int gl_support_vertex_shader = false;
// GL_ARB_fragment_shader
int gl_support_fragment_shader = false;
+//GL_ARB_vertex_buffer_object
+int gl_support_arb_vertex_buffer_object = false;
+//GL_ARB_texture_compression
+int gl_support_texture_compression = false;
// LordHavoc: if window is hidden, don't update screen
qboolean vid_hidden = true;
void (GLAPIENTRY *qglTexParameterf)(GLenum target, GLenum pname, GLfloat param);
void (GLAPIENTRY *qglTexParameterfv)(GLenum target, GLenum pname, GLfloat *params);
void (GLAPIENTRY *qglTexParameteri)(GLenum target, GLenum pname, GLint param);
+void (GLAPIENTRY *qglHint)(GLenum target, GLenum mode);
void (GLAPIENTRY *qglGenTextures)(GLsizei n, GLuint *textures);
void (GLAPIENTRY *qglDeleteTextures)(GLsizei n, const GLuint *textures);
//void (GLAPIENTRY *qglGetVertexAttribivARB)(GLuint index, GLenum pname, GLint *params);
//void (GLAPIENTRY *qglGetVertexAttribPointervARB)(GLuint index, GLenum pname, GLvoid **pointer);
+//GL_ARB_vertex_buffer_object
+void (GLAPIENTRY *qglBindBufferARB) (GLenum target, GLuint buffer);
+void (GLAPIENTRY *qglDeleteBuffersARB) (GLsizei n, const GLuint *buffers);
+void (GLAPIENTRY *qglGenBuffersARB) (GLsizei n, GLuint *buffers);
+GLboolean (GLAPIENTRY *qglIsBufferARB) (GLuint buffer);
+GLvoid* (GLAPIENTRY *qglMapBufferARB) (GLenum target, GLenum access);
+GLboolean (GLAPIENTRY *qglUnmapBufferARB) (GLenum target);
+void (GLAPIENTRY *qglBufferDataARB) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
+void (GLAPIENTRY *qglBufferSubDataARB) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data);
+
+void (GLAPIENTRY *qglCompressedTexImage3DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
+void (GLAPIENTRY *qglCompressedTexImage2DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
+void (GLAPIENTRY *qglCompressedTexImage1DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
+void (GLAPIENTRY *qglCompressedTexSubImage3DARB)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
+void (GLAPIENTRY *qglCompressedTexSubImage2DARB)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
+void (GLAPIENTRY *qglCompressedTexSubImage1DARB)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
+void (GLAPIENTRY *qglGetCompressedTexImageARB)(GLenum target, GLint lod, void *img);
+
int GL_CheckExtension(const char *name, const dllfunction_t *funcs, const char *disableparm, int silent)
{
int failed = false;
{"glTexParameterf", (void **) &qglTexParameterf},
{"glTexParameterfv", (void **) &qglTexParameterfv},
{"glTexParameteri", (void **) &qglTexParameteri},
+ {"glHint", (void **) &qglHint},
{"glPixelStoref", (void **) &qglPixelStoref},
{"glPixelStorei", (void **) &qglPixelStorei},
{"glGenTextures", (void **) &qglGenTextures},
{NULL, NULL}
};
+static dllfunction_t vbofuncs[] =
+{
+ {"glBindBufferARB" , (void **) &qglBindBufferARB},
+ {"glDeleteBuffersARB" , (void **) &qglDeleteBuffersARB},
+ {"glGenBuffersARB" , (void **) &qglGenBuffersARB},
+ {"glIsBufferARB" , (void **) &qglIsBufferARB},
+ {"glMapBufferARB" , (void **) &qglMapBufferARB},
+ {"glUnmapBufferARB" , (void **) &qglUnmapBufferARB},
+ {"glBufferDataARB" , (void **) &qglBufferDataARB},
+ {"glBufferSubDataARB" , (void **) &qglBufferSubDataARB},
+ {NULL, NULL}
+};
+
+static dllfunction_t texturecompressionfuncs[] =
+{
+ {"glCompressedTexImage3DARB", (void **) &qglCompressedTexImage3DARB},
+ {"glCompressedTexImage2DARB", (void **) &qglCompressedTexImage2DARB},
+ {"glCompressedTexImage1DARB", (void **) &qglCompressedTexImage1DARB},
+ {"glCompressedTexSubImage3DARB", (void **) &qglCompressedTexSubImage3DARB},
+ {"glCompressedTexSubImage2DARB", (void **) &qglCompressedTexSubImage2DARB},
+ {"glCompressedTexSubImage1DARB", (void **) &qglCompressedTexSubImage1DARB},
+ {"glGetCompressedTexImageARB", (void **) &qglGetCompressedTexImageARB},
+ {NULL, NULL}
+};
void VID_CheckExtensions(void)
{
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_texture_compression = false;
if (!GL_CheckExtension("OpenGL 1.1.0", opengl110funcs, NULL, false))
Sys_Error("OpenGL 1.1.0 functions not found");
// 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: -notexturenonpoweroftwo disables GL_ARB_texture_non_power_of_two (which saves video memory if it is supported, but crashes on some buggy drivers)
gl_support_arb_texture_non_power_of_two = GL_CheckExtension("GL_ARB_texture_non_power_of_two", NULL, "-notexturenonpoweroftwo", 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: -noedgeclamp disables GL_EXT_texture_edge_clamp or GL_SGIS_texture_edge_clamp (recommended, some cards do not support the other texture clamp method)
// 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: -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);
+
// 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;