]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - vid_shared.c
added vid.support struct containing extension detection flags, to
[xonotic/darkplaces.git] / vid_shared.c
index dcaf8a81b90ae631bff30c0f01057e538e764a45..6b8501bd5f746300334b82569fb5fb837f3ffea2 100644 (file)
@@ -27,8 +27,6 @@ int gl_textureunits = 1;
 int gl_combine_extension = false;
 // GL_EXT_compiled_vertex_array
 int gl_supportslockarrays = false;
-// GLX_SGI_swap_control or WGL_EXT_swap_control
-int gl_videosyncavailable = false;
 // 3D textures available
 int gl_texture3d = false;
 // GL_ARB_texture_cubemap
@@ -116,6 +114,8 @@ cvar_t vid_grabkeyboard = {CVAR_SAVE, "vid_grabkeyboard", "0", "whether to grab
 cvar_t vid_minwidth = {0, "vid_minwidth", "0", "minimum vid_width that is acceptable (to be set in default.cfg in mods)"};
 cvar_t vid_minheight = {0, "vid_minheight", "0", "minimum vid_height that is acceptable (to be set in default.cfg in mods)"};
 cvar_t gl_combine = {0, "gl_combine", "1", "enables faster rendering using GL_ARB_texture_env_combine extension (part of OpenGL 1.3 and above)"};
+cvar_t vid_gl13 = {0, "vid_gl13", "1", "enables faster rendering using OpenGL 1.3 features (such as GL_ARB_texture_env_combine extension)"};
+cvar_t vid_gl20 = {0, "vid_gl20", "1", "enables faster rendering using OpenGL 2.0 features (such as GL_ARB_fragment_shader extension)"};
 cvar_t gl_finish = {0, "gl_finish", "0", "make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)"};
 
 cvar_t vid_stick_mouse = {CVAR_SAVE, "vid_stick_mouse", "0", "have the mouse stuck in the center of the screen" };
@@ -834,145 +834,176 @@ static dllfunction_t occlusionqueryfuncs[] =
 
 void VID_CheckExtensions(void)
 {
+       // clear the extension flags
+       memset(&vid.support, 0, sizeof(vid.support));
+
        // VorteX: reset extensions info cvar, it got filled by GL_CheckExtension
        Cvar_SetQuick(&gl_info_extensions, "");
-
-       // reset all the gl extension variables here
-       // this should match the declarations
-       gl_max_texture_size = 0;
-       gl_max_3d_texture_size = 0;
-       gl_max_cube_map_texture_size = 0;
-       gl_textureunits = 1;
-       gl_combine_extension = false;
-       gl_supportslockarrays = false;
-       gl_texture3d = false;
-       gl_texturecubemap = false;
-       gl_texturerectangle = false;
-       gl_support_arb_texture_non_power_of_two = false;
-       gl_dot3arb = false;
-       gl_depthtexture = false;
-       gl_support_arb_shadow = false;
-       gl_support_clamptoedge = false;
-       gl_support_anisotropy = false;
-       gl_max_anisotropy = 1;
-       gl_support_separatestencil = false;
-       gl_support_stenciltwoside = false;
-       gl_support_ext_blend_minmax = false;
-       gl_support_ext_blend_subtract = false;
-       gl_support_shader_objects = false;
-       gl_support_shading_language_100 = false;
-       gl_support_vertex_shader = false;
-       gl_support_fragment_shader = false;
-       gl_support_arb_vertex_buffer_object = false;
-       gl_support_ext_framebuffer_object = false;
-       gl_support_texture_compression = false;
-       gl_support_arb_occlusion_query = false;
-       gl_support_amd_texture_texture4 = false;
-       gl_support_arb_texture_gather = false;
-
        if (!GL_CheckExtension("1.1", opengl110funcs, NULL, false))
                Sys_Error("OpenGL 1.1.0 functions not found");
 
        CHECKGLERROR
-       qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max_texture_size);
 
        Con_DPrint("Checking OpenGL extensions...\n");
 
