;glBeginQuery(target, qid);POSTCALL;}
+void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindAttribLocation(programObj, index, name);POSTCALL;}
+//void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindFragDataLocation(programObj, index, name);POSTCALL;}
+void wrapglBindBuffer(GLenum target, GLuint buffer) {PRECALL;glBindBuffer(target, buffer);POSTCALL;}
+void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {PRECALL;glBindFramebuffer(target, framebuffer);POSTCALL;}
+void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {PRECALL;glBindRenderbuffer(target, renderbuffer);POSTCALL;}
+void wrapglBindTexture(GLenum target, GLuint texture) {PRECALL;glBindTexture(target, texture);POSTCALL;}
+void wrapglBlendEquation(GLenum e) {PRECALL;glBlendEquation(e);POSTCALL;}
+void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {PRECALL;glBlendFunc(sfactor, dfactor);POSTCALL;}
+void wrapglBufferData(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage) {PRECALL;glBufferData(target, size, data, usage);POSTCALL;}
+void wrapglBufferSubData(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data) {PRECALL;glBufferSubData(target, offset, size, data);POSTCALL;}
+void wrapglClear(GLbitfield mask) {PRECALL;glClear(mask);POSTCALL;}
+void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {PRECALL;glClearColor(red, green, blue, alpha);POSTCALL;}
+void wrapglClearDepth(GLclampd depth) {PRECALL;/*Con_Printf("glClearDepth(%f)\n", depth);glClearDepthf((float)depth);*/POSTCALL;}
+void wrapglClearStencil(GLint s) {PRECALL;glClearStencil(s);POSTCALL;}
+void wrapglClientActiveTexture(GLenum target) {PRECALL;Con_Printf("glClientActiveTexture(target)\n");POSTCALL;}
+void wrapglColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {PRECALL;Con_Printf("glColor4f(red, green, blue, alpha)\n");POSTCALL;}
+void wrapglColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) {PRECALL;Con_Printf("glColor4ub(red, green, blue, alpha)\n");POSTCALL;}
+void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);POSTCALL;}
+void wrapglColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glColorPointer(size, type, stride, ptr)\n");POSTCALL;}
+void wrapglCompileShader(GLuint shaderObj) {PRECALL;glCompileShader(shaderObj);POSTCALL;}
+void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border,  GLsizei imageSize, const void *data) {PRECALL;glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);POSTCALL;}
+void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");POSTCALL;}
+void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);POSTCALL;}
+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) {PRECALL;Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");POSTCALL;}
+void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {PRECALL;glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);POSTCALL;}
+void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);POSTCALL;}
+void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");POSTCALL;}
+void wrapglCullFace(GLenum mode) {PRECALL;glCullFace(mode);POSTCALL;}
+void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {PRECALL;glDeleteBuffers(n, buffers);POSTCALL;}
+void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {PRECALL;glDeleteFramebuffers(n, framebuffers);POSTCALL;}
+void wrapglDeleteShader(GLuint obj) {PRECALL;glDeleteShader(obj);POSTCALL;}
+void wrapglDeleteProgram(GLuint obj) {PRECALL;glDeleteProgram(obj);POSTCALL;}
+//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {PRECALL;glDeleteQueries(n, ids);POSTCALL;}
+void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {PRECALL;glDeleteRenderbuffers(n, renderbuffers);POSTCALL;}
+void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {PRECALL;glDeleteTextures(n, textures);POSTCALL;}
+void wrapglDepthFunc(GLenum func) {PRECALL;glDepthFunc(func);POSTCALL;}
+void wrapglDepthMask(GLboolean flag) {PRECALL;glDepthMask(flag);POSTCALL;}
+//void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {PRECALL;glDepthRangef((float)near_val, (float)far_val);POSTCALL;}
+void wrapglDepthRangef(GLclampf near_val, GLclampf far_val) {PRECALL;glDepthRangef(near_val, far_val);POSTCALL;}
+void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {PRECALL;glDetachShader(containerObj, attachedObj);POSTCALL;}
+void wrapglDisable(GLenum cap) {PRECALL;glDisable(cap);POSTCALL;}
+void wrapglDisableClientState(GLenum cap) {PRECALL;Con_Printf("glDisableClientState(cap)\n");POSTCALL;}
+void wrapglDisableVertexAttribArray(GLuint index) {PRECALL;glDisableVertexAttribArray(index);POSTCALL;}
+void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {PRECALL;glDrawArrays(mode, first, count);POSTCALL;}
+void wrapglDrawBuffer(GLenum mode) {PRECALL;Con_Printf("glDrawBuffer(mode)\n");POSTCALL;}
+void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {PRECALL;Con_Printf("glDrawBuffers(n, bufs)\n");POSTCALL;}
+void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawElements(mode, count, type, indices);POSTCALL;}
+//void wrapglDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;}
+//void wrapglDrawRangeElementsEXT(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawRangeElements(mode, start, end, count, type, indices);POSTCALL;}
+void wrapglEnable(GLenum cap) {PRECALL;glEnable(cap);POSTCALL;}
+void wrapglEnableClientState(GLenum cap) {PRECALL;Con_Printf("glEnableClientState(cap)\n");POSTCALL;}
+void wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);POSTCALL;}
+//void wrapglEnd(void) {PRECALL;Con_Printf("glEnd()\n");POSTCALL;}
+//void wrapglEndQuery(GLenum target) {PRECALL;glEndQuery(target);POSTCALL;}
+void wrapglFinish(void) {PRECALL;glFinish();POSTCALL;}
+void wrapglFlush(void) {PRECALL;glFlush();POSTCALL;}
+void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {PRECALL;glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);POSTCALL;}
+void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {PRECALL;glFramebufferTexture2D(target, attachment, textarget, texture, level);POSTCALL;}
+void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {PRECALL;Con_Printf("glFramebufferTexture3D()\n");POSTCALL;}
+void wrapglGenBuffers(GLsizei n, GLuint *buffers) {PRECALL;glGenBuffers(n, buffers);POSTCALL;}
+void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {PRECALL;glGenFramebuffers(n, framebuffers);POSTCALL;}
+//void wrapglGenQueries(GLsizei n, GLuint *ids) {PRECALL;glGenQueries(n, ids);POSTCALL;}
+void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {PRECALL;glGenRenderbuffers(n, renderbuffers);POSTCALL;}
+void wrapglGenTextures(GLsizei n, GLuint *textures) {PRECALL;glGenTextures(n, textures);POSTCALL;}
+void wrapglGenerateMipmap(GLenum target) {PRECALL;glGenerateMipmap(target);POSTCALL;}
+void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);POSTCALL;}
+void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveUniform(programObj, index, maxLength, length, size, type, name);POSTCALL;}
+void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {PRECALL;glGetAttachedShaders(containerObj, maxCount, count, obj);POSTCALL;}
+void wrapglGetBooleanv(GLenum pname, GLboolean *params) {PRECALL;glGetBooleanv(pname, params);POSTCALL;}
+void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {PRECALL;Con_Printf("glGetCompressedTexImage(target, lod, img)\n");POSTCALL;}
+void wrapglGetDoublev(GLenum pname, GLdouble *params) {PRECALL;Con_Printf("glGetDoublev(pname, params)\n");POSTCALL;}
+void wrapglGetFloatv(GLenum pname, GLfloat *params) {PRECALL;glGetFloatv(pname, params);POSTCALL;}
+void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {PRECALL;glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);POSTCALL;}
+void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetShaderInfoLog(obj, maxLength, length, infoLog);POSTCALL;}
+void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetProgramInfoLog(obj, maxLength, length, infoLog);POSTCALL;}
+void wrapglGetIntegerv(GLenum pname, GLint *params) {PRECALL;glGetIntegerv(pname, params);POSTCALL;}
+void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetShaderiv(obj, pname, params);POSTCALL;}
+void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetProgramiv(obj, pname, params);POSTCALL;}
+//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {PRECALL;glGetQueryObjectiv(qid, pname, params);POSTCALL;}
+//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {PRECALL;glGetQueryObjectuiv(qid, pname, params);POSTCALL;}
+//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetQueryiv(target, pname, params);POSTCALL;}
+void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetRenderbufferParameteriv(target, pname, params);POSTCALL;}
+void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {PRECALL;glGetShaderSource(obj, maxLength, length, source);POSTCALL;}
+void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");POSTCALL;}
+void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {PRECALL;Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");POSTCALL;}
+void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {PRECALL;Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");POSTCALL;}
+void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glGetTexParameterfv(target, pname, params);POSTCALL;}
+void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetTexParameteriv(target, pname, params);POSTCALL;}
+void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {PRECALL;glGetUniformfv(programObj, location, params);POSTCALL;}
+void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {PRECALL;glGetUniformiv(programObj, location, params);POSTCALL;}
+void wrapglHint(GLenum target, GLenum mode) {PRECALL;glHint(target, mode);POSTCALL;}
+void wrapglLineWidth(GLfloat width) {PRECALL;glLineWidth(width);POSTCALL;}
+void wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);POSTCALL;}
+void wrapglLoadIdentity(void) {PRECALL;Con_Printf("glLoadIdentity()\n");POSTCALL;}
+void wrapglLoadMatrixf(const GLfloat *m) {PRECALL;Con_Printf("glLoadMatrixf(m)\n");POSTCALL;}
+void wrapglMatrixMode(GLenum mode) {PRECALL;Con_Printf("glMatrixMode(mode)\n");POSTCALL;}
+void wrapglMultiTexCoord1f(GLenum target, GLfloat s) {PRECALL;Con_Printf("glMultiTexCoord1f(target, s)\n");POSTCALL;}
+void wrapglMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) {PRECALL;Con_Printf("glMultiTexCoord2f(target, s, t)\n");POSTCALL;}
