]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Just assume GL_ARB_texture_non_power_of_two and a number of other extensions are...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 20 May 2018 23:59:04 +0000 (23:59 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 20 May 2018 23:59:04 +0000 (23:59 +0000)
Always use GL_ARB_vertex_buffer_object.

Remove use of glDrawRangeElements as it doesn't exist in GL3.2 Core Profile, and is less necessary with GL_ARB_vertex_buffer_object.

Merge a number of extensions into the core opengl functions.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12428 d7cf8633-e32d-0410-b094-e92efae38249

cl_screen.c
ft2.c
gl_backend.c
gl_backend.h
gl_rmain.c
gl_textures.c
glquake.h
r_shadow.c
vid.h
vid_sdl.c
vid_shared.c

index b3b8c4b860bf987df09fbe93d592ee7da9cacf12..d86c96866513e8a186a6e9df71f4361c6369f019 100644 (file)
@@ -2273,17 +2273,8 @@ static void SCR_SetLoadingScreenTexture(void)
 
        SCR_ClearLoadingScreenTexture();
 
-       if (vid.support.arb_texture_non_power_of_two)
-       {
-               w = vid.width; h = vid.height;
-               loadingscreentexture_w = loadingscreentexture_h = 1;
-       }
-       else
-       {
-               w = CeilPowerOf2(vid.width); h = CeilPowerOf2(vid.height);
-               loadingscreentexture_w = vid.width / (float) w;
-               loadingscreentexture_h = vid.height / (float) h;
-       }
+       w = vid.width; h = vid.height;
+       loadingscreentexture_w = loadingscreentexture_h = 1;
 
        loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
        R_Mesh_CopyToTexture(loadingscreentexture, 0, 0, 0, 0, vid.width, vid.height);
diff --git a/ft2.c b/ft2.c
index 3671c8b1370d97fcd1beeb580162a4c99d77215e..c7bb663325bd8801ed5187892c55c1f749e95714 100644 (file)
--- a/ft2.c
+++ b/ft2.c
@@ -928,7 +928,7 @@ static qboolean Font_LoadSize(ft2_font_t *font, float size, qboolean check_only)
        memset(&temp, 0, sizeof(temp));
        temp.size = size;
        temp.glyphSize = size*2 + max(gpad_l + gpad_r, gpad_t + gpad_b);
-       if (!(r_font_nonpoweroftwo.integer && vid.support.arb_texture_non_power_of_two))
+       if (!r_font_nonpoweroftwo.integer)
                temp.glyphSize = CeilPowerOf2(temp.glyphSize);
        temp.sfx = (1.0/64.0)/(double)size;
        temp.sfy = (1.0/64.0)/(double)size;
index 4bde4354a584e15554f27f45c93710b57578b81e..84d0ab0db6e24b0ab4ff9fff1195d5c8e7e10ff1 100644 (file)
@@ -75,7 +75,6 @@
 
 #define MAX_RENDERTARGETS 4
 
-cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
 
@@ -84,9 +83,6 @@ cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you
 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
-cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
-cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
-cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
 
 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
@@ -233,11 +229,6 @@ typedef struct gl_state_s
        size_t preparevertices_tempdatamaxsize;
        int preparevertices_numvertices;
 
-       qboolean usevbo_staticvertex;
-       qboolean usevbo_staticindex;
-       qboolean usevbo_dynamicvertex;
-       qboolean usevbo_dynamicindex;
-
        memexpandablearray_t meshbufferarray;
 
        qboolean active;
@@ -313,25 +304,10 @@ static void GL_VBOStats_f(void)
 
 static void GL_Backend_ResetState(void);
 
-static void R_Mesh_SetUseVBO(void)
-{
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
-               gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
-               gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo.integer) || vid.forcevbo;
-               gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
-               break;
-       }
-}
-
 static void gl_backend_start(void)
 {
        memset(&gl_state, 0, sizeof(gl_state));
 
-       R_Mesh_SetUseVBO();
        Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
 
        Con_DPrintf("OpenGL backend started.\n");
@@ -345,8 +321,7 @@ static void gl_backend_start(void)
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
                // fetch current fbo here (default fbo is not 0 on some GLES devices)
-               if (vid.support.ext_framebuffer_object)
-                       qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
+               qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
                break;
        }
 }
@@ -441,14 +416,9 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_polyblend);
        Cvar_RegisterVariable(&v_flipped);
        Cvar_RegisterVariable(&gl_dither);
-       Cvar_RegisterVariable(&gl_vbo);
-       Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
-       Cvar_RegisterVariable(&gl_vbo_dynamicindex);
        Cvar_RegisterVariable(&gl_paranoid);
        Cvar_RegisterVariable(&gl_printcheckerror);
 
-       Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
-
        Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
 
        R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
@@ -1018,7 +988,7 @@ static void GL_BindVBO(int bufferobject)
        {
                gl_state.vertexbufferobject = bufferobject;
                CHECKGLERROR
-               qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
+               qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
        }
 }
 