-// COMMANDLINEOPTION: GL: -nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster)
-       if (!GL_CheckExtension("1.2", drawrangeelementsfuncs, "-nodrawrangeelements", true))
-               GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "-nodrawrangeelements", false);
-
-// COMMANDLINEOPTION: GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering)
-       if (GL_CheckExtension("GL_ARB_multitexture", multitexturefuncs, "-nomtex", false))
-       {
-               qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_textureunits);
+       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_fragment_shader = GL_CheckExtension("GL_ARB_fragment_shader", NULL, "-nofragmentshader", false);
+       vid.support.arb_multitexture = GL_CheckExtension("GL_ARB_multitexture", multitexturefuncs, "-nomtex", false);
+       vid.support.arb_occlusion_query = GL_CheckExtension("GL_ARB_occlusion_query", occlusionqueryfuncs, "-noocclusionquery", false);
+       vid.support.arb_shader_objects = GL_CheckExtension("GL_ARB_shader_objects", shaderobjectsfuncs, "-noshaderobjects", false);
+       vid.support.arb_shading_language_100 = GL_CheckExtension("GL_ARB_shading_language_100", NULL, "-noshadinglanguage100", false);
+       vid.support.arb_shadow = GL_CheckExtension("GL_ARB_shadow", NULL, "-noshadow", false);
+       vid.support.arb_texture_compression = GL_CheckExtension("GL_ARB_texture_compression", texturecompressionfuncs, "-notexturecompression", false);
+       vid.support.arb_texture_cube_map = GL_CheckExtension("GL_ARB_texture_cube_map", NULL, "-nocubemap", 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);
+       vid.support.ext_blend_minmax = GL_CheckExtension("GL_EXT_blend_minmax", blendequationfuncs, "-noblendminmax", false);
+       vid.support.ext_blend_subtract = GL_CheckExtension("GL_EXT_blend_subtract", blendequationfuncs, "-noblendsubtract", false);
+       vid.support.ext_compiled_vertex_array = GL_CheckExtension("GL_EXT_compiled_vertex_array", compiledvertexarrayfuncs, "-nocva", false);
+       vid.support.ext_draw_range_elements = GL_CheckExtension("1.2", drawrangeelementsfuncs, "-nodrawrangeelements", true) || GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "-nodrawrangeelements", false);
+       vid.support.ext_framebuffer_object = GL_CheckExtension("GL_EXT_framebuffer_object", fbofuncs, "-nofbo", false);
+       vid.support.ext_stencil_two_side = GL_CheckExtension("GL_EXT_stencil_two_side", stenciltwosidefuncs, "-nostenciltwoside", false);
+       vid.support.ext_texture_3d = GL_CheckExtension("GL_EXT_texture3D", texture3dextfuncs, "-notexture3d", false);
+       vid.support.ext_texture_edge_clamp = GL_CheckExtension("GL_EXT_texture_edge_clamp", NULL, "-noedgeclamp", false) || GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "-noedgeclamp", false);
+       vid.support.ext_texture_filter_anisotropic = GL_CheckExtension("GL_EXT_texture_filter_anisotropic", NULL, "-noanisotropy", false);
+       vid.support.nv_blend_square = GL_CheckExtension("GL_NV_blend_square", NULL, "-noblendsquare", false);
+// COMMANDLINEOPTION: GL: -noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing)
+// COMMANDLINEOPTION: GL: -noblendminmax disables GL_EXT_blend_minmax
+// COMMANDLINEOPTION: GL: -noblendsquare disables GL_NV_blend_square
+// COMMANDLINEOPTION: GL: -noblendsubtract disables GL_EXT_blend_subtract
 // COMMANDLINEOPTION: GL: -nocombine disables GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (required for bumpmapping and faster map rendering)
-               gl_combine_extension = GL_CheckExtension("GL_ARB_texture_env_combine", NULL, "-nocombine", false) || GL_CheckExtension("GL_EXT_texture_env_combine", NULL, "-nocombine", false);
-// COMMANDLINEOPTION: GL: -nodot3 disables GL_ARB_texture_env_dot3 (required for bumpmapping)
-               if (gl_combine_extension)
-                       gl_dot3arb = GL_CheckExtension("GL_ARB_texture_env_dot3", NULL, "-nodot3", false);
-       }
-
-// COMMANDLINEOPTION: GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column)
-       if ((gl_texture3d = GL_CheckExtension("GL_EXT_texture3D", texture3dextfuncs, "-notexture3d", false)))
-       {
-               qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &gl_max_3d_texture_size);
-               if (gl_max_3d_texture_size < 32)
-               {
-                       gl_texture3d = false;
-                       Con_Printf("GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
-               }
-       }
 // COMMANDLINEOPTION: GL: -nocubemap disables GL_ARB_texture_cube_map (required for bumpmapping)
-       if ((gl_texturecubemap = GL_CheckExtension("GL_ARB_texture_cube_map", NULL, "-nocubemap", false)))