+void wrapglMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glMultiTexCoord3f(target, s, t, r)\n");POSTCALL;}
+void wrapglMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glMultiTexCoord4f(target, s, t, r, q)\n");POSTCALL;}
+void wrapglNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glNormalPointer(type, stride, ptr)\n");POSTCALL;}
+void wrapglPixelStorei(GLenum pname, GLint param) {PRECALL;glPixelStorei(pname, param);POSTCALL;}
+void wrapglPointSize(GLfloat size) {PRECALL;Con_Printf("glPointSize(size)\n");POSTCALL;}
+//void wrapglPolygonMode(GLenum face, GLenum mode) {PRECALL;Con_Printf("glPolygonMode(face, mode)\n");POSTCALL;}
+void wrapglPolygonOffset(GLfloat factor, GLfloat units) {PRECALL;glPolygonOffset(factor, units);POSTCALL;}
+void wrapglPolygonStipple(const GLubyte *mask) {PRECALL;Con_Printf("glPolygonStipple(mask)\n");POSTCALL;}
+void wrapglReadBuffer(GLenum mode) {PRECALL;Con_Printf("glReadBuffer(mode)\n");POSTCALL;}
+void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;glReadPixels(x, y, width, height, format, type, pixels);POSTCALL;}
+void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {PRECALL;glRenderbufferStorage(target, internalformat, width, height);POSTCALL;}
+void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glScissor(x, y, width, height);POSTCALL;}
+void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {PRECALL;glShaderSource(shaderObj, count, string, length);POSTCALL;}
+void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {PRECALL;glStencilFunc(func, ref, mask);POSTCALL;}
+void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {PRECALL;Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");POSTCALL;}
+void wrapglStencilMask(GLuint mask) {PRECALL;glStencilMask(mask);POSTCALL;}
+void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {PRECALL;glStencilOp(fail, zfail, zpass);POSTCALL;}
+void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {PRECALL;Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");POSTCALL;}
+void wrapglTexCoord1f(GLfloat s) {PRECALL;Con_Printf("glTexCoord1f(s)\n");POSTCALL;}
+void wrapglTexCoord2f(GLfloat s, GLfloat t) {PRECALL;Con_Printf("glTexCoord2f(s, t)\n");POSTCALL;}
+void wrapglTexCoord3f(GLfloat s, GLfloat t, GLfloat r) {PRECALL;Con_Printf("glTexCoord3f(s, t, r)\n");POSTCALL;}
+void wrapglTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) {PRECALL;Con_Printf("glTexCoord4f(s, t, r, q)\n");POSTCALL;}
+void wrapglTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glTexCoordPointer(size, type, stride, ptr)\n");POSTCALL;}
+void wrapglTexEnvf(GLenum target, GLenum pname, GLfloat param) {PRECALL;Con_Printf("glTexEnvf(target, pname, param)\n");POSTCALL;}
+void wrapglTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) {PRECALL;Con_Printf("glTexEnvfv(target, pname, params)\n");POSTCALL;}
+void wrapglTexEnvi(GLenum target, GLenum pname, GLint param) {PRECALL;Con_Printf("glTexEnvi(target, pname, param)\n");POSTCALL;}
+void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);POSTCALL;}
+void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");POSTCALL;}
+void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {PRECALL;glTexParameterf(target, pname, param);POSTCALL;}
+void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glTexParameterfv(target, pname, params);POSTCALL;}
+void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {PRECALL;glTexParameteri(target, pname, param);POSTCALL;}
+void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);POSTCALL;}
+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) {PRECALL;Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");POSTCALL;}
+void wrapglUniform1f(GLint location, GLfloat v0) {PRECALL;glUniform1f(location, v0);POSTCALL;}
+void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform1fv(location, count, value);POSTCALL;}
+void wrapglUniform1i(GLint location, GLint v0) {PRECALL;glUniform1i(location, v0);POSTCALL;}
+void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform1iv(location, count, value);POSTCALL;}
+void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {PRECALL;glUniform2f(location, v0, v1);POSTCALL;}
+void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform2fv(location, count, value);POSTCALL;}
+void wrapglUniform2i(GLint location, GLint v0, GLint v1) {PRECALL;glUniform2i(location, v0, v1);POSTCALL;}
+void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform2iv(location, count, value);POSTCALL;}
+void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glUniform3f(location, v0, v1, v2);POSTCALL;}
+void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform3fv(location, count, value);POSTCALL;}
+void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {PRECALL;glUniform3i(location, v0, v1, v2);POSTCALL;}
+void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform3iv(location, count, value);POSTCALL;}
+void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glUniform4f(location, v0, v1, v2, v3);POSTCALL;}
+void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform4fv(location, count, value);POSTCALL;}
+void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {PRECALL;glUniform4i(location, v0, v1, v2, v3);POSTCALL;}
+void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform4iv(location, count, value);POSTCALL;}
+void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix2fv(location, count, transpose, value);POSTCALL;}
+void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix3fv(location, count, transpose, value);POSTCALL;}
+void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix4fv(location, count, transpose, value);POSTCALL;}
+void wrapglUseProgram(GLuint programObj) {PRECALL;glUseProgram(programObj);POSTCALL;}
+void wrapglValidateProgram(GLuint programObj) {PRECALL;glValidateProgram(programObj);POSTCALL;}
+void wrapglVertex2f(GLfloat x, GLfloat y) {PRECALL;Con_Printf("glVertex2f(x, y)\n");POSTCALL;}
+void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {PRECALL;Con_Printf("glVertex3f(x, y, z)\n");POSTCALL;}
+void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {PRECALL;Con_Printf("glVertex4f(x, y, z, w)\n");POSTCALL;}
+void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {PRECALL;glVertexAttribPointer(index, size, type, normalized, stride, pointer);POSTCALL;}
+void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glVertexPointer(size, type, stride, ptr)\n");POSTCALL;}
+void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glViewport(x, y, width, height);POSTCALL;}
+void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {PRECALL;glVertexAttrib1f(index, v0);POSTCALL;}
+//void wrapglVertexAttrib1s(GLuint index, GLshort v0) {PRECALL;glVertexAttrib1s(index, v0);POSTCALL;}
+//void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {PRECALL;glVertexAttrib1d(index, v0);POSTCALL;}
+void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {PRECALL;glVertexAttrib2f(index, v0, v1);POSTCALL;}
+//void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {PRECALL;glVertexAttrib2s(index, v0, v1);POSTCALL;}
+//void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {PRECALL;glVertexAttrib2d(index, v0, v1);POSTCALL;}
+void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glVertexAttrib3f(index, v0, v1, v2);POSTCALL;}
+//void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {PRECALL;glVertexAttrib3s(index, v0, v1, v2);POSTCALL;}
+//void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {PRECALL;glVertexAttrib3d(index, v0, v1, v2);POSTCALL;}
+void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glVertexAttrib4f(index, v0, v1, v2, v3);POSTCALL;}
+//void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {PRECALL;glVertexAttrib4s(index, v0, v1, v2, v3);POSTCALL;}
+//void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {PRECALL;glVertexAttrib4d(index, v0, v1, v2, v3);POSTCALL;}
+//void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {PRECALL;glVertexAttrib4Nub(index, x, y, z, w);POSTCALL;}
+void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib1fv(index, v);POSTCALL;}
+//void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib1sv(index, v);POSTCALL;}
+//void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib1dv(index, v);POSTCALL;}
+void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib2fv(index, v);POSTCALL;}
+//void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib2sv(index, v);POSTCALL;}
+//void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib2dv(index, v);POSTCALL;}
+void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib3fv(index, v);POSTCALL;}
+//void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib3sv(index, v);POSTCALL;}
+//void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib3dv(index, v);POSTCALL;}
+void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib4fv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4sv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib4dv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4iv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4bv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4ubv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4usv(index, GLushort v);POSTCALL;}
+//void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4uiv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4Nbv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4Nsv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4Niv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4Nubv(index, v);POSTCALL;}
+//void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4Nusv(index, GLushort v);POSTCALL;}
+//void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4Nuiv(index, v);POSTCALL;}
+//void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {PRECALL;glGetVertexAttribdv(index, pname, params);POSTCALL;}
+void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {PRECALL;glGetVertexAttribfv(index, pname, params);POSTCALL;}
+void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {PRECALL;glGetVertexAttribiv(index, pname, params);POSTCALL;}
+void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {PRECALL;glGetVertexAttribPointerv(index, pname, pointer);POSTCALL;}
+#endif
+
+#if SDL_MAJOR_VERSION == 1
+#define SDL_GL_ExtensionSupported(x) (strstr(gl_extensions, x) || strstr(gl_platformextensions, x))
+#endif
 
