X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=vid_sdl.c;h=9f921a30330b7ce266e4190ddf3547605de4e239;hb=HEAD;hp=6fe761233db55a19041fbd3bbe03ead6e5d2b29a;hpb=9bb5afc90d6cfc8afe492068aae3f8612319b6f4;p=xonotic%2Fdarkplaces.git diff --git a/vid_sdl.c b/vid_sdl.c index 6fe76123..681ba540 100644 --- a/vid_sdl.c +++ b/vid_sdl.c @@ -30,17 +30,20 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #include #include -static cvar_t apple_mouse_noaccel = {CVAR_SAVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"}; -static qboolean vid_usingnoaccel; +#if (MAC_OS_X_VERSION_MIN_REQUIRED < 120000) + #define IOMainPort IOMasterPort +#endif +static cvar_t apple_mouse_noaccel = {CF_CLIENT | CF_ARCHIVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"}; +static qbool vid_usingnoaccel; static double originalMouseSpeed = -1.0; -io_connect_t IN_GetIOHandle(void) +static io_connect_t IN_GetIOHandle(void) { io_connect_t iohandle = MACH_PORT_NULL; kern_return_t status; io_service_t iohidsystem = MACH_PORT_NULL; mach_port_t masterport; - status = IOMasterPort(MACH_PORT_NULL, &masterport); + status = IOMainPort(MACH_PORT_NULL, &masterport); if(status != KERN_SUCCESS) return 0; @@ -56,34 +59,26 @@ io_connect_t IN_GetIOHandle(void) #endif #endif -#ifdef WIN32 -#define SDL_R_RESTART -#endif // Tell startup code that we have a client int cl_available = true; -qboolean vid_supportrefreshrate = false; +qbool vid_supportrefreshrate = false; -static qboolean vid_usingmouse = false; -static qboolean vid_usingmouse_relativeworks = false; // SDL2 workaround for unimplemented RelativeMouse mode -static qboolean vid_usinghidecursor = false; -static qboolean vid_hasfocus = false; -static qboolean vid_isfullscreen; -static qboolean vid_usingvsync = false; +static qbool vid_usingmouse = false; +static qbool vid_usingmouse_relativeworks = false; // SDL2 workaround for unimplemented RelativeMouse mode +static qbool vid_usinghidecursor = false; +static qbool vid_hasfocus = false; +static qbool vid_wmborder_waiting, vid_wmborderless; static SDL_Joystick *vid_sdljoystick = NULL; +static SDL_GameController *vid_sdlgamecontroller = NULL; +static cvar_t joy_sdl2_trigger_deadzone = {CF_ARCHIVE | CF_CLIENT, "joy_sdl2_trigger_deadzone", "0.5", "deadzone for triggers to be registered as key presses"}; // GAME_STEELSTORM specific static cvar_t *steelstorm_showing_map = NULL; // detect but do not create the cvar static cvar_t *steelstorm_showing_mousecursor = NULL; // detect but do not create the cvar -static int win_half_width = 50; -static int win_half_height = 50; -static int video_bpp; - static SDL_GLContext context; static SDL_Window *window; -static int window_flags; -static vid_mode_t desktop_mode; // Input handling @@ -95,7 +90,8 @@ static int MapKey( unsigned int sdlkey ) { switch(sdlkey) { - default: return 0; + // sdlkey can be Unicode codepoint for non-ascii keys, which are valid + default: return sdlkey & SDLK_SCANCODE_MASK ? 0 : sdlkey; // case SDLK_UNKNOWN: return K_UNKNOWN; case SDLK_RETURN: return K_ENTER; case SDLK_ESCAPE: return K_ESCAPE; @@ -339,12 +335,12 @@ static int MapKey( unsigned int sdlkey ) } } -qboolean VID_HasScreenKeyboardSupport(void) +qbool VID_HasScreenKeyboardSupport(void) { return SDL_HasScreenKeyboardSupport() != SDL_FALSE; } -void VID_ShowKeyboard(qboolean show) +void VID_ShowKeyboard(qbool show) { if (!SDL_HasScreenKeyboardSupport()) return; @@ -361,25 +357,25 @@ void VID_ShowKeyboard(qboolean show) } } -qboolean VID_ShowingKeyboard(void) +qbool VID_ShowingKeyboard(void) { return SDL_IsTextInputActive() != 0; } -void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor) +static void VID_SetMouse(qbool relative, qbool hidecursor) { #ifndef DP_MOBILETOUCH #ifdef MACOSX if(relative) if(vid_usingmouse && (vid_usingnoaccel != !!apple_mouse_noaccel.integer)) - VID_SetMouse(false, false, false); // ungrab first! + VID_SetMouse(false, false); // ungrab first! #endif if (vid_usingmouse != relative) { vid_usingmouse = relative; cl_ignoremousemoves = 2; vid_usingmouse_relativeworks = SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE) == 0; -// Con_Printf("VID_SetMouse(%i, %i, %i) relativeworks = %i\n", (int)fullscreengrab, (int)relative, (int)hidecursor, (int)vid_usingmouse_relativeworks); +// Con_Printf("VID_SetMouse(%i, %i) relativeworks = %i\n", (int)relative, (int)hidecursor, (int)vid_usingmouse_relativeworks); #ifdef MACOSX if(relative) { @@ -453,14 +449,14 @@ float multitouch[MAXFINGERS][3]; int multitouchs[MAXFINGERS]; // modified heavily by ELUAN -static qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float textheight, const char *text, float *resultmove, qboolean *resultbutton, keynum_t key, const char *typedtext, float deadzone, float oversizepixels_x, float oversizepixels_y, qboolean iamexclusive) +static qbool VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float textheight, const char *text, float *resultmove, qbool *resultbutton, keynum_t key, const char *typedtext, float deadzone, float oversizepixels_x, float oversizepixels_y, qbool iamexclusive) { int finger; float fx, fy, fwidth, fheight; float overfx, overfy, overfwidth, overfheight; float rel[3]; float sqsum; - qboolean button = false; + qbool button = false; VectorClear(rel); if (pwidth > 0 && pheight > 0) { @@ -566,11 +562,11 @@ static qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth // ELUAN: // not reentrant, but we only need one mouse cursor anyway... -static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheight, qboolean *resultbutton, keynum_t key) +static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheight, qbool *resultbutton, keynum_t key) { int finger; float fx, fy, fwidth, fheight; - qboolean button = false; + qbool button = false; static int cursorfinger = -1; static int cursorfreemovement = false; static int canclick = false; @@ -605,7 +601,7 @@ static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheigh } if (scr_numtouchscreenareas < 128) { - if (clickrealtime + 1 > realtime) + if (clickrealtime + 1 > host.realtime) { scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_click.tga"; } @@ -615,7 +611,7 @@ static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheigh } else { - switch ((int)realtime * 10 % 20) + switch ((int)host.realtime * 10 % 20) { case 0: scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_touch.tga"; @@ -669,11 +665,11 @@ static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheigh { Key_Event(key, 0, true); canclick = false; - clickrealtime = realtime; + clickrealtime = host.realtime; } // SS:BR can't qc can't cope with presses and releases on the same frame - if (clickrealtime && clickrealtime + 0.1 < realtime) + if (clickrealtime && clickrealtime + 0.1 < host.realtime) { Key_Event(key, 0, false); clickrealtime = 0; @@ -692,14 +688,31 @@ void VID_BuildJoyState(vid_joystate_t *joystate) { 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); + + if (vid_sdlgamecontroller) + { + for (j = 0; j <= SDL_CONTROLLER_AXIS_MAX; ++j) + { + joystate->axis[j] = SDL_GameControllerGetAxis(vid_sdlgamecontroller, (SDL_GameControllerAxis)j) * (1.0f / 32767.0f); + } + for (j = 0; j < SDL_CONTROLLER_BUTTON_MAX; ++j) + joystate->button[j] = SDL_GameControllerGetButton(vid_sdlgamecontroller, (SDL_GameControllerButton)j); + // emulate joy buttons for trigger "axes" + joystate->button[SDL_CONTROLLER_BUTTON_MAX] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f; + joystate->button[SDL_CONTROLLER_BUTTON_MAX+1] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f; + } + else + + { + 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); @@ -742,8 +755,8 @@ static void IN_Move_TouchScreen_SteelStorm(void) int i, numfingers; float xscale, yscale; float move[3], aim[3]; - static qboolean oldbuttons[128]; - static qboolean buttons[128]; + static qbool oldbuttons[128]; + static qbool buttons[128]; keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest; memcpy(oldbuttons, buttons, sizeof(oldbuttons)); memset(multitouchs, 0, sizeof(multitouchs)); @@ -855,16 +868,16 @@ static void IN_Move_TouchScreen_Quake(void) { int x, y; float move[3], aim[3], click[3]; - static qboolean oldbuttons[128]; - static qboolean buttons[128]; + static qbool oldbuttons[128]; + static qbool buttons[128]; keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest; memcpy(oldbuttons, buttons, sizeof(oldbuttons)); memset(multitouchs, 0, sizeof(multitouchs)); // simple quake controls multitouch[MAXFINGERS-1][0] = SDL_GetMouseState(&x, &y); - multitouch[MAXFINGERS-1][1] = x * 32768 / vid.width; - multitouch[MAXFINGERS-1][2] = y * 32768 / vid.height; + multitouch[MAXFINGERS-1][1] = x * 32768 / vid.mode.width; + multitouch[MAXFINGERS-1][2] = y * 32768 / vid.mode.height; // top of screen is toggleconsole and K_ESCAPE switch(keydest) @@ -875,7 +888,7 @@ static void IN_Move_TouchScreen_Quake(void) if (!VID_ShowingKeyboard()) { // user entered a command, close the console now - Con_ToggleConsole_f(); + Con_ToggleConsole_f(cmd_local); } VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[15], (keynum_t)0, NULL, 0, 0, 0, true); VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, move, &buttons[0], K_MOUSE4, NULL, 0, 0, 0, true); @@ -925,7 +938,7 @@ void IN_Move( void ) static int old_x = 0, old_y = 0; static int stuck = 0; static keydest_t oldkeydest; - static qboolean oldshowkeyboard; + static qbool oldshowkeyboard; int x, y; vid_joystate_t joystate; keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest; @@ -965,6 +978,8 @@ void IN_Move( void ) { // have the mouse stuck in the middle, example use: prevent expose effect of beryl during the game when not using // window grabbing. --blub + int win_half_width = vid.mode.width>>1; + int win_half_height = vid.mode.height>>1; // we need 2 frames to initialize the center position if(!stuck) @@ -994,6 +1009,8 @@ void IN_Move( void ) in_windowmouse_y = y; } + //Con_Printf("Mouse position: in_mouse %f %f in_windowmouse %f %f\n", in_mouse_x, in_mouse_y, in_windowmouse_x, in_windowmouse_y); + VID_BuildJoyState(&joystate); VID_ApplyJoyState(&joystate); } @@ -1002,20 +1019,6 @@ void IN_Move( void ) // Message Handling //// -#ifdef SDL_R_RESTART -static qboolean sdl_needs_restart; -static void sdl_start(void) -{ -} -static void sdl_shutdown(void) -{ - sdl_needs_restart = false; -} -static void sdl_newmap(void) -{ -} -#endif - static keynum_t buttonremap[] = { K_MOUSE1, @@ -1037,14 +1040,13 @@ static keynum_t buttonremap[] = }; //#define DEBUGSDLEVENTS - -// SDL2 -void Sys_SendKeyEvents( void ) +void Sys_SDL_HandleEvents(void) { - static qboolean sound_active = true; + static qbool sound_active = true; int keycode; int i; - qboolean isdown; + const char *chp; + qbool isdown; Uchar unicode; SDL_Event event; @@ -1057,7 +1059,7 @@ void Sys_SendKeyEvents( void ) #ifdef DEBUGSDLEVENTS Con_DPrintf("SDL_Event: SDL_QUIT\n"); #endif - Sys_Quit(0); + host.state = host_shutdown; break; case SDL_KEYDOWN: case SDL_KEYUP: @@ -1149,23 +1151,49 @@ void Sys_SendKeyEvents( void ) #endif break; case SDL_WINDOWEVENT_MOVED: - break; - case SDL_WINDOWEVENT_RESIZED: - if(vid_resizable.integer < 2) + vid.xPos = event.window.data1; + vid.yPos = event.window.data2; + // Update vid.displayindex (current monitor) as it may have changed + // SDL_GetWindowDisplayIndex() doesn't work if the window manager moves the fullscreen window, but this works: + for (i = 0; i < vid_info_displaycount.integer; ++i) { - vid.width = event.window.data1; - vid.height = event.window.data2; -#ifdef SDL_R_RESTART - // better not call R_Modules_Restart from here directly, as this may wreak havoc... - // so, let's better queue it for next frame - if(!sdl_needs_restart) + SDL_Rect displaybounds; + if (SDL_GetDisplayBounds(i, &displaybounds) < 0) { - Cbuf_AddText("\nr_restart\n"); - sdl_needs_restart = true; + Con_Printf(CON_ERROR "Error getting bounds of display %i: \"%s\"\n", i, SDL_GetError()); + return; + } + if (vid.xPos >= displaybounds.x && vid.xPos < displaybounds.x + displaybounds.w) + if (vid.yPos >= displaybounds.y && vid.yPos < displaybounds.y + displaybounds.h) + { + vid.mode.display = i; + break; + } + } + // when the window manager adds/removes the border it's likely to move the SDL window + // we'll need to correct that to (re)align the xhair with the monitor + if (vid_wmborder_waiting) + { + SDL_GetWindowBordersSize(window, &i, NULL, NULL, NULL); + if (!i != vid_wmborderless) // border state changed + { + SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED_DISPLAY(vid.mode.display), SDL_WINDOWPOS_CENTERED_DISPLAY(vid.mode.display)); + SDL_GetWindowPosition(window, &vid.xPos, &vid.yPos); + vid_wmborder_waiting = false; } -#endif } break; + case SDL_WINDOWEVENT_RESIZED: // external events only + if(vid_resizable.integer < 2) + { + //vid.width = event.window.data1; + //vid.height = event.window.data2; + // get the real framebuffer size in case the platform's screen coordinates are DPI scaled + SDL_GL_GetDrawableSize(window, &vid.mode.width, &vid.mode.height); + } + break; + case SDL_WINDOWEVENT_SIZE_CHANGED: // internal and external events + break; case SDL_WINDOWEVENT_MINIMIZED: break; case SDL_WINDOWEVENT_MAXIMIZED: @@ -1183,11 +1211,44 @@ void Sys_SendKeyEvents( void ) vid_hasfocus = false; break; case SDL_WINDOWEVENT_CLOSE: - Sys_Quit(0); + host.state = host_shutdown; + break; + case SDL_WINDOWEVENT_TAKE_FOCUS: + break; + case SDL_WINDOWEVENT_HIT_TEST: + break; + case SDL_WINDOWEVENT_ICCPROF_CHANGED: + break; + case SDL_WINDOWEVENT_DISPLAY_CHANGED: + // this event can't be relied on in fullscreen, see SDL_WINDOWEVENT_MOVED above + vid.mode.display = event.window.data1; break; } } break; + case SDL_DISPLAYEVENT: // Display hotplugging + switch (event.display.event) + { + case SDL_DISPLAYEVENT_CONNECTED: + Con_Printf(CON_WARN "Display %i connected: %s\n", event.display.display, SDL_GetDisplayName(event.display.display)); +#ifdef __linux__ + Con_Print(CON_WARN "A vid_restart may be necessary!