@@ -1028,7 +998,7 @@ static void GL_BindEBO(int bufferobject)
        {
                gl_state.elementbufferobject = bufferobject;
                CHECKGLERROR
-               qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
+               qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
        }
 }
 
@@ -1039,7 +1009,7 @@ static void GL_BindUBO(int bufferobject)
                gl_state.uniformbufferobject = bufferobject;
 #ifdef GL_UNIFORM_BUFFER
                CHECKGLERROR
-               qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
+               qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
 #endif
        }
 }
@@ -1047,135 +1017,76 @@ static void GL_BindUBO(int bufferobject)
 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
 {
+       int temp;
+       GLuint status;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
-               if (vid.support.arb_framebuffer_object)
-               {
-                       int temp;
-                       GLuint status;
-                       qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
-                       R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
-                       // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
+               qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
+               R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
+               // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
 #ifdef USE_GLES2
-                       // FIXME: separate stencil attachment on GLES
-                       if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
-                       if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+               // FIXME: separate stencil attachment on GLES
+               if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+               if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
 #else
-                       if (depthtexture  && depthtexture->texnum )
-                       {
-                               qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
-                               if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
-                       }
-                       if (depthtexture  && depthtexture->renderbuffernum )
-                       {
-                               qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
-                               if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
-                       }
+               if (depthtexture  && depthtexture->texnum )
+               {
+                       qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+                       if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+               }
+               if (depthtexture  && depthtexture->renderbuffernum )
+               {
+                       qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+                       if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+               }
 #endif
-                       if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
-                       if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
-                       if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
-                       if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
-                       if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
-                       if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
-                       if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
-                       if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
+               if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
+               if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
+               if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
+               if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
+               if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
+               if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
+               if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
+               if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
 
 #ifndef USE_GLES2
-                       if (colortexture4 && qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       else if (colortexture3 && qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       else if (colortexture2 && qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       else if (colortexture && qglDrawBuffer)
-                       {
-                               qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                               qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                       }
-                       else if (qglDrawBuffer)
-                       {
-                               qglDrawBuffer(GL_NONE);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-#endif
-                       status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE)
-                       {
-                               Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
-                               gl_state.framebufferobject = 0; // GL unbinds it for us
-                               qglDeleteFramebuffers(1, (GLuint*)&temp);
-                               temp = 0;
-                       }
-                       return temp;
+               if (colortexture4 && qglDrawBuffersARB)
+               {
+                       qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
+                       qglReadBuffer(GL_NONE);CHECKGLERROR
                }
-               else if (vid.support.ext_framebuffer_object)
+               else if (colortexture3 && qglDrawBuffersARB)
                {
-                       int temp;
-                       GLuint status;
-                       qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
-                       R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
-                       // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
-                       if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
-                       if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
-                       if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
-                       if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
-                       if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
-                       if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
-                       if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
-                       if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
-                       if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
-                       if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
-
-#ifndef USE_GLES2
-                       if (colortexture4 && qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       else if (colortexture3 && qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       else if (colortexture2 && qglDrawBuffersARB)
-                       {
-                               qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
-                       else if (colortexture && qglDrawBuffer)
-                       {
-                               qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                               qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                       }
-                       else if (qglDrawBuffer)
-                       {
-                               qglDrawBuffer(GL_NONE);CHECKGLERROR
-                               qglReadBuffer(GL_NONE);CHECKGLERROR
-                       }
+                       qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
+                       qglReadBuffer(GL_NONE);CHECKGLERROR
+               }
+               else if (colortexture2 && qglDrawBuffersARB)
+               {
+                       qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
+                       qglReadBuffer(GL_NONE);CHECKGLERROR
+               }
+               else if (colortexture && qglDrawBuffer)
+               {
+                       qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+                       qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+               }
+               else if (qglDrawBuffer)
+               {
+                       qglDrawBuffer(GL_NONE);CHECKGLERROR
+                       qglReadBuffer(GL_NONE);CHECKGLERROR
+               }
 #endif
-                       status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
-                       if (status != GL_FRAMEBUFFER_COMPLETE)
-                       {
-                               Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
-                               gl_state.framebufferobject = 0; // GL unbinds it for us
-                               qglDeleteFramebuffers(1, (GLuint*)&temp);
-                               temp = 0;
-                       }
-                       return temp;
+               status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
+               if (status != GL_FRAMEBUFFER_COMPLETE)
+               {
+                       Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
+                       gl_state.framebufferobject = 0; // GL unbinds it for us
+                       qglDeleteFramebuffers(1, (GLuint*)&temp);
+                       temp = 0;
                }
-               return 0;
+               return temp;
        }
        return 0;
 }
@@ -1262,17 +1173,11 @@ static void GL_Backend_ResetState(void)
                qglEnable(GL_DEPTH_TEST);CHECKGLERROR
                qglDepthMask(gl_state.depthmask);CHECKGLERROR
                qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
-               if (vid.support.arb_vertex_buffer_object)
-               {
-                       qglBindBufferARB(GL_ARRAY_BUFFER, 0);
-                       qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
-               }
-               if (vid.support.ext_framebuffer_object)
-                       qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
+               qglBindBuffer(GL_ARRAY_BUFFER, 0);
+               qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+               qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
                qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
-               qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
                qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
-               qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
                qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
                gl_state.unit = MAX_TEXTUREUNITS;
                gl_state.clientunit = MAX_TEXTUREUNITS;
@@ -1280,19 +1185,12 @@ static void GL_Backend_ResetState(void)
                {
                        GL_ActiveTexture(i);
                        qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
-                       if (vid.support.ext_texture_3d)
-                       {
-                               qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
-                       }
-                       if (vid.support.arb_texture_cube_map)
-                       {
-                               qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
-                       }
+                       qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+                       qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
                }
                for (i = 0;i < vid.texarrayunits;i++)
                {
                        GL_BindVBO(0);
-                       qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
                        qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
                }
                CHECKGLERROR
@@ -1706,7 +1604,6 @@ void R_Mesh_Start(void)
 {
        BACKENDACTIVECHECK
        R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
-       R_Mesh_SetUseVBO();
        if (gl_printcheckerror.integer && !gl_paranoid.integer)
        {
                Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
@@ -1819,7 +1716,6 @@ void GL_Backend_FreeProgram(unsigned int prog)
 }
 