 void GLES_Init(void)
 {
+#ifndef qglClear
        qglIsBufferARB = wrapglIsBuffer;
        qglIsEnabled = wrapglIsEnabled;
        qglIsFramebufferEXT = wrapglIsFramebuffer;
@@ -1471,10 +1316,10 @@ void GLES_Init(void)
        qglAlphaFunc = wrapglAlphaFunc;
        qglArrayElement = wrapglArrayElement;
        qglAttachShader = wrapglAttachShader;
-       qglBegin = wrapglBegin;
+//     qglBegin = wrapglBegin;
 //     qglBeginQueryARB = wrapglBeginQuery;
        qglBindAttribLocation = wrapglBindAttribLocation;
-       qglBindFragDataLocation = wrapglBindFragDataLocation;
+//     qglBindFragDataLocation = wrapglBindFragDataLocation;
        qglBindBufferARB = wrapglBindBuffer;
        qglBindFramebufferEXT = wrapglBindFramebuffer;
        qglBindRenderbufferEXT = wrapglBindRenderbuffer;
@@ -1510,7 +1355,7 @@ void GLES_Init(void)
        qglDeleteTextures = wrapglDeleteTextures;
        qglDepthFunc = wrapglDepthFunc;
        qglDepthMask = wrapglDepthMask;
-       qglDepthRange = wrapglDepthRange;
+       qglDepthRangef = wrapglDepthRangef;
        qglDetachShader = wrapglDetachShader;
        qglDisable = wrapglDisable;
        qglDisableClientState = wrapglDisableClientState;
@@ -1523,7 +1368,7 @@ void GLES_Init(void)
        qglEnable = wrapglEnable;
        qglEnableClientState = wrapglEnableClientState;
        qglEnableVertexAttribArray = wrapglEnableVertexAttribArray;
-       qglEnd = wrapglEnd;
+//     qglEnd = wrapglEnd;
 //     qglEndQueryARB = wrapglEndQuery;
        qglFinish = wrapglFinish;
        qglFlush = wrapglFlush;
@@ -1574,7 +1419,7 @@ void GLES_Init(void)
        qglNormalPointer = wrapglNormalPointer;
        qglPixelStorei = wrapglPixelStorei;
        qglPointSize = wrapglPointSize;
-       qglPolygonMode = wrapglPolygonMode;
+//     qglPolygonMode = wrapglPolygonMode;
        qglPolygonOffset = wrapglPolygonOffset;
 //     qglPolygonStipple = wrapglPolygonStipple;
        qglReadBuffer = wrapglReadBuffer;
@@ -1669,6 +1514,7 @@ void GLES_Init(void)
        qglGetVertexAttribfv = wrapglGetVertexAttribfv;
        qglGetVertexAttribiv = wrapglGetVertexAttribiv;
        qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv;
+#endif
 