-               qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &gl_max_cube_map_texture_size);
-// COMMANDLINEOPTION: GL: -norectangle disables GL_ARB_texture_rectangle (required for bumpmapping)
-       if ((gl_texturerectangle = GL_CheckExtension("GL_ARB_texture_rectangle", NULL, "-norectangle", false)))
-               qglGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &gl_max_rectangle_texture_size);
-// COMMANDLINEOPTION: GL: -nodepthtexture disables use of GL_ARB_depth_texture (required for shadowmapping)
-       gl_depthtexture = GL_CheckExtension("GL_ARB_depth_texture", NULL, "-nodepthtexture", false);
-// COMMANDLINEOPTION: GL: -noshadow disables use of GL_ARB_shadow (required for hardware shadowmap filtering)
-       gl_support_arb_shadow = GL_CheckExtension("GL_ARB_shadow", NULL, "-noshadow", false);
-
-// COMMANDLINEOPTION: GL: -notexturecompression disables GL_ARB_texture_compression (which saves video memory if it is supported, but can also degrade image quality, see gl_texturecompression cvar documentation for more information)
-       gl_support_texture_compression = GL_CheckExtension("GL_ARB_texture_compression", texturecompressionfuncs, "-notexturecompression", false);
 // COMMANDLINEOPTION: GL: -nocva disables GL_EXT_compiled_vertex_array (renders faster)
-       gl_supportslockarrays = GL_CheckExtension("GL_EXT_compiled_vertex_array", compiledvertexarrayfuncs, "-nocva", false);
+// COMMANDLINEOPTION: GL: -nodepthtexture disables use of GL_ARB_depth_texture (required for shadowmapping)
+// COMMANDLINEOPTION: GL: -nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster)
 // COMMANDLINEOPTION: GL: -noedgeclamp disables GL_EXT_texture_edge_clamp or GL_SGIS_texture_edge_clamp (recommended, some cards do not support the other texture clamp method)
-       gl_support_clamptoedge = GL_CheckExtension("GL_EXT_texture_edge_clamp", NULL, "-noedgeclamp", false) || GL_CheckExtension("GL_SGIS_texture_edge_clamp", NULL, "-noedgeclamp", false);
-
-// COMMANDLINEOPTION: GL: -noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing)
-       if ((gl_support_anisotropy = GL_CheckExtension("GL_EXT_texture_filter_anisotropic", NULL, "-noanisotropy", false)))
-               qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max_anisotropy);
-
-       gl_support_ext_blend_minmax = GL_CheckExtension("GL_EXT_blend_minmax", blendequationfuncs, "-noblendminmax", false);
-       gl_support_ext_blend_subtract = GL_CheckExtension("GL_EXT_blend_subtract", blendequationfuncs, "-noblendsubtract", false);
-
+// COMMANDLINEOPTION: GL: -nofbo disables GL_EXT_framebuffer_object (which accelerates rendering), only used if GL_ARB_fragment_shader is also available
+// 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: -noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering)
-       if (!(gl_support_separatestencil = (GL_CheckExtension("2.0", gl2separatestencilfuncs, "-noseparatestencil", true))))
-               gl_support_separatestencil = GL_CheckExtension("GL_ATI_separate_stencil", atiseparatestencilfuncs, "-noseparatestencil", false);
+// COMMANDLINEOPTION: GL: -noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader)
+// COMMANDLINEOPTION: GL: -noshadinglanguage100 disables GL_ARB_shading_language_100 (required for vertex shader and fragment shader)
+// COMMANDLINEOPTION: GL: -noshadow disables use of GL_ARB_shadow (required for hardware shadowmap filtering)
 // COMMANDLINEOPTION: GL: -nostenciltwoside disables GL_EXT_stencil_two_side (which accelerate shadow rendering)
-       gl_support_stenciltwoside = GL_CheckExtension("GL_EXT_stencil_two_side", stenciltwosidefuncs, "-nostenciltwoside", false);
-
+// COMMANDLINEOPTION: GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column)
+// COMMANDLINEOPTION: GL: -notexture4 disables GL_AMD_texture_texture4 (which provides fetch4 sampling)
+// COMMANDLINEOPTION: GL: -notexturecompression disables GL_ARB_texture_compression (which saves video memory if it is supported, but can also degrade image quality, see gl_texturecompression cvar documentation for more information)
+// COMMANDLINEOPTION: GL: -notexturegather disables GL_ARB_texture_gather (which provides fetch4 sampling)
+// COMMANDLINEOPTION: GL: -notexturenonpoweroftwo disables GL_ARB_texture_non_power_of_two (which saves video memory if it is supported, but crashes on some buggy drivers)
 // COMMANDLINEOPTION: GL: -novbo disables GL_ARB_vertex_buffer_object (which accelerates rendering)
-       gl_support_arb_vertex_buffer_object = GL_CheckExtension("GL_ARB_vertex_buffer_object", vbofuncs, "-novbo", false);
+// COMMANDLINEOPTION: GL: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects)
 
