#include <Cg/cgGL.h>
#endif
+#ifdef SUPPORTD3D
+#include <d3d9.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "d3d9.lib")
+#endif
+
+LPDIRECT3DDEVICE9 vid_d3d9dev;
+#endif
+
// global video state
viddef_t vid;
#define sscanf sscanf_s
#endif
-int GL_CheckExtension(const char *minglver_or_ext, const dllfunction_t *funcs, const char *disableparm, int silent)
+qboolean GL_CheckExtension(const char *minglver_or_ext, const dllfunction_t *funcs, const char *disableparm, int silent)
{
int failed = false;
const dllfunction_t *func;
{NULL, NULL}
};
-void VID_CheckExtensions(void)
+void VID_ClearExtensions(void)
{
+ // VorteX: reset extensions info cvar, it got filled by GL_CheckExtension
+ Cvar_SetQuick(&gl_info_extensions, "");
+
// clear the extension flags
memset(&vid.support, 0, sizeof(vid.support));
+ vid.renderpath = RENDERPATH_GL11;
+ vid.forcevbo = false;
+ vid.maxtexturesize_2d = 0;
+ vid.maxtexturesize_3d = 0;
+ vid.maxtexturesize_cubemap = 0;
+ vid.texunits = 1;
+ vid.teximageunits = 1;
+ vid.texarrayunits = 1;
+ vid.max_anisotropy = 1;
+ vid.maxdrawbuffers = 1;
- // VorteX: reset extensions info cvar, it got filled by GL_CheckExtension
- Cvar_SetQuick(&gl_info_extensions, "");
+ // this is a complete list of all functions that are directly checked in the renderer
+ qglDrawRangeElements = NULL;
+ qglDrawBuffer = NULL;
+ qglPolygonStipple = NULL;
+ qglFlush = NULL;
+ qglActiveTexture = NULL;
+ qglGetCompressedTexImageARB = NULL;
+ qglFramebufferTexture2DEXT = NULL;
+ qglDrawBuffersARB = NULL;
+}
+
+void VID_CheckExtensions(void)
+{
if (!GL_CheckExtension("1.1", opengl110funcs, NULL, false))
Sys_Error("OpenGL 1.1.0 functions not found");
Con_DPrint("Checking OpenGL extensions...\n");
- vid.forcevbo = false;
vid.support.amd_texture_texture4 = GL_CheckExtension("GL_AMD_texture_texture4", NULL, "-notexture4", false);
vid.support.arb_depth_texture = GL_CheckExtension("GL_ARB_depth_texture", NULL, "-nodepthtexture", false);
vid.support.arb_draw_buffers = GL_CheckExtension("GL_ARB_draw_buffers", drawbuffersfuncs, "-nodrawbuffers", false);
vid.support.arb_texture_env_combine = GL_CheckExtension("GL_ARB_texture_env_combine", NULL, "-nocombine", false) || GL_CheckExtension("GL_EXT_texture_env_combine", NULL, "-nocombine", false);
vid.support.arb_texture_gather = GL_CheckExtension("GL_ARB_texture_gather", NULL, "-notexturegather", false);
vid.support.arb_texture_non_power_of_two = GL_CheckExtension("GL_ARB_texture_non_power_of_two", NULL, "-notexturenonpoweroftwo", false);
- vid.support.arb_texture_rectangle = GL_CheckExtension("GL_ARB_texture_rectangle", NULL, "-norectangle", false);
vid.support.arb_vertex_buffer_object = GL_CheckExtension("GL_ARB_vertex_buffer_object", vbofuncs, "-novbo", false);
vid.support.arb_vertex_shader = GL_CheckExtension("GL_ARB_vertex_shader", vertexshaderfuncs, "-novertexshader", false);
vid.support.ati_separate_stencil = GL_CheckExtension("2.0", gl2separatestencilfuncs, "-noseparatestencil", true) || GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "-noseparatestencil", false);
// COMMANDLINEOPTION: GL: -nofragmentshader disables GL_ARB_fragment_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities)
// COMMANDLINEOPTION: GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering)
// COMMANDLINEOPTION: GL: -noocclusionquery disables GL_ARB_occlusion_query (which allows coronas to fade according to visibility, and potentially used for rendering optimizations)
-// COMMANDLINEOPTION: GL: -norectangle disables GL_ARB_texture_rectangle (required for bumpmapping)
// COMMANDLINEOPTION: GL: -nos3tc disables GL_EXT_texture_compression_s3tc (which allows use of .dds texture caching)
// COMMANDLINEOPTION: GL: -noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering)
// COMMANDLINEOPTION: GL: -noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader)
// COMMANDLINEOPTION: GL: -novbo disables GL_ARB_vertex_buffer_object (which accelerates rendering)
// COMMANDLINEOPTION: GL: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects)
- vid.maxtexturesize_2d = 0;
- vid.maxtexturesize_3d = 0;
- vid.maxtexturesize_cubemap = 0;
- vid.texunits = 1;
- vid.teximageunits = 1;
- vid.texarrayunits = 1;
- vid.max_anisotropy = 1;
- vid.maxdrawbuffers = 1;
-
if (vid.support.arb_draw_buffers)
qglGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, (GLint*)&vid.maxdrawbuffers);
qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
if (vid.support.arb_texture_cube_map)
qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
- if (vid.support.arb_texture_rectangle)
- qglGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_rectangle);
if (vid.support.ext_texture_3d)
qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
if (v_glslgamma.integer)
wantgamma = 0;
break;
{
viddef_mode_t mode;
memset(&mode, 0, sizeof(mode));
- mode.fullscreen = fullscreen;
+ mode.fullscreen = fullscreen != 0;
mode.width = width;
mode.height = height;
mode.bitsperpixel = bpp;
mode.refreshrate = vid_userefreshrate.integer ? max(1, refreshrate) : 0;
- mode.userefreshrate = vid_userefreshrate.integer;
- mode.stereobuffer = stereobuffer;
+ mode.userefreshrate = vid_userefreshrate.integer != 0;
+ mode.stereobuffer = stereobuffer != 0;
mode.samples = samples;
cl_ignoremousemoves = 2;
+ VID_ClearExtensions();
if (VID_InitMode(&mode))
{
// accept the (possibly modified) mode