        gl_renderer = (const char *)qglGetString(GL_RENDERER);
        gl_vendor = (const char *)qglGetString(GL_VENDOR);
@@ -1688,6 +1534,9 @@ void GLES_Init(void)
        
        // 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 );
+
+       // GLES devices in general do not like GL_BGRA, so use GL_RGBA
+       vid.forcetextype = TEXTYPE_RGBA;
        
        vid.support.gl20shaders = true;
        vid.support.amd_texture_texture4 = false;
@@ -1707,21 +1556,49 @@ void GLES_Init(void)
        vid.support.ext_blend_subtract = true;
        vid.support.ext_draw_range_elements = true;
        vid.support.ext_framebuffer_object = false;//true;
+
+       // FIXME remove this workaround once FBO + npot texture mapping is fixed
+       if(!vid.support.arb_texture_non_power_of_two)
+       {
+               vid.support.arb_framebuffer_object = false;
+               vid.support.ext_framebuffer_object = false;
+       }
+
+       vid.support.ext_packed_depth_stencil = false;
        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_3d = SDL_GL_ExtensionSupported("GL_OES_texture_3D");
+       vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc");
        vid.support.ext_texture_edge_clamp = true;
        vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
+       vid.support.ext_texture_srgb = false;
 
        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);
+               qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap);
+#ifdef GL_MAX_3D_TEXTURE_SIZE
        if (vid.support.ext_texture_3d)
                qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
+#endif
        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);
+       {
+#define GL_ALPHA_BITS                           0x0D55
+#define GL_RED_BITS                             0x0D52
+#define GL_GREEN_BITS                           0x0D53
+#define GL_BLUE_BITS                            0x0D54
+#define GL_DEPTH_BITS                           0x0D56
+#define GL_STENCIL_BITS                         0x0D57
+               int fb_r = -1, fb_g = -1, fb_b = -1, fb_a = -1, fb_d = -1, fb_s = -1;
+               qglGetIntegerv(GL_RED_BITS    , &fb_r);
+               qglGetIntegerv(GL_GREEN_BITS  , &fb_g);
+               qglGetIntegerv(GL_BLUE_BITS   , &fb_b);
+               qglGetIntegerv(GL_ALPHA_BITS  , &fb_a);
+               qglGetIntegerv(GL_DEPTH_BITS  , &fb_d);
+               qglGetIntegerv(GL_STENCIL_BITS, &fb_s);
+               Con_Printf("Framebuffer depth is R%iG%iB%iA%iD%iS%i\n", fb_r, fb_g, fb_b, fb_a, fb_d, fb_s);
+       }
 
        // verify that cubemap textures are really supported
        if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256)
@@ -1743,6 +1620,8 @@ void GLES_Init(void)
        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;
+       vid.sRGBcapable2D = false;
+       vid.sRGBcapable3D = false;
 
        // VorteX: set other info (maybe place them in VID_InitMode?)
        extern cvar_t gl_info_vendor;
@@ -1774,32 +1653,6 @@ void VID_Init (void)
        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);
-       Cvar_RegisterVariable(&joy_axisforward);
-       Cvar_RegisterVariable(&joy_axisside);
-       Cvar_RegisterVariable(&joy_axisup);
-       Cvar_RegisterVariable(&joy_axispitch);
-       Cvar_RegisterVariable(&joy_axisyaw);
-       //Cvar_RegisterVariable(&joy_axisroll);
-       Cvar_RegisterVariable(&joy_deadzoneforward);
-       Cvar_RegisterVariable(&joy_deadzoneside);
-       Cvar_RegisterVariable(&joy_deadzoneup);
-       Cvar_RegisterVariable(&joy_deadzonepitch);
-       Cvar_RegisterVariable(&joy_deadzoneyaw);
-       //Cvar_RegisterVariable(&joy_deadzoneroll);
-       Cvar_RegisterVariable(&joy_sensitivityforward);
-       Cvar_RegisterVariable(&joy_sensitivityside);
-       Cvar_RegisterVariable(&joy_sensitivityup);
-       Cvar_RegisterVariable(&joy_sensitivitypitch);
-       Cvar_RegisterVariable(&joy_sensitivityyaw);
-       //Cvar_RegisterVariable(&joy_sensitivityroll);
-       Cvar_RegisterVariable(&joy_axiskeyevents);
-       Cvar_RegisterVariable(&joy_axiskeyevents_deadzone);
 #ifdef __IPHONEOS__
        Cvar_SetValueQuick(&vid_touchscreen, 1);
 #endif
@@ -1816,25 +1669,73 @@ void VID_Init (void)
        vid_isfullscreen = false;
 }
 