\n"); +#endif + Cvar_SetValueQuick(&vid_info_displaycount, SDL_GetNumVideoDisplays()); + // Ideally we'd call VID_ApplyDisplayMode() to try to switch to the preferred display here, + // but we may need a vid_restart first, see comments in VID_ApplyDisplayMode(). + break; + case SDL_DISPLAYEVENT_DISCONNECTED: + Con_Printf(CON_WARN "Display %i disconnected.\n", event.display.display); +#ifdef __linux__ + Con_Print(CON_WARN "A vid_restart may be necessary!\n"); +#endif + Cvar_SetValueQuick(&vid_info_displaycount, SDL_GetNumVideoDisplays()); + break; + case SDL_DISPLAYEVENT_ORIENTATION: + break; + } + break; case SDL_TEXTEDITING: #ifdef DEBUGSDLEVENTS Con_DPrintf("SDL_Event: SDL_TEXTEDITING - composition = %s, cursor = %d, selection lenght = %d\n", event.edit.text, event.edit.start, event.edit.length); @@ -1200,9 +1261,14 @@ void Sys_SendKeyEvents( void ) #endif // convert utf8 string to char // NOTE: this code is supposed to run even if utf8enable is 0 - unicode = u8_getchar_utf8_enabled(event.text.text + (int)u8_bytelen(event.text.text, 0), NULL); - Key_Event(K_TEXT, unicode, true); - Key_Event(K_TEXT, unicode, false); + chp = event.text.text; + while (*chp != 0) + { + // input the chars one by one (there can be multiple chars when e.g. using an "input method") + unicode = u8_getchar_utf8_enabled(chp, &chp); + Key_Event(K_TEXT, unicode, true); + Key_Event(K_TEXT, unicode, false); + } break; case SDL_MOUSEMOTION: break; @@ -1262,8 +1328,10 @@ void Sys_SendKeyEvents( void ) break; } + vid_activewindow = !vid_hidden && vid_hasfocus; + // enable/disable sound on focus gain/loss - if ((!vid_hidden && vid_activewindow) || !snd_mutewhenidle.integer) + if (vid_activewindow || !snd_mutewhenidle.integer) { if (!sound_active) { @@ -1279,557 +1347,212 @@ void Sys_SendKeyEvents( void ) sound_active = false; } } + + if (!vid_activewindow || key_consoleactive || scr_loading) + VID_SetMouse(false, false); + else if (key_dest == key_menu || key_dest == key_menu_grabbed) + VID_SetMouse(vid_mouse.integer && !in_client_mouse && !vid_touchscreen.integer, !vid_touchscreen.integer); + else + VID_SetMouse(vid_mouse.integer && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0 && (!cls.demoplayback || cl_demo_mousegrab.integer) && !vid_touchscreen.integer, !vid_touchscreen.integer); } ///////////////// // Video system //// -#ifdef USE_GLES2 -#ifndef qglClear -#ifdef __IPHONEOS__ -#include -#else -#include -#endif +void *GL_GetProcAddress(const char *name) +{ + void *p = NULL; + p = SDL_GL_GetProcAddress(name); + return p; +} -//#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 wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;} -void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);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 wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);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 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 wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);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 wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);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 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 +qbool GL_ExtensionSupported(const char *name) +{ + return SDL_GL_ExtensionSupported(name); +} -void GLES_Init(void) +/// Applies display settings immediately (no vid_restart required). +static void VID_ApplyDisplayMode(const viddef_mode_t *mode) { -#ifndef qglClear - qglIsBufferARB = wrapglIsBuffer; - qglIsEnabled = wrapglIsEnabled; - qglIsFramebufferEXT = wrapglIsFramebuffer; -// qglIsQueryARB = wrapglIsQuery; - qglIsRenderbufferEXT = wrapglIsRenderbuffer; -// qglUnmapBufferARB = wrapglUnmapBuffer; - qglCheckFramebufferStatus = wrapglCheckFramebufferStatus; - qglGetError = wrapglGetError; - qglCreateProgram = wrapglCreateProgram; - qglCreateShader = wrapglCreateShader; -// qglGetHandleARB = wrapglGetHandle; - qglGetAttribLocation = wrapglGetAttribLocation; - qglGetUniformLocation = wrapglGetUniformLocation; -// qglMapBufferARB = wrapglMapBuffer; - qglGetString = wrapglGetString; -// qglActiveStencilFaceEXT = wrapglActiveStencilFace; - qglActiveTexture = wrapglActiveTexture; - qglArrayElement = wrapglArrayElement; - qglAttachShader = wrapglAttachShader; -// qglBeginQueryARB = wrapglBeginQuery; - qglBindAttribLocation = wrapglBindAttribLocation; -// qglBindFragDataLocation = wrapglBindFragDataLocation; - qglBindBufferARB = wrapglBindBuffer; - qglBindFramebuffer = wrapglBindFramebuffer; - qglBindRenderbuffer = wrapglBindRenderbuffer; - qglBindTexture = wrapglBindTexture; - qglBlendEquationEXT = wrapglBlendEquation; - qglBlendFunc = wrapglBlendFunc; - qglBufferDataARB = wrapglBufferData; - qglBufferSubDataARB = wrapglBufferSubData; - qglClear = wrapglClear; - qglClearColor = wrapglClearColor; - qglClearDepth = wrapglClearDepth; - qglClearStencil = wrapglClearStencil; - qglColorMask = wrapglColorMask; - qglCompileShader = wrapglCompileShader; - qglCompressedTexImage2DARB = wrapglCompressedTexImage2D; - qglCompressedTexImage3DARB = wrapglCompressedTexImage3D; - qglCompressedTexSubImage2DARB = wrapglCompressedTexSubImage2D; - qglCompressedTexSubImage3DARB = wrapglCompressedTexSubImage3D; - qglCopyTexImage2D = wrapglCopyTexImage2D; - qglCopyTexSubImage2D = wrapglCopyTexSubImage2D; - qglCopyTexSubImage3D = wrapglCopyTexSubImage3D; - qglCullFace = wrapglCullFace; - qglDeleteBuffersARB = wrapglDeleteBuffers; - qglDeleteFramebuffers = wrapglDeleteFramebuffers; - qglDeleteProgram = wrapglDeleteProgram; - qglDeleteShader = wrapglDeleteShader; -// qglDeleteQueriesARB = wrapglDeleteQueries; - qglDeleteRenderbuffers = wrapglDeleteRenderbuffers; - qglDeleteTextures = wrapglDeleteTextures; - qglDepthFunc = wrapglDepthFunc; - qglDepthMask = wrapglDepthMask; - qglDepthRangef = wrapglDepthRangef; - qglDetachShader = wrapglDetachShader; - qglDisable = wrapglDisable; - qglDisableVertexAttribArray = wrapglDisableVertexAttribArray; - qglDrawArrays = wrapglDrawArrays; -// qglDrawBuffer = wrapglDrawBuffer; -// qglDrawBuffersARB = wrapglDrawBuffers; - qglDrawElements = wrapglDrawElements; -// qglDrawRangeElements = wrapglDrawRangeElements; - qglEnable = wrapglEnable; - qglEnableVertexAttribArray = wrapglEnableVertexAttribArray; -// qglEndQueryARB = wrapglEndQuery; - qglFinish = wrapglFinish; - qglFlush = wrapglFlush; - qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer; - qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D; - qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D; - qglGenBuffersARB = wrapglGenBuffers; - qglGenFramebuffers = wrapglGenFramebuffers; -// qglGenQueriesARB = wrapglGenQueries; - qglGenRenderbuffers = wrapglGenRenderbuffers; - qglGenTextures = wrapglGenTextures; - qglGenerateMipmapEXT = wrapglGenerateMipmap; - qglGetActiveAttrib = wrapglGetActiveAttrib; - qglGetActiveUniform = wrapglGetActiveUniform; - qglGetAttachedShaders = wrapglGetAttachedShaders; - qglGetBooleanv = wrapglGetBooleanv; -// qglGetCompressedTexImageARB = wrapglGetCompressedTexImage; - qglGetDoublev = wrapglGetDoublev; - qglGetFloatv = wrapglGetFloatv; - qglGetFramebufferAttachmentParameterivEXT = wrapglGetFramebufferAttachmentParameteriv; - qglGetProgramInfoLog = wrapglGetProgramInfoLog; - qglGetShaderInfoLog = wrapglGetShaderInfoLog; - qglGetIntegerv = wrapglGetIntegerv; - qglGetShaderiv = wrapglGetShaderiv; - qglGetProgramiv = wrapglGetProgramiv; -// qglGetQueryObjectivARB = wrapglGetQueryObjectiv; -// qglGetQueryObjectuivARB = wrapglGetQueryObjectuiv; -// qglGetQueryivARB = wrapglGetQueryiv; - qglGetRenderbufferParameterivEXT = wrapglGetRenderbufferParameteriv; - qglGetShaderSource = wrapglGetShaderSource; - qglGetTexImage = wrapglGetTexImage; - qglGetTexLevelParameterfv = wrapglGetTexLevelParameterfv; - qglGetTexLevelParameteriv = wrapglGetTexLevelParameteriv; - qglGetTexParameterfv = wrapglGetTexParameterfv; - qglGetTexParameteriv = wrapglGetTexParameteriv; - qglGetUniformfv = wrapglGetUniformfv; - qglGetUniformiv = wrapglGetUniformiv; - qglHint = wrapglHint; - qglLinkProgram = wrapglLinkProgram; - qglPixelStorei = wrapglPixelStorei; - qglPointSize = wrapglPointSize; -// qglPolygonMode = wrapglPolygonMode; - qglPolygonOffset = wrapglPolygonOffset; -// qglPolygonStipple = wrapglPolygonStipple; - qglReadBuffer = wrapglReadBuffer; - qglReadPixels = wrapglReadPixels; - qglRenderbufferStorage = wrapglRenderbufferStorage; - qglScissor = wrapglScissor; - qglShaderSource = wrapglShaderSource; - qglStencilFunc = wrapglStencilFunc; - qglStencilFuncSeparate = wrapglStencilFuncSeparate; - qglStencilMask = wrapglStencilMask; - qglStencilOp = wrapglStencilOp; - qglStencilOpSeparate = wrapglStencilOpSeparate; - qglTexImage2D = wrapglTexImage2D; - qglTexImage3D = wrapglTexImage3D; - qglTexParameterf = wrapglTexParameterf; - qglTexParameterfv = wrapglTexParameterfv; - qglTexParameteri = wrapglTexParameteri; - qglTexSubImage2D = wrapglTexSubImage2D; - qglTexSubImage3D = wrapglTexSubImage3D; - qglUniform1f = wrapglUniform1f; - qglUniform1fv = wrapglUniform1fv; - qglUniform1i = wrapglUniform1i; - qglUniform1iv = wrapglUniform1iv; - qglUniform2f = wrapglUniform2f; - qglUniform2fv = wrapglUniform2fv; - qglUniform2i = wrapglUniform2i; - qglUniform2iv = wrapglUniform2iv; - qglUniform3f = wrapglUniform3f; - qglUniform3fv = wrapglUniform3fv; - qglUniform3i = wrapglUniform3i; - qglUniform3iv = wrapglUniform3iv; - qglUniform4f = wrapglUniform4f; - qglUniform4fv = wrapglUniform4fv; - qglUniform4i = wrapglUniform4i; - qglUniform4iv = wrapglUniform4iv; - qglUniformMatrix2fv = wrapglUniformMatrix2fv; - qglUniformMatrix3fv = wrapglUniformMatrix3fv; - qglUniformMatrix4fv = wrapglUniformMatrix4fv; - qglUseProgram = wrapglUseProgram; - qglValidateProgram = wrapglValidateProgram; - qglVertex2f = wrapglVertex2f; - qglVertex3f = wrapglVertex3f; - qglVertex4f = wrapglVertex4f; - qglVertexAttribPointer = wrapglVertexAttribPointer; - qglVertexPointer = wrapglVertexPointer; - qglViewport = wrapglViewport; - qglVertexAttrib1f = wrapglVertexAttrib1f; -// qglVertexAttrib1s = wrapglVertexAttrib1s; -// qglVertexAttrib1d = wrapglVertexAttrib1d; - qglVertexAttrib2f = wrapglVertexAttrib2f; -// qglVertexAttrib2s = wrapglVertexAttrib2s; -// qglVertexAttrib2d = wrapglVertexAttrib2d; - qglVertexAttrib3f = wrapglVertexAttrib3f; -// qglVertexAttrib3s = wrapglVertexAttrib3s; -// qglVertexAttrib3d = wrapglVertexAttrib3d; - qglVertexAttrib4f = wrapglVertexAttrib4f; -// qglVertexAttrib4s = wrapglVertexAttrib4s; -// qglVertexAttrib4d = wrapglVertexAttrib4d; -// qglVertexAttrib4Nub = wrapglVertexAttrib4Nub; - qglVertexAttrib1fv = wrapglVertexAttrib1fv; -// qglVertexAttrib1sv = wrapglVertexAttrib1sv; -// qglVertexAttrib1dv = wrapglVertexAttrib1dv; - qglVertexAttrib2fv = wrapglVertexAttrib2fv; -// qglVertexAttrib2sv = wrapglVertexAttrib2sv; -// qglVertexAttrib2dv = wrapglVertexAttrib2dv; - qglVertexAttrib3fv = wrapglVertexAttrib3fv; -// qglVertexAttrib3sv = wrapglVertexAttrib3sv; -// qglVertexAttrib3dv = wrapglVertexAttrib3dv; - qglVertexAttrib4fv = wrapglVertexAttrib4fv; -// qglVertexAttrib4sv = wrapglVertexAttrib4sv; -// qglVertexAttrib4dv = wrapglVertexAttrib4dv; -// qglVertexAttrib4iv = wrapglVertexAttrib4iv; -// qglVertexAttrib4bv = wrapglVertexAttrib4bv; -// qglVertexAttrib4ubv = wrapglVertexAttrib4ubv; -// qglVertexAttrib4usv = wrapglVertexAttrib4usv; -// qglVertexAttrib4uiv = wrapglVertexAttrib4uiv; -// qglVertexAttrib4Nbv = wrapglVertexAttrib4Nbv; -// qglVertexAttrib4Nsv = wrapglVertexAttrib4Nsv; -// qglVertexAttrib4Niv = wrapglVertexAttrib4Niv; -// qglVertexAttrib4Nubv = wrapglVertexAttrib4Nubv; -// qglVertexAttrib4Nusv = wrapglVertexAttrib4Nusv; -// qglVertexAttrib4Nuiv = wrapglVertexAttrib4Nuiv; -// qglGetVertexAttribdv = wrapglGetVertexAttribdv; - qglGetVertexAttribfv = wrapglGetVertexAttribfv; - qglGetVertexAttribiv = wrapglGetVertexAttribiv; - qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv; -#endif + uint32_t fullscreenwanted; + int displaywanted = bound(0, mode->display, vid_info_displaycount.integer - 1); + SDL_DisplayMode modefinal; - gl_renderer = (const char *)qglGetString(GL_RENDERER); - gl_vendor = (const char *)qglGetString(GL_VENDOR); - gl_version = (const char *)qglGetString(GL_VERSION); - gl_extensions = (const char *)qglGetString(GL_EXTENSIONS); - - if (!gl_extensions) - gl_extensions = ""; - if (!gl_platformextensions) - gl_platformextensions = ""; - - Con_Printf("GL_VENDOR: %s\n", gl_vendor); - Con_Printf("GL_RENDERER: %s\n", gl_renderer); - Con_Printf("GL_VERSION: %s\n", gl_version); - Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions); - Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions); - - // LordHavoc: report supported extensions - Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); + if (mode->fullscreen) + fullscreenwanted = mode->desktopfullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN; + else + fullscreenwanted = 0; - // 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; - vid.support.arb_depth_texture = SDL_GL_ExtensionSupported("GL_OES_depth_texture") != 0; // renderbuffer used anyway on gles2? - vid.support.arb_draw_buffers = false; - vid.support.arb_multitexture = false; - vid.support.arb_occlusion_query = false; - vid.support.arb_query_buffer_object = false; - vid.support.arb_shadow = false; - vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL... - vid.support.arb_texture_cube_map = SDL_GL_ExtensionSupported("GL_OES_texture_cube_map") != 0; - vid.support.arb_texture_env_combine = false; - vid.support.arb_texture_gather = false; - vid.support.arb_texture_non_power_of_two = strstr(gl_extensions, "GL_OES_texture_npot") != NULL; - vid.support.arb_vertex_buffer_object = true; // GLES2 core - vid.support.ext_blend_minmax = false; - vid.support.ext_blend_subtract = true; // GLES2 core - vid.support.ext_blend_func_separate = true; // GLES2 core - vid.support.ext_draw_range_elements = false; - - /* ELUAN: - Note: "In OS 2.1, the functions in GL_OES_framebuffer_object were not usable from the Java API. - Calling them just threw an exception. Android developer relations confirmed that they forgot to implement these. (yeah...) - It's apparently been fixed in 2.2, though I haven't tested." - */ - // LadyHavoc: Android 2.1 is way old now, enabling this again, it's going to be required soon. - vid.support.ext_framebuffer_object = true; - - vid.support.ext_packed_depth_stencil = false; - vid.support.ext_texture_3d = SDL_GL_ExtensionSupported("GL_OES_texture_3D") != 0; - vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc") != 0; - vid.support.ext_texture_edge_clamp = true; // GLES2 core - vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it... - vid.support.ext_texture_srgb = false; - vid.support.arb_texture_float = SDL_GL_ExtensionSupported("GL_OES_texture_float") != 0; - vid.support.arb_half_float_pixel = SDL_GL_ExtensionSupported("GL_OES_texture_half_float") != 0; - vid.support.arb_half_float_vertex = SDL_GL_ExtensionSupported("GL_OES_vertex_half_float") != 0; - - // NOTE: On some devices, a value of 512 gives better FPS than the maximum. - qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d); - -#ifdef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT - if (vid.support.ext_texture_filter_anisotropic) - qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy); -#endif - if (vid.support.arb_texture_cube_map) - 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); + // moving to another display or switching to windowed + if (vid.mode.display != displaywanted // SDL seems unable to move any fullscreen window to another display + || !fullscreenwanted) + { + if (SDL_SetWindowFullscreen(window, 0) < 0) + { + Con_Printf(CON_ERROR "ERROR: can't deactivate fullscreen on display %i because %s\n", vid.mode.display, SDL_GetError()); + return; + } + vid.mode.desktopfullscreen = vid.mode.fullscreen = false; + Con_DPrintf("Fullscreen deactivated on display %i\n", vid.mode.display); + } + + // switching to windowed + if (!fullscreenwanted) { -#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); + int toppx; + + SDL_SetWindowSize(window, vid.mode.width = mode->width, vid.mode.height = mode->height); + // resizable and borderless set here cos a separate callback would fail if the cvar is changed when the window is fullscreen + SDL_SetWindowResizable(window, vid_resizable.integer ? SDL_TRUE : SDL_FALSE); + SDL_SetWindowBordered(window, (SDL_bool)!vid_borderless.integer); + SDL_GetWindowBordersSize(window, &toppx, NULL, NULL, NULL); + vid_wmborderless = !toppx; + if (vid_borderless.integer != vid_wmborderless) // this is not the state we're looking for + vid_wmborder_waiting = true; } - // verify that cubemap textures are really supported - if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256) - vid.support.arb_texture_cube_map = false; - - // verify that 3d textures are really supported - if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32) + // moving to another display or switching to windowed + if (vid.mode.display != displaywanted || !fullscreenwanted) { - vid.support.ext_texture_3d = false; - Con_Printf("GL_OES_texture_3d reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n"); +// SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED_DISPLAY(displaywanted), SDL_WINDOWPOS_CENTERED_DISPLAY(displaywanted)); +// SDL_GetWindowPosition(window, &vid.xPos, &vid.yPos); + + /* bones_was_here BUG: after SDL_DISPLAYEVENT hotplug events, on Xorg + NVIDIA, + * SDL_WINDOWPOS_CENTERED_DISPLAY(displaywanted) may place the window somewhere completely invisible. + * WORKAROUND: manual positioning seems safer: although SDL_GetDisplayBounds() may return outdated values, + * SDL_SetWindowPosition() always placed the window somewhere fully visible, even if it wasn't correct, + * when tested with SDL 2.26.5. + */ + SDL_Rect displaybounds; + if (SDL_GetDisplayBounds(displaywanted, &displaybounds) < 0) + { + Con_Printf(CON_ERROR "Error getting bounds of display %i: \"%s\"\n", displaywanted, SDL_GetError()); + return; + } + vid.xPos = displaybounds.x + 0.5 * (displaybounds.w - vid.mode.width); + vid.yPos = displaybounds.y + 0.5 * (displaybounds.h - vid.mode.height); + SDL_SetWindowPosition(window, vid.xPos, vid.yPos); + + vid.mode.display = displaywanted; } - vid.texunits = 4; - vid.teximageunits = 8; - vid.texarrayunits = 5; - //qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits); - qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*)&vid.teximageunits);CHECKGLERROR - //qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (GLint*)&vid.texarrayunits);CHECKGLERROR - vid.texunits = bound(1, vid.texunits, MAX_TEXTUREUNITS); - vid.teximageunits = bound(1, vid.teximageunits, MAX_TEXTUREUNITS); - vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS); - Con_DPrintf("Using GLES2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : ""); - vid.renderpath = RENDERPATH_GLES2; - vid.sRGBcapable2D = false; - vid.sRGBcapable3D = false; - - // VorteX: set other info (maybe place them in VID_InitMode?) - extern cvar_t gl_info_vendor; - extern cvar_t gl_info_renderer; - extern cvar_t gl_info_version; - extern cvar_t gl_info_platform; - extern cvar_t gl_info_driver; - Cvar_SetQuick(&gl_info_vendor, gl_vendor); - Cvar_SetQuick(&gl_info_renderer, gl_renderer); - Cvar_SetQuick(&gl_info_version, gl_version); - Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : ""); - Cvar_SetQuick(&gl_info_driver, gl_driver); + // switching to a fullscreen mode + if (fullscreenwanted) + { + if (fullscreenwanted == SDL_WINDOW_FULLSCREEN) + { + // determine if a modeset is needed and if the requested resolution is supported + SDL_DisplayMode modewanted, modecurrent; + + modewanted.w = mode->width; + modewanted.h = mode->height; + modewanted.format = mode->bitsperpixel == 16 ? SDL_PIXELFORMAT_RGB565 : SDL_PIXELFORMAT_RGB888; + modewanted.refresh_rate = mode->refreshrate; + if (!SDL_GetClosestDisplayMode(displaywanted, &modewanted, &modefinal)) + { + // SDL_GetError() returns a random unrelated error if this fails (in 2.26.5) + Con_Printf(CON_ERROR "Error getting closest mode to %ix%i@%ihz for display %i\n", modewanted.w, modewanted.h, modewanted.refresh_rate, vid.mode.display); + return; + } + if (SDL_GetCurrentDisplayMode(displaywanted, &modecurrent) < 0) + { + Con_Printf(CON_ERROR "Error getting current mode of display %i: \"%s\"\n", vid.mode.display, SDL_GetError()); + return; + } + if (memcmp(&modecurrent, &modefinal, sizeof(modecurrent)) != 0) + { + if (mode->width != modefinal.w || mode->height != modefinal.h) + { + Con_Printf(CON_WARN "Display %i doesn't support resolution %ix%i\n", vid.mode.display, modewanted.w, modewanted.h); + return; + } + if (SDL_SetWindowDisplayMode(window, &modefinal) < 0) + { + Con_Printf(CON_ERROR "Error setting mode %ix%i@%ihz for display %i: \"%s\"\n", modefinal.w, modefinal.h, modefinal.refresh_rate, vid.mode.display, SDL_GetError()); + return; + } + // HACK to work around SDL BUG when switching from a lower to a higher res: + // the display res gets increased but the window size isn't increased + // (unless we do this first; switching to windowed mode first also works). + SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP); + } + } + + if (SDL_SetWindowFullscreen(window, fullscreenwanted) < 0) + { + Con_Printf(CON_ERROR "ERROR: can't activate fullscreen on display %i because %s\n", vid.mode.display, SDL_GetError()); + return; + } + // get the real framebuffer size in case the platform's screen coordinates are DPI scaled + SDL_GL_GetDrawableSize(window, &vid.mode.width, &vid.mode.height); + vid.mode.fullscreen = true; + vid.mode.desktopfullscreen = fullscreenwanted == SDL_WINDOW_FULLSCREEN_DESKTOP; + Con_DPrintf("Fullscreen activated on display %i\n", vid.mode.display); + } + + if (!fullscreenwanted || fullscreenwanted == SDL_WINDOW_FULLSCREEN_DESKTOP) + SDL_GetDesktopDisplayMode(displaywanted, &modefinal); + else { /* modefinal was set by SDL_GetClosestDisplayMode */ } + vid.mode.bitsperpixel = SDL_BITSPERPIXEL(modefinal.format); + vid.mode.refreshrate = mode->refreshrate && mode->fullscreen && !mode->desktopfullscreen ? modefinal.refresh_rate : 0; + vid.stencil = mode->bitsperpixel > 16; } -#endif -void *GL_GetProcAddress(const char *name) +static void VID_ApplyDisplayMode_c(cvar_t *var) { - void *p = NULL; - p = SDL_GL_GetProcAddress(name); - return p; + viddef_mode_t mode; + + if (!window) + return; + + // Menu designs aren't suitable for instant hardware modesetting + // they make players scroll through a list, setting the cvars at each step. + if (key_dest == key_menu && !key_consoleactive // in menu, console closed + && vid_fullscreen.integer && !vid_desktopfullscreen.integer) // modesetting enabled + return; + + Con_DPrintf("%s: applying %s \"%s\"\n", __func__, var->name, var->string); + + mode.display = vid_display.integer; + mode.fullscreen = vid_fullscreen.integer; + mode.desktopfullscreen = vid_desktopfullscreen.integer; + mode.width = vid_width.integer; + mode.height = vid_height.integer; + mode.bitsperpixel = vid_bitsperpixel.integer; + mode.refreshrate = max(0, vid_refreshrate.integer); + VID_ApplyDisplayMode(&mode); } -static qboolean vid_sdl_initjoysticksystem = false; +static void VID_SetVsync_c(cvar_t *var) +{ + int vsyncwanted = cls.timedemo ? 0 : vid_vsync.integer; + + if (!context) + return; +/* +Can't check first: on Wayland SDL_GL_GetSwapInterval() may initially return 0 when vsync is on. +On Xorg it returns the correct value. + if (SDL_GL_GetSwapInterval() == vsyncwanted) + return; +*/ + + if (SDL_GL_SetSwapInterval(vsyncwanted) >= 0) + Con_DPrintf("Vsync %s\n", vsyncwanted ? "activated" : "deactivated"); + else + Con_Printf(CON_ERROR "ERROR: can't %s vsync because %s\n", vsyncwanted ? "activate" : "deactivate", SDL_GetError()); +} + +static void VID_SetHints_c(cvar_t *var) +{ + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, vid_mouse_clickthrough.integer ? "1" : "0"); + SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, vid_minimize_on_focus_loss.integer ? "1" : "0"); +} void VID_Init (void) { + SDL_version version; + #ifndef __IPHONEOS__ #ifdef MACOSX Cvar_RegisterVariable(&apple_mouse_noaccel); @@ -1838,25 +1561,48 @@ void VID_Init (void) #ifdef DP_MOBILETOUCH Cvar_SetValueQuick(&vid_touchscreen, 1); #endif - -#ifdef SDL_R_RESTART - R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap, NULL, NULL); + Cvar_RegisterVariable(&joy_sdl2_trigger_deadzone); + + Cvar_RegisterCallback(&vid_display, VID_ApplyDisplayMode_c); + Cvar_RegisterCallback(&vid_fullscreen, VID_ApplyDisplayMode_c); + Cvar_RegisterCallback(&vid_desktopfullscreen, VID_ApplyDisplayMode_c); + Cvar_RegisterCallback(&vid_width, VID_ApplyDisplayMode_c); + Cvar_RegisterCallback(&vid_height, VID_ApplyDisplayMode_c); + Cvar_RegisterCallback(&vid_refreshrate, VID_ApplyDisplayMode_c); + Cvar_RegisterCallback(&vid_resizable, VID_ApplyDisplayMode_c); + Cvar_RegisterCallback(&vid_borderless, VID_ApplyDisplayMode_c); + Cvar_RegisterCallback(&vid_vsync, VID_SetVsync_c); + Cvar_RegisterCallback(&vid_mouse_clickthrough, VID_SetHints_c); + Cvar_RegisterCallback(&vid_minimize_on_focus_loss, VID_SetHints_c); + + // DPI scaling prevents use of the native resolution, causing blurry rendering + // and/or mouse cursor problems and/or incorrect render area, so we need to opt-out. + // Must be set before first SDL_INIT_VIDEO. Documented in SDL_hints.h. +#ifdef WIN32 + // make SDL coordinates == hardware pixels + SDL_SetHint(SDL_HINT_WINDOWS_DPI_SCALING, "0"); + // use best available awareness mode + SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "permonitorv2"); #endif if (SDL_Init(SDL_INIT_VIDEO) < 0) Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError()); - vid_sdl_initjoysticksystem = SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0; - if (vid_sdl_initjoysticksystem) - Con_Printf("Failed to init SDL joystick subsystem: %s\n", SDL_GetError()); - vid_isfullscreen = false; + if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) + Con_Printf(CON_ERROR "Failed to init SDL joystick subsystem: %s\n", SDL_GetError()); + + SDL_GetVersion(&version); + 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); } static int vid_sdljoystickindex = -1; -void VID_EnableJoystick(qboolean enable) +void VID_EnableJoystick(qbool enable) { int index = joy_enable.integer > 0 ? joy_index.integer : -1; int numsdljoysticks; - qboolean success = false; + qbool success = false; int sharedcount = 0; int sdlindex = -1; sharedcount = VID_Shared_SetJoystick(index); @@ -1877,19 +1623,31 @@ void VID_EnableJoystick(qboolean enable) vid_sdljoystickindex = sdlindex; // close SDL joystick if active if (vid_sdljoystick) + { SDL_JoystickClose(vid_sdljoystick); - vid_sdljoystick = NULL; + vid_sdljoystick = NULL; + } + if (vid_sdlgamecontroller) + { + SDL_GameControllerClose(vid_sdlgamecontroller); + vid_sdlgamecontroller = NULL; + } if (sdlindex >= 0) { vid_sdljoystick = SDL_JoystickOpen(sdlindex); if (vid_sdljoystick) { const char *joystickname = SDL_JoystickName(vid_sdljoystick); + if (SDL_IsGameController(vid_sdljoystickindex)) + { + vid_sdlgamecontroller = SDL_GameControllerOpen(vid_sdljoystickindex); + Con_DPrintf("Using SDL GameController mappings for Joystick %i\n", index); + } Con_Printf("Joystick %i opened (SDL_Joystick %i is \"%s\" with %i axes, %i buttons, %i balls)\n", index, sdlindex, joystickname, (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()); + Con_Printf(CON_ERROR "Joystick %i failed (SDL_JoystickOpen(%i) returned: %s)\n", index, sdlindex, SDL_GetError()); sdlindex = -1; } } @@ -1902,19 +1660,14 @@ void VID_EnableJoystick(qboolean enable) Cvar_SetValueQuick(&joy_active, success ? 1 : 0); } -static void VID_OutputVersion(void) -{ - SDL_version version; - SDL_GetVersion(&version); - 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 ); -} - #ifdef WIN32 static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect) { + int workWidth; + int workHeight; + int titleBarPixels = 2; + int screenHeight; + RECT workArea; LONG width = mode->width; // vid_width LONG height = mode->height; // vid_height @@ -1925,16 +1678,14 @@ static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect) rect->bottom = height; AdjustWindowRectEx(rect, WS_CAPTION|WS_THICKFRAME, false, 0); - RECT workArea; SystemParametersInfo(SPI_GETWORKAREA, 0, &workArea, 0); - int workWidth = workArea.right - workArea.left; - int workHeight = workArea.bottom - workArea.top; + workWidth = workArea.right - workArea.left; + workHeight = workArea.bottom - workArea.top; // SDL forces the window height to be <= screen height - 27px (on Win8.1 - probably intended for the title bar) // If the task bar is docked to the the left screen border and we move the window to negative y, // there would be some part of the regular desktop visible on the bottom of the screen. - int titleBarPixels = 2; - int screenHeight = GetSystemMetrics(SM_CYSCREEN); + screenHeight = GetSystemMetrics(SM_CYSCREEN); if (screenHeight == workHeight) titleBarPixels = -rect->top; @@ -1956,35 +1707,33 @@ static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect) } #endif -static qboolean VID_InitModeGL(viddef_mode_t *mode) +static qbool VID_InitModeGL(const viddef_mode_t *mode) { int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL; - int xPos = SDL_WINDOWPOS_UNDEFINED; - int yPos = SDL_WINDOWPOS_UNDEFINED; -#ifndef USE_GLES2 int i; - const char *drivername; +#ifndef USE_GLES2 + // SDL usually knows best + const char *drivername = NULL; #endif - win_half_width = mode->width>>1; - win_half_height = mode->height>>1; + // video display selection (multi-monitor) + Cvar_SetValueQuick(&vid_info_displaycount, SDL_GetNumVideoDisplays()); + vid.mode.display = bound(0, mode->display, vid_info_displaycount.integer - 1); + vid.xPos = SDL_WINDOWPOS_CENTERED_DISPLAY(vid.mode.display); + vid.yPos = SDL_WINDOWPOS_CENTERED_DISPLAY(vid.mode.display); + vid_wmborder_waiting = vid_wmborderless = false; if(vid_resizable.integer) windowflags |= SDL_WINDOW_RESIZABLE; - VID_OutputVersion(); - #ifndef USE_GLES2 - // SDL usually knows best - drivername = NULL; - // COMMANDLINEOPTION: SDL GL: -gl_driver selects a GL driver library, default is whatever SDL recommends, useful only for 3dfxogl.dll/3dfxvgl.dll or fxmesa or similar, if you don't know what this is for, you don't need it - i = COM_CheckParm("-gl_driver"); - if (i && i < com_argc - 1) - drivername = com_argv[i + 1]; + i = Sys_CheckParm("-gl_driver"); + if (i && i < sys.argc - 1) + drivername = sys.argv[i + 1]; if (SDL_GL_LoadLibrary(drivername) < 0) { - Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError()); + Con_Printf(CON_ERROR "Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError()); return false; } #endif @@ -1995,41 +1744,35 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) // hide the menu with SDL_WINDOW_BORDERLESS windowflags |= SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS; #endif -#ifndef USE_GLES2 - if ((qglGetString = (const GLubyte* (GLAPIENTRY *)(GLenum name))GL_GetProcAddress("glGetString")) == NULL) + + // SDL_CreateWindow() supports only width and height modesetting, + // so initially we use desktopfullscreen and perform a modeset later if necessary, + // this way we do only one modeset to apply the full config. + if (mode->fullscreen) { - VID_Shutdown(); - Con_Print("Required OpenGL function glGetString not found\n"); - return false; + windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP; + vid.mode.fullscreen = vid.mode.desktopfullscreen = true; } -#endif - - // Knghtbrd: should do platform-specific extension string function here - - vid_isfullscreen = false; + else { - if (mode->fullscreen) { - if (vid_desktopfullscreen.integer) - { - vid_mode_t *m = VID_GetDesktopMode(); - mode->width = m->width; - mode->height = m->height; - windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP; - } - else - windowflags |= SDL_WINDOW_FULLSCREEN; - vid_isfullscreen = true; - } - else { + if (vid_borderless.integer) + windowflags |= SDL_WINDOW_BORDERLESS; + else + vid_wmborder_waiting = true; // waiting for border to be added #ifdef WIN32 + if (!vid_ignore_taskbar.integer) + { RECT rect; - AdjustWindowBounds(mode, &rect); - xPos = rect.left; - yPos = rect.top; -#endif + AdjustWindowBounds((viddef_mode_t *)mode, &rect); + vid.xPos = rect.left; + vid.xPos = rect.top; + vid_wmborder_waiting = false; } +#endif + vid.mode.fullscreen = vid.mode.desktopfullscreen = false; } - //flags |= SDL_HWSURFACE; + + VID_SetHints_c(NULL); SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8); @@ -2039,7 +1782,10 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute (SDL_GL_STENCIL_SIZE, 8); if (mode->stereobuffer) + { SDL_GL_SetAttribute (SDL_GL_STEREO, 1); + vid.mode.stereobuffer = true; + } if (mode->samples > 1) { SDL_GL_SetAttribute (SDL_GL_MULTISAMPLEBUFFERS, 1); @@ -2047,62 +1793,85 @@ static qboolean VID_InitModeGL(viddef_mode_t *mode) } #ifdef USE_GLES2 + SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); 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); +#else + SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); + /* Requesting a Core profile and 3.2 minimum is mandatory on macOS and older Mesa drivers. + * It works fine on other drivers too except NVIDIA, see HACK below. + */ #endif - video_bpp = mode->bitsperpixel; - window_flags = windowflags; - window = SDL_CreateWindow(gamename, xPos, yPos, mode->width, mode->height, windowflags); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, (gl_debug.integer > 0 ? SDL_GL_CONTEXT_DEBUG_FLAG : 0)); + + window = SDL_CreateWindow(gamename, vid.xPos, vid.yPos, mode->width, mode->height, windowflags); if (window == NULL) { - Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); + Con_Printf(CON_ERROR "Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError()); VID_Shutdown(); return false; } - SDL_GetWindowSize(window, &mode->width, &mode->height); + context = SDL_GL_CreateContext(window); if (context == NULL) - { - Con_Printf("Failed to initialize OpenGL context: %s\n", SDL_GetError()); - VID_Shutdown(); - return false; - } - - SDL_GL_SetSwapInterval(bound(-1, vid_vsync.integer, 1)); - vid_usingvsync = (vid_vsync.integer != 0); + Sys_Error("Failed to initialize OpenGL context: %s\n", SDL_GetError()); - gl_platform = "SDL"; - gl_platformextensions = ""; + GL_InitFunctions(); -#ifdef USE_GLES2 - GLES_Init(); -#else - GL_Init(); +#if !defined(USE_GLES2) && !defined(MACOSX) + // NVIDIA hates the Core profile and limits the version to the minimum we specified. + // HACK: to detect NVIDIA we first need a context, fortunately replacing it takes a few milliseconds + gl_vendor = (const char *)qglGetString(GL_VENDOR); + if (strncmp(gl_vendor, "NVIDIA", 6) == 0) + { + Con_DPrint("The Way It's Meant To Be Played: replacing OpenGL Core profile with Compatibility profile...\n"); + SDL_GL_DeleteContext(context); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); + context = SDL_GL_CreateContext(window); + if (context == NULL) + Sys_Error("Failed to initialize OpenGL context: %s\n", SDL_GetError()); + } #endif + // apply vid_vsync + Cvar_Callback(&vid_vsync); + vid_hidden = false; - vid_activewindow = false; + vid_activewindow = true; vid_hasfocus = true; vid_usingmouse = false; vid_usinghidecursor = false; - + + // clear to black (loading plaque will be seen over this) + GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0); + VID_Finish(); // checks vid_hidden + + GL_Setup(); + + // VorteX: set other info + 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_driver, drivername ? drivername : ""); + + for (i = 0; i < vid_info_displaycount.integer; ++i) + Con_Printf("Display %i: %s\n", i, SDL_GetDisplayName(i)); + + // Perform any hardware modesetting and update vid.mode + // if modesetting fails desktopfullscreen continues to be used (see above). + VID_ApplyDisplayMode(mode); + return true; } -extern cvar_t gl_info_extensions; -extern cvar_t gl_info_vendor; -extern cvar_t gl_info_renderer; -extern cvar_t gl_info_version; -extern cvar_t gl_info_platform; -extern cvar_t gl_info_driver; - -qboolean VID_InitMode(viddef_mode_t *mode) +qbool VID_InitMode(const viddef_mode_t *mode) { // GAME_STEELSTORM specific - steelstorm_showing_map = Cvar_FindVar("steelstorm_showing_map"); - steelstorm_showing_mousecursor = Cvar_FindVar("steelstorm_showing_mousecursor"); + steelstorm_showing_map = Cvar_FindVar(&cvars_all, "steelstorm_showing_map", ~0); + steelstorm_showing_mousecursor = Cvar_FindVar(&cvars_all, "steelstorm_showing_mousecursor", ~0); if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError()); @@ -2114,57 +1883,43 @@ qboolean VID_InitMode(viddef_mode_t *mode) void VID_Shutdown (void) { VID_EnableJoystick(false); - VID_SetMouse(false, false, false); + VID_SetMouse(false, false); + SDL_GL_DeleteContext(context); + context = NULL; SDL_DestroyWindow(window); window = NULL; SDL_QuitSubSystem(SDL_INIT_VIDEO); - - gl_driver[0] = 0; - gl_extensions = ""; - gl_platform = ""; - gl_platformextensions = ""; } void VID_Finish (void) { - qboolean vid_usevsync; - vid_activewindow = !vid_hidden && vid_hasfocus; - VID_UpdateGamma(); if (!vid_hidden) { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (r_speeds.integer == 2 || gl_finish.integer) GL_Finish(); - - vid_usevsync = (vid_vsync.integer && !cls.timedemo); - if (vid_usingvsync != vid_usevsync) - { - vid_usingvsync = vid_usevsync; - if (SDL_GL_SetSwapInterval(vid_usevsync != 0) >= 0) - Con_DPrintf("Vsync %s\n", vid_usevsync ? "activated" : "deactivated"); - else - Con_DPrintf("ERROR: can't %s vsync\n", vid_usevsync ? "activate" : "deactivate"); - } SDL_GL_SwapWindow(window); break; } } } -vid_mode_t *VID_GetDesktopMode(void) +vid_mode_t VID_GetDesktopMode(void) { SDL_DisplayMode mode; int bpp; Uint32 rmask, gmask, bmask, amask; - SDL_GetDesktopDisplayMode(0, &mode); + vid_mode_t desktop_mode; + + SDL_GetDesktopDisplayMode(vid.mode.display, &mode); SDL_PixelFormatEnumToMasks(mode.format, &bpp, &rmask, &gmask, &bmask, &amask); desktop_mode.width = mode.w; desktop_mode.height = mode.h; @@ -2172,30 +1927,28 @@ vid_mode_t *VID_GetDesktopMode(void) desktop_mode.refreshrate = mode.refresh_rate; desktop_mode.pixelheight_num = 1; desktop_mode.pixelheight_denom = 1; // SDL does not provide this - // TODO check whether this actually works, or whether we do still need - // a read-window-size-after-entering-desktop-fullscreen hack for - // multiscreen setups. - return &desktop_mode; + return desktop_mode; } size_t VID_ListModes(vid_mode_t *modes, size_t maxcount) { size_t k = 0; int modenum; - int nummodes = SDL_GetNumDisplayModes(0); + int nummodes = SDL_GetNumDisplayModes(vid.mode.display); SDL_DisplayMode mode; for (modenum = 0;modenum < nummodes;modenum++) { if (k >= maxcount) break; - if (SDL_GetDisplayMode(0, modenum, &mode)) + if (SDL_GetDisplayMode(vid.mode.display, modenum, &mode)) continue; modes[k].width = mode.w; modes[k].height = mode.h; - // FIXME bpp? + modes[k].bpp = SDL_BITSPERPIXEL(mode.format); modes[k].refreshrate = mode.refresh_rate; modes[k].pixelheight_num = 1; modes[k].pixelheight_denom = 1; // SDL does not provide this + Con_DPrintf("Display %i mode %i: %ix%i %ibpp %ihz\n", vid.mode.display, modenum, modes[k].width, modes[k].height, modes[k].bpp, modes[k].refreshrate); k++; } return k;