-// COMMANDLINEOPTION: GL: -nofbo disables GL_EXT_framebuffer_object (which accelerates rendering)
-       gl_support_ext_framebuffer_object = GL_CheckExtension("GL_EXT_framebuffer_object", fbofuncs, "-nofbo", 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;
+
+       // disable non-power-of-two textures on Radeon X1600 and other cards that do not accelerate it with some filtering modes / repeat modes that we use
+       // we detect these cards by checking if the hardware supports vertex texture fetch (Geforce6 does, Radeon X1600 does not, all GL3-class hardware does)
+       if(vid.support.arb_texture_non_power_of_two)
+       {
+               int val = 0;
+               if (vid.support.arb_vertex_shader)
+                       qglGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &val);CHECKGLERROR
+               if (val < 1)
+                       vid.support.arb_texture_non_power_of_two = false;
+       }
 
        // we don't care if it's an extension or not, they are identical functions, so keep it simple in the rendering code
        if (qglDrawRangeElements == NULL)
                qglDrawRangeElements = qglDrawRangeElementsEXT;
 
-// COMMANDLINEOPTION: GL: -noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader)
-// COMMANDLINEOPTION: GL: -noshadinglanguage100 disables GL_ARB_shading_language_100 (required for vertex shader and fragment shader)
-// COMMANDLINEOPTION: GL: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects)
-// COMMANDLINEOPTION: GL: -nofragmentshader disables GL_ARB_fragment_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities)
-       if ((gl_support_shader_objects = GL_CheckExtension("GL_ARB_shader_objects", shaderobjectsfuncs, "-noshaderobjects", false)))
-               if ((gl_support_shading_language_100 = GL_CheckExtension("GL_ARB_shading_language_100", NULL, "-noshadinglanguage100", false)))
-                       if ((gl_support_vertex_shader = GL_CheckExtension("GL_ARB_vertex_shader", vertexshaderfuncs, "-novertexshader", false)))
-                               gl_support_fragment_shader = GL_CheckExtension("GL_ARB_fragment_shader", NULL, "-nofragmentshader", false);
-       CHECKGLERROR
-#ifndef __APPLE__
-       // LordHavoc: this is blocked on Mac OS X because the drivers claim support but often can't accelerate it or crash when used.
-// COMMANDLINEOPTION: GL: -notexturenonpoweroftwo disables GL_ARB_texture_non_power_of_two (which saves video memory if it is supported, but crashes on some buggy drivers)
-       
+       qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
+       if (vid.support.ext_texture_filter_anisotropic)
+               qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
+       if (vid.support.arb_texture_cube_map)
+               qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&vid.maxtexturesize_cubemap);
+       if (vid.support.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);
+
+       // verify that 3d textures are really supported
+       if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32)
        {
-               // blacklist this extension on Radeon X1600-X1950 hardware (they support it only with certain filtering/repeat modes)
-               int val = 0;
-               if(gl_support_vertex_shader)
-                       qglGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &val);
-               gl_support_arb_texture_non_power_of_two = val > 0 && GL_CheckExtension("GL_ARB_texture_non_power_of_two", NULL, "-notexturenonpoweroftwo", false);
+               vid.support.ext_texture_3d = false;
+               Con_Printf("GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
        }
-#endif
 