-#if SETVIDEOMODE
+static int vid_sdljoystickindex = -1;
+void VID_EnableJoystick(qboolean enable)
+{
+       int index = joy_enable.integer > 0 ? joy_index.integer : -1;
+       int numsdljoysticks;
+       qboolean success = false;
+       int sharedcount = 0;
+       int sdlindex = -1;
+       sharedcount = VID_Shared_SetJoystick(index);
+       if (index >= 0 && index < sharedcount)
+               success = true;
+       sdlindex = index - sharedcount;
+
+       numsdljoysticks = SDL_NumJoysticks();
+       if (sdlindex < 0 || sdlindex >= numsdljoysticks)
+               sdlindex = -1;
+
+       // update cvar containing count of XInput joysticks + SDL joysticks
+       if (joy_detected.integer != sharedcount + numsdljoysticks)
+               Cvar_SetValueQuick(&joy_detected, sharedcount + numsdljoysticks);
+
+       if (vid_sdljoystickindex != sdlindex)
+       {
+               vid_sdljoystickindex = sdlindex;
+               // close SDL joystick if active
+               if (vid_sdljoystick)
+                       SDL_JoystickClose(vid_sdljoystick);
+               vid_sdljoystick = NULL;
+               if (sdlindex >= 0)
+               {
+                       vid_sdljoystick = SDL_JoystickOpen(sdlindex);
+                       if (vid_sdljoystick)
+                               Con_Printf("Joystick %i opened (SDL_Joystick %i is \"%s\" with %i axes, %i buttons, %i balls)\n", index, sdlindex, SDL_JoystickName(sdlindex), (int)SDL_JoystickNumAxes(vid_sdljoystick), (int)SDL_JoystickNumButtons(vid_sdljoystick), (int)SDL_JoystickNumBalls(vid_sdljoystick));
+                       else
+                       {
+                               Con_Printf("Joystick %i failed (SDL_JoystickOpen(%i) returned: %s)\n", index, sdlindex, SDL_GetError());
+                               sdlindex = -1;
+                       }
+               }
+       }
+
+       if (sdlindex >= 0)
+               success = true;
+
+       if (joy_active.integer != (success ? 1 : 0))
+               Cvar_SetValueQuick(&joy_active, success ? 1 : 0);
+}
+
+#if SDL_MAJOR_VERSION == 1
 // set the icon (we dont use SDL here since it would be too much a PITA)
 #ifdef WIN32
 #include "resource.h"
 #include <SDL_syswm.h>
-static void VID_SetCaption(void)
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
 {
-    SDL_SysWMinfo      info;
-       HICON                   icon;
-
-       // set the caption
+       SDL_Surface *screen = NULL;
+       SDL_SysWMinfo info;
+       HICON icon;
        SDL_WM_SetCaption( gamename, NULL );
-
-       // get the HWND handle
-    SDL_VERSION( &info.version );
-       if( !SDL_GetWMInfo( &info ) )
-               return;
-
-       icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) );
+       screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
+       if (screen)
+       {
+               // get the HWND handle
+               SDL_VERSION( &info.version );
+               if (SDL_GetWMInfo(&info))
+               {
+                       icon = LoadIcon( GetModuleHandle( NULL ), MAKEINTRESOURCE( IDI_ICON1 ) );
 #ifndef _W64 //If Windows 64bit data types don't exist
 #ifndef SetClassLongPtr
 #define SetClassLongPtr SetClassLong
@@ -1846,20 +1747,26 @@ static void VID_SetCaption(void)
 #define LONG_PTR LONG
 #endif
 #endif
-       SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon );
-}
-static void VID_SetIcon_Pre(void)
-{
+                       SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon );
+               }
+       }
+       return screen;
 }
-static void VID_SetIcon_Post(void)
+#elif defined(MACOSX)
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
 {
+       SDL_Surface *screen = NULL;
+       SDL_WM_SetCaption( gamename, NULL );
+       screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
+       // we don't use SDL_WM_SetIcon here because the icon in the .app should be used
+       return screen;
 }
 #else
 // Adding the OS independent XPM version --blub
 #include "darkplaces.xpm"
 #include "nexuiz.xpm"
 static SDL_Surface *icon = NULL;
-static void VID_SetIcon_Pre(void)
+static SDL_Surface *VID_WrapSDL_SetVideoMode(int screenwidth, int screenheight, int screenbpp, int screenflags)
 {
        /*
         * Somewhat restricted XPM reader. Only supports XPMs saved by GIMP 2.4 at
@@ -1873,7 +1780,11 @@ static void VID_SetIcon_Pre(void)
        char *xpm;
        char **idata, *data;
        const SDL_version *version;
+       SDL_Surface *screen = NULL;
 
+       if (icon)
+               SDL_FreeSurface(icon);
+       icon = NULL;
        version = SDL_Linked_Version();
        // only use non-XPM icon support in SDL v1.3 and higher
        // SDL v1.2 does not support "smooth" transparency, and thus is better
@@ -1892,21 +1803,21 @@ static void VID_SetIcon_Pre(void)
 
                        // reallocate with malloc, as this is in tempmempool (do not want)
                        xpm = data;
-                       data = malloc(width * height * 4);
+                       data = (char *) malloc(width * height * 4);
                        memcpy(data, xpm, width * height * 4);
                        Mem_Free(xpm);
                        xpm = NULL;
 
                        icon = SDL_CreateRGBSurface(SDL_SRCALPHA, width, height, 32, LittleLong(red), LittleLong(green), LittleLong(blue), LittleLong(alpha));
 
-                       if(icon == NULL) {
+                       if (icon)
+                               icon->pixels = data;
+                       else
+                       {
                                Con_Printf(     "Failed to create surface for the window Icon!\n"
                                                "%s\n", SDL_GetError());
                                free(data);
-                               return;
                        }
-
-                       icon->pixels = data;
                }
        }
 
@@ -1925,107 +1836,114 @@ static void VID_SetIcon_Pre(void)
 
                data = idata[0];
 
-               if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) != 4)
+               if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) == 4)
                {
-                       // NOTE: Only 1-char colornames are supported
-                       Con_Printf("Sorry, but this does not even look similar to an XPM.\n");
-                       return;
-               }
-
-               if(isize != 1)
-               {
-                       // NOTE: Only 1-char colornames are supported
-                       Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize);
-                       return;
-               }
+                       if(isize == 1)
+                       {
+                               for(i = 0; i < colors; ++i)
+                               {
+                                       unsigned int r, g, b;
+                                       char idx;
 
-               for(i = 0; i < colors; ++i)
-               {
-                       unsigned int r, g, b;
-                       char idx;
+                                       if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4)
+                                       {
+                                               char foo[2];
+                                               if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0
+                                                       break;
+                                               else
+                                               {
+                                                       palette[i].r = 255; // color key
+                                                       palette[i].g = 0;
+                                                       palette[i].b = 255;
+                                                       thenone = i; // weeeee
+                                                       palenc[(unsigned char) idx] = i;
+                                               }
+                                       }
+                                       else
+                                       {
+                                               palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key
+                                               palette[i].g = g;
+                                               palette[i].b = b;
+                                               palenc[(unsigned char) idx] = i;
+                                       }
+                               }
 
-                       if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4)
-                       {
-                               char foo[2];
-                               if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0
+                               if (i == colors)
                                {
-                                       Con_Printf("This XPM's palette looks odd. Can't continue.\n");
-                                       return;
+                                       // allocate the image data
+                                       data = (char*) malloc(width*height);
+
+                                       for(j = 0; j < height; ++j)
+                                       {
+                                               for(i = 0; i < width; ++i)
+                                               {
+                                                       // casting to the safest possible datatypes ^^
+                                                       data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]];
+                                               }
+                                       }
+
+                                       if(icon != NULL)
+                                       {
+                                               // SDL_FreeSurface should free the data too
+                                               // but for completeness' sake...
+                                               if(icon->flags & SDL_PREALLOC)
+                                               {
+                                                       free(icon->pixels);
+                                                       icon->pixels = NULL; // safety
+                                               }
+                                               SDL_FreeSurface(icon);
+                                       }
+
+                                       icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed
+                                       // 8 bit surfaces get an empty palette allocated according to the docs
+                                       // so it's a palette image for sure :) no endian check necessary for the mask
+
+                                       if(icon)
+                                       {
+                                               icon->pixels = data;
+                                               SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors);
+                                               SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone);
+                                       }
+                                       else
+                                       {
+                                               Con_Printf(     "Failed to create surface for the window Icon!\n"
+                                                               "%s\n", SDL_GetError());
+                                               free(data);
+                                       }
                                }
                                else
                                {
-                                       palette[i].r = 255; // color key
-                                       palette[i].g = 0;
-                                       palette[i].b = 255;
-                                       thenone = i; // weeeee
+                                       Con_Printf("This XPM's palette looks odd. Can't continue.\n");
                                }
                        }
                        else
                        {
-                               palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key
-                               palette[i].g = g;
-                               palette[i].b = b;
-                       }
-
-                       palenc[(unsigned char) idx] = i;
-               }
-
-               // allocate the image data
-               data = (char*) malloc(width*height);
-
-               for(j = 0; j < height; ++j)
-               {
-                       for(i = 0; i < width; ++i)
-                       {
-                               // casting to the safest possible datatypes ^^
-                               data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]];
+                               // NOTE: Only 1-char colornames are supported
+                               Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize);
                        }
                }
-
-               if(icon != NULL)
+               else
                {
-                       // SDL_FreeSurface should free the data too
-                       // but for completeness' sake...
-                       if(icon->flags & SDL_PREALLOC)
-                       {
-                               free(icon->pixels);
-                               icon->pixels = NULL; // safety
-                       }
-                       SDL_FreeSurface(icon);
+                       // NOTE: Only 1-char colornames are supported
+                       Con_Printf("Sorry, but this does not even look similar to an XPM.\n");
                }
+       }
 
-               icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed
-               // 8 bit surfaces get an empty palette allocated according to the docs
-               // so it's a palette image for sure :) no endian check necessary for the mask
-
-               if(icon == NULL) {
-                       Con_Printf(     "Failed to create surface for the window Icon!\n"
-                                       "%s\n", SDL_GetError());
-                       free(data);
-                       return;
-               }
+       if (icon)
+               SDL_WM_SetIcon(icon, NULL);
 
-               icon->pixels = data;
-               SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors);
-               SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone);
-       }
+       SDL_WM_SetCaption( gamename, NULL );
+       screen = SDL_SetVideoMode(screenwidth, screenheight, screenbpp, screenflags);
 
-       SDL_WM_SetIcon(icon, NULL);
-}
-static void VID_SetIcon_Post(void)
-{
-#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
+#if SDL_MAJOR_VERSION == 1
 // 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;
-       const SDL_version *version;
 
        version = SDL_Linked_Version();
        // only use non-XPM icon support in SDL v1.3 and higher
        // SDL v1.2 does not support "smooth" transparency, and thus is better
        // off the xpm way
-       if(!(version->major >= 2 || (version->major == 1 && version->minor >= 3)))
+       if(screen && (!(version->major >= 2 || (version->major == 1 && version->minor >= 3))))
        {
                // in this case, we did not set the good icon yet
                SDL_SysWMinfo info;
@@ -2039,6 +1957,7 @@ static void VID_SetIcon_Post(void)
                                static long netwm_icon[MAX_NETWM_ICON];
                                int pos = 0;
                                int i = 1;
+                               char vabuf[1024];
 
                                while(data)
                                {
@@ -2056,7 +1975,7 @@ static void VID_SetIcon_Post(void)
                                        }
                                        ++i;
                                        Mem_Free(data);
-                                       data = (char *) loadimagepixelsbgra(va("darkplaces-icon%d", i), false, false, false, NULL);
+                                       data = (char *) loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "darkplaces-icon%d", i), false, false, false, NULL);
                                }
 
                                info.info.x11.lock_func();
@@ -2070,30 +1989,30 @@ static void VID_SetIcon_Post(void)
        }
 #endif
 #endif
+       return screen;
 }
 
-
-static void VID_SetCaption(void)
-{
-       SDL_WM_SetCaption( gamename, NULL );
-}
 #endif
 #endif
 
 static void VID_OutputVersion(void)
 {
-       const SDL_version *version;
-       version = SDL_Linked_Version();
+       SDL_version version;
+#if SDL_MAJOR_VERSION == 1
+       version = *SDL_Linked_Version();
+#else
+       SDL_GetVersion(&version);
+#endif
        Con_Printf(     "Linked against SDL version %d.%d.%d\n"
                                        "Using SDL library version %d.%d.%d\n",
                                        SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL,
-                                       version->major, version->minor, version->patch );
+                                       version.major, version.minor, version.patch );
 }
 
-qboolean VID_InitModeGL(viddef_mode_t *mode)
+static qboolean VID_InitModeGL(viddef_mode_t *mode)
 {
        int i;
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
        static int notfirstvideomode = false;
        int flags = SDL_OPENGL;
 #else
@@ -2105,7 +2024,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode)
        win_half_height = mode->height>>1;
 
        if(vid_resizable.integer)
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
                flags |= SDL_RESIZABLE;
 #else
                windowflags |= SDL_WINDOW_RESIZABLE;
@@ -2113,7 +2032,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode)
 
        VID_OutputVersion();
 
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
        /*
        SDL 1.2 Hack
                We cant switch from one OpenGL video mode to another.
@@ -2124,6 +2043,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode)
        notfirstvideomode = true;
 #endif
 
+#ifndef USE_GLES2
        // SDL usually knows best
        drivername = NULL;
 
@@ -2136,13 +2056,15 @@ qboolean VID_InitModeGL(viddef_mode_t *mode)
                Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError());
                return false;
        }
+#endif
 