-// COMMANDLINEOPTION: GL: -noocclusionquery disables GL_ARB_occlusion_query (which allows coronas to fade according to visibility, and potentially used for rendering optimizations)
-       gl_support_arb_occlusion_query = GL_CheckExtension("GL_ARB_occlusion_query", occlusionqueryfuncs, "-noocclusionquery", false);
+       vid.texunits = vid.teximageunits = vid.texarrayunits = 1;
+       if (vid.support.arb_fragment_shader && vid_gl20.integer)
+       {
+               qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+               qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&vid.teximageunits);CHECKGLERROR
+               qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&vid.texarrayunits);CHECKGLERROR
+               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 GL2.0 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_GL20;
+       }
+       else if (vid.support.arb_texture_env_combine && vid.texunits >= 2 && vid_gl13.integer)
+       {
+               qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+               vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
+               vid.teximageunits = vid.texunits;
+               vid.texarrayunits = vid.texunits;
+               Con_DPrintf("Using GL1.3 rendering path - %i texture units, single pass rendering\n", vid.texunits);
+               vid.renderpath = RENDERPATH_GL13;
+       }
+       else
+       {
+               if (vid.support.arb_multitexture)
+                       qglGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&vid.texunits);
+               vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS);
+               vid.teximageunits = vid.texunits;
+               vid.texarrayunits = vid.texunits;
+               Con_DPrintf("Using GL1.1 rendering path - %i texture units, two pass rendering\n", vid.texunits);
+               vid.renderpath = RENDERPATH_GL11;
+       }
 
-// COMMANDLINEOPTION: GL: -notexture4 disables GL_AMD_texture_texture4 (which provides fetch4 sampling)
-    gl_support_amd_texture_texture4 = GL_CheckExtension("GL_AMD_texture_texture4", NULL, "-notexture4", false);
-// COMMANDLINEOPTION: GL: -notexturegather disables GL_ARB_texture_gather (which provides fetch4 sampling)
-    gl_support_arb_texture_gather = GL_CheckExtension("GL_ARB_texture_gather", NULL, "-notexturegather", false);
+       gl_max_texture_size = vid.maxtexturesize_2d;
+       gl_max_3d_texture_size = vid.maxtexturesize_3d;
+       gl_max_cube_map_texture_size = vid.maxtexturesize_cubemap;
+       gl_textureunits = vid.texunits;
+       gl_max_anisotropy = vid.max_anisotropy;
+
+       gl_combine_extension = vid.support.arb_texture_env_combine;
+       gl_supportslockarrays = vid.support.ext_compiled_vertex_array;
+       gl_texture3d = vid.support.ext_texture_3d;
+       gl_texturecubemap = vid.support.arb_texture_cube_map;
+       gl_texturerectangle = vid.support.arb_texture_rectangle;
+       gl_support_arb_texture_non_power_of_two = vid.support.arb_texture_non_power_of_two;
+       gl_dot3arb = vid.support.arb_texture_env_dot3;
+       gl_depthtexture = vid.support.arb_depth_texture;
+       gl_support_arb_shadow = vid.support.arb_shadow;
+       gl_support_clamptoedge = vid.support.ext_texture_edge_clamp;
+       gl_support_anisotropy = vid.support.ext_texture_filter_anisotropic;
+       gl_support_separatestencil = vid.support.ati_separate_stencil;
+       gl_support_stenciltwoside = vid.support.ext_stencil_two_side;
+       gl_support_ext_blend_minmax = vid.support.ext_blend_minmax;
+       gl_support_ext_blend_subtract = vid.support.ext_blend_subtract;
+       gl_support_shader_objects = vid.support.arb_shader_objects;
+       gl_support_shading_language_100 = vid.support.arb_shading_language_100;
+       gl_support_vertex_shader = vid.support.arb_vertex_shader;
+       gl_support_fragment_shader = vid.support.arb_fragment_shader;
+       gl_support_arb_vertex_buffer_object = vid.support.arb_vertex_buffer_object;
+       gl_support_ext_framebuffer_object = vid.support.ext_framebuffer_object;
+       gl_support_texture_compression = vid.support.arb_texture_compression;
+       gl_support_arb_occlusion_query = vid.support.arb_occlusion_query;
+       gl_support_amd_texture_texture4 = vid.support.amd_texture_texture4;
+       gl_support_arb_texture_gather = vid.support.arb_texture_gather;
 
        // VorteX: set other info (maybe place them in VID_InitMode?)
        Cvar_SetQuick(&gl_info_vendor, gl_vendor);
@@ -1233,6 +1264,8 @@ void VID_Shared_Init(void)
        Cvar_RegisterVariable(&vid_minwidth);
        Cvar_RegisterVariable(&vid_minheight);
        Cvar_RegisterVariable(&gl_combine);
+       Cvar_RegisterVariable(&vid_gl13);
+       Cvar_RegisterVariable(&vid_gl20);
        Cvar_RegisterVariable(&gl_finish);
        Cmd_AddCommand("force_centerview", Force_CenterView_f, "recenters view (stops looking up/down)");
        Cmd_AddCommand("vid_restart", VID_Restart_f, "restarts video system (closes and reopens the window, restarts renderer)");