 #ifdef __IPHONEOS__
        // mobile platforms are always fullscreen, we'll get the resolution after opening the window
        mode->fullscreen = true;
        // hide the menu with SDL_WINDOW_BORDERLESS
        windowflags |= SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS;
-#else
+#endif
+#ifndef USE_GLES2
        if ((qglGetString = (const GLubyte* (GLAPIENTRY *)(GLenum name))GL_GetProcAddress("glGetString")) == NULL)
        {
                VID_Shutdown();
@@ -2155,7 +2077,7 @@ qboolean VID_InitModeGL(viddef_mode_t *mode)
 
        vid_isfullscreen = false;
        if (mode->fullscreen) {
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
                flags |= SDL_FULLSCREEN;
 #else
                windowflags |= SDL_WINDOW_FULLSCREEN;
@@ -2188,28 +2110,24 @@ qboolean VID_InitModeGL(viddef_mode_t *mode)
                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 SDL_MAJOR_VERSION == 1
        if (vid_vsync.integer)
                SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1);
        else
                SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 0);
 #else
-#ifdef __IPHONEOS__
+#ifdef USE_GLES2
        SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
        SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
        SDL_GL_SetAttribute (SDL_GL_RETAINED_BACKING, 1);
-       // FIXME: get proper resolution from OS somehow (iPad for instance...)
-       mode->width = 320;
-       mode->height = 480;
 #endif
 #endif
 
        video_bpp = mode->bitsperpixel;
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
        video_flags = flags;
-       VID_SetIcon_Pre();
-       screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
-       VID_SetIcon_Post();
+       screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
        if (screen == NULL)
        {
                Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
@@ -2240,16 +2158,14 @@ qboolean VID_InitModeGL(viddef_mode_t *mode)
        vid_softsurface = NULL;
        vid.softpixels = NULL;
 
-#if SETVIDEOMODE
-       // set window title
-       VID_SetCaption();
-#endif
+#if SDL_MAJOR_VERSION == 1
        // init keyboard
        SDL_EnableUNICODE( SDL_ENABLE );
        // enable key repeat since everyone expects it
        SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+#endif
 
-#if !(SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2)
+#if SDL_MAJOR_VERSION != 1
        SDL_GL_SetSwapInterval(vid_vsync.integer != 0);
        vid_usingvsync = (vid_vsync.integer != 0);
 #endif
@@ -2257,36 +2173,19 @@ qboolean VID_InitModeGL(viddef_mode_t *mode)
        gl_platform = "SDL";
        gl_platformextensions = "";
 
-#ifdef __IPHONEOS__
+#ifdef USE_GLES2
        GLES_Init();
 #else
        GL_Init();
 #endif
 
-       vid_numjoysticks = SDL_NumJoysticks();
-       vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS);
-       Cvar_SetValueQuick(&joy_detected, vid_numjoysticks);
-       Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks);
-       memset(vid_joysticks, 0, sizeof(vid_joysticks));
-       for (i = 0;i < vid_numjoysticks;i++)
-       {
-               SDL_Joystick *joy;
-               joy = vid_joysticks[i] = SDL_JoystickOpen(i);
-               if (!joy)
-               {
-                       Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError());
-                       continue;
-               }
-               Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy));
-       }
-
        vid_hidden = false;
        vid_activewindow = false;
        vid_hasfocus = true;
        vid_usingmouse = false;
        vid_usinghidecursor = false;
-
-#if SETVIDEOMODE
+               
+#if SDL_MAJOR_VERSION == 1
        SDL_WM_GrabInput(SDL_GRAB_OFF);
 #endif
        return true;
@@ -2299,11 +2198,11 @@ extern cvar_t gl_info_version;
 extern cvar_t gl_info_platform;
 extern cvar_t gl_info_driver;
 
-qboolean VID_InitModeSoft(viddef_mode_t *mode)
+static qboolean VID_InitModeSoft(viddef_mode_t *mode)
 {
-       int i;
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
        int flags = SDL_HWSURFACE;
+       if(!COM_CheckParm("-noasyncblit")) flags |= SDL_ASYNCBLIT;
 #else
        int windowflags = SDL_WINDOW_SHOWN;
 #endif
@@ -2312,7 +2211,7 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode)
        win_half_height = mode->height>>1;
 
        if(vid_resizable.integer)
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
                flags |= SDL_RESIZABLE;
 #else
                windowflags |= SDL_WINDOW_RESIZABLE;
@@ -2322,7 +2221,7 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode)
 
        vid_isfullscreen = false;
        if (mode->fullscreen) {
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
                flags |= SDL_FULLSCREEN;
 #else
                windowflags |= SDL_WINDOW_FULLSCREEN;
@@ -2331,11 +2230,9 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode)
        }
 
        video_bpp = mode->bitsperpixel;
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
        video_flags = flags;
-       VID_SetIcon_Pre();
-       screen = SDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
-       VID_SetIcon_Post();
+       screen = VID_WrapSDL_SetVideoMode(mode->width, mode->height, mode->bitsperpixel, flags);
        if (screen == NULL)
        {
                Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
@@ -2364,7 +2261,9 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode)
                VID_Shutdown();
                return false;
        }
+#if SDL_MAJOR_VERSION == 1
        SDL_SetAlpha(vid_softsurface, 0, 255);
+#endif
 
        vid.softpixels = (unsigned int *)vid_softsurface->pixels;
        vid.softdepthpixels = (unsigned int *)calloc(1, mode->width * mode->height * 4);
@@ -2375,88 +2274,14 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode)
                return false;
        }
 
-#if SETVIDEOMODE
-       // set window title
-       VID_SetCaption();
-#endif
+#if SDL_MAJOR_VERSION == 1
        // init keyboard
        SDL_EnableUNICODE( SDL_ENABLE );
        // enable key repeat since everyone expects it
        SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+#endif
 
-       gl_platform = "SDLSoft";
-       gl_platformextensions = "";
-
-       gl_renderer = "DarkPlaces-Soft";
-       gl_vendor = "Forest Hale";
-       gl_version = "0.0";
-       gl_extensions = "";
-
-       // clear the extension flags
-       memset(&vid.support, 0, sizeof(vid.support));
-       Cvar_SetQuick(&gl_info_extensions, "");
-
-       vid.forcevbo = false;
-       vid.support.arb_depth_texture = true;
-       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_cube_map = true;
-       vid.support.arb_texture_non_power_of_two = false;
-       vid.support.arb_vertex_buffer_object = true;
-       vid.support.ext_blend_subtract = true;
-       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_filter_anisotropic = true;
-       vid.support.ati_separate_stencil = true;
-
-       vid.maxtexturesize_2d = 16384;
-       vid.maxtexturesize_3d = 512;
-       vid.maxtexturesize_cubemap = 16384;
-       vid.texunits = 4;
-       vid.teximageunits = 32;
-       vid.texarrayunits = 8;
-       vid.max_anisotropy = 1;
-       vid.maxdrawbuffers = 4;
-
-       vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS);
-       vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS);
-       vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS);
-       Con_DPrintf("Using DarkPlaces Software Rasterizer rendering path\n");
-       vid.renderpath = RENDERPATH_SOFT;
-       vid.useinterleavedarrays = false;
-
-       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);
-
-       // 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 );
-
-       // clear to black (loading plaque will be seen over this)
-       GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
-
-       vid_numjoysticks = SDL_NumJoysticks();
-       vid_numjoysticks = bound(0, vid_numjoysticks, MAX_JOYSTICKS);
-       Cvar_SetValueQuick(&joy_detected, vid_numjoysticks);
-       Con_Printf("%d SDL joystick(s) found:\n", vid_numjoysticks);
-       memset(vid_joysticks, 0, sizeof(vid_joysticks));
-       for (i = 0;i < vid_numjoysticks;i++)
-       {
-               SDL_Joystick *joy;
-               joy = vid_joysticks[i] = SDL_JoystickOpen(i);
-               if (!joy)
-               {
-                       Con_Printf("joystick #%i: open failed: %s\n", i, SDL_GetError());
-                       continue;
-               }
-               Con_Printf("joystick #%i: opened \"%s\" with %i axes, %i buttons, %i balls\n", i, SDL_JoystickName(i), (int)SDL_JoystickNumAxes(joy), (int)SDL_JoystickNumButtons(joy), (int)SDL_JoystickNumBalls(joy));
-       }
+       VID_Soft_SharedSetup();
 
        vid_hidden = false;
        vid_activewindow = false;
@@ -2464,7 +2289,7 @@ qboolean VID_InitModeSoft(viddef_mode_t *mode)
        vid_usingmouse = false;
        vid_usinghidecursor = false;
 
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
        SDL_WM_GrabInput(SDL_GRAB_OFF);
 #endif
        return true;
@@ -2474,7 +2299,7 @@ qboolean VID_InitMode(viddef_mode_t *mode)
 {
        if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
                Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
-#ifdef SSE2_PRESENT
+#ifdef SSE_POSSIBLE
        if (vid_soft.integer)
                return VID_InitModeSoft(mode);
        else
@@ -2484,15 +2309,18 @@ qboolean VID_InitMode(viddef_mode_t *mode)
 
 void VID_Shutdown (void)
 {
+       VID_EnableJoystick(false);
        VID_SetMouse(false, false, false);
        VID_RestoreSystemGamma();
 
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
 #ifndef WIN32
+#ifndef MACOSX
        if (icon)
                SDL_FreeSurface(icon);
        icon = NULL;
 #endif
+#endif
 #endif
 
        if (vid_softsurface)
@@ -2503,8 +2331,7 @@ void VID_Shutdown (void)
                free(vid.softdepthpixels);
        vid.softdepthpixels = NULL;
 
-#if SETVIDEOMODE
-#else
+#if SDL_MAJOR_VERSION != 1
        SDL_DestroyWindow(window);
        window = NULL;
 #endif
@@ -2519,24 +2346,32 @@ void VID_Shutdown (void)
 
 int VID_SetGamma (unsigned short *ramps, int rampsize)
 {
+#if SDL_MAJOR_VERSION == 1
        return !SDL_SetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2);
+#else
+       return !SDL_SetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2);
+#endif
 }
 
 int VID_GetGamma (unsigned short *ramps, int rampsize)
 {
+#if SDL_MAJOR_VERSION == 1
        return !SDL_GetGammaRamp (ramps, ramps + rampsize, ramps + rampsize*2);
+#else
+       return !SDL_GetWindowGammaRamp (window, ramps, ramps + rampsize, ramps + rampsize*2);
+#endif
 }
 
 void VID_Finish (void)
 {
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
        Uint8 appstate;
 
        //react on appstate changes
        appstate = SDL_GetAppState();
 
        vid_hidden = !(appstate & SDL_APPACTIVE);
-       vid_hasfocus = (appstate & SDL_APPMOUSEFOCUS) && (appstate & SDL_APPINPUTFOCUS);
+       vid_hasfocus = (appstate & SDL_APPINPUTFOCUS) != 0;
 #endif
        vid_activewindow = !vid_hidden && vid_hasfocus;
 
@@ -2549,14 +2384,12 @@ void VID_Finish (void)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (r_speeds.integer == 2 || gl_finish.integer)
-                       {
-                               qglFinish();CHECKGLERROR
-                       }
-#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION == 2
-#else
+                               GL_Finish();
+#if SDL_MAJOR_VERSION != 1
 {
        qboolean vid_usevsync;
        vid_usevsync = (vid_vsync.integer && !cls.timedemo);
@@ -2569,7 +2402,7 @@ void VID_Finish (void)
        }
 }
 #endif
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
                        SDL_GL_SwapBuffers();
 #else
                        SDL_GL_SwapWindow(window);
@@ -2577,9 +2410,12 @@ void VID_Finish (void)
                        break;
                case RENDERPATH_SOFT:
                        DPSOFTRAST_Finish();
-#if SETVIDEOMODE
+#if SDL_MAJOR_VERSION == 1
+//             if (!r_test.integer)
+               {
                        SDL_BlitSurface(vid_softsurface, NULL, screen, NULL);
                        SDL_Flip(screen);
+               }
 #else
                        {
                                SDL_Surface *screen = SDL_GetWindowSurface(window);
@@ -2591,6 +2427,8 @@ void VID_Finish (void)
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
+                       if (r_speeds.integer == 2 || gl_finish.integer)
+                               GL_Finish();
                        break;
                }
        }
@@ -2598,12 +2436,12 @@ void VID_Finish (void)
 
 size_t VID_ListModes(vid_mode_t *modes, size_t maxcount)
 {
-       size_t k;
+       size_t k = 0;
+#if SDL_MAJOR_VERSION == 1
        SDL_Rect **vidmodes;
        int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
 
-       k = 0;
-       for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && *vidmodes; ++vidmodes)
+       for(vidmodes = SDL_ListModes(NULL, SDL_FULLSCREEN|SDL_HWSURFACE); vidmodes && vidmodes != (SDL_Rect**)(-1) && *vidmodes; ++vidmodes)
        {
                if(k >= maxcount)
                        break;
@@ -2615,5 +2453,24 @@ size_t VID_ListModes(vid_mode_t *modes, size_t maxcount)
                modes[k].pixelheight_denom = 1; // SDL does not provide this
                ++k;
        }
+#else
+       int modenum;
+       int nummodes = SDL_GetNumDisplayModes(0);
+       SDL_DisplayMode mode;
+       for (modenum = 0;modenum < nummodes;modenum++)
+       {
+               if (k >= maxcount)
+                       break;
+               if (SDL_GetDisplayMode(0, modenum, &mode))
+                       continue;
+               modes[k].width = mode.w;
+               modes[k].height = mode.h;
+               modes[k].refreshrate = mode.refresh_rate;
+               modes[k].pixelheight_num = 1;
+               modes[k].pixelheight_num = 1;
+               modes[k].pixelheight_denom = 1; // SDL does not provide this
+               k++;
+       }
+#endif
        return k;
 }