 // renders triangles using vertices from the active arrays
-int paranoidblah = 0;
 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
 {
        unsigned int numelements = numtriangles * 3;
@@ -1842,27 +1738,15 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                element3s += firsttriangle * 3;
        if (element3s_indexbuffer)
                element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               // check if the user specified to ignore static index buffers
-               if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
-               {
-                       element3i_indexbuffer = NULL;
-                       element3s_indexbuffer = NULL;
-               }
-               break;
-       }
        // upload a dynamic index buffer if needed
        if (element3s)
        {
-               if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
+               if (!element3s_indexbuffer)
                        element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
        }
        else if (element3i)
        {
-               if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
+               if (!element3i_indexbuffer)
                        element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
        }
        bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
@@ -1875,44 +1759,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        if (gl_paranoid.integer)
        {
                unsigned int i;
-               // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
-#if 0
-               unsigned int j, size;
-               const int *p;
-               // note: there's no validation done here on buffer objects because it
-               // is somewhat difficult to get at the data, and gl_paranoid can be
-               // used without buffer objects if the need arises
-               // (the data could be gotten using glMapBuffer but it would be very
-               //  slow due to uncachable video memory reads)
-               if (!qglIsEnabled(GL_VERTEX_ARRAY))
-                       Con_Print("R_Mesh_Draw: vertex array not enabled\n");
-               CHECKGLERROR
-               if (gl_state.pointer_vertex_pointer)
-                       for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
-                               paranoidblah += *p;
-               if (gl_state.pointer_color_enabled)
-               {
-                       if (!qglIsEnabled(GL_COLOR_ARRAY))
-                               Con_Print("R_Mesh_Draw: color array set but not enabled\n");
-                       CHECKGLERROR
-                       if (gl_state.pointer_color && gl_state.pointer_color_enabled)
-                               for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
-                                       paranoidblah += *p;
-               }
-               for (i = 0;i < vid.texarrayunits;i++)
-               {
-                       if (gl_state.units[i].arrayenabled)
-                       {
-                               GL_ClientActiveTexture(i);
-                               if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
-                                       Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
-                               CHECKGLERROR
-                               if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
-                                       for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
-                                               paranoidblah += *p;
-                       }
-               }
-#endif
                if (element3i)
                {
                        for (i = 0;i < (unsigned int) numtriangles * 3;i++)
@@ -1941,107 +1787,21 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                switch(vid.renderpath)
                {
                case RENDERPATH_GL20:
-                       CHECKGLERROR
-                       if (bufferobject3s)
-                       {
-                               GL_BindEBO(bufferobject3s);
-#ifndef USE_GLES2
-                               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                               {
-                                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
-                                       CHECKGLERROR
-                               }
-                               else
-#endif
-                               {
-                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
-                                       CHECKGLERROR
-                               }
-                       }
-                       else if (bufferobject3i)
-                       {
-                               GL_BindEBO(bufferobject3i);
-#ifndef USE_GLES2
-                               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                               {
-                                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
-                                       CHECKGLERROR
-                               }
-                               else
-#endif
-                               {
-                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
-                                       CHECKGLERROR
-                               }
-                       }
-                       else if (element3s)
-                       {
-                               GL_BindEBO(0);
-#ifndef USE_GLES2
-                               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                               {
-                                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
-                                       CHECKGLERROR
-                               }
-                               else
-#endif
-                               {
-                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
-                                       CHECKGLERROR
-                               }
-                       }
-                       else if (element3i)
-                       {
-                               GL_BindEBO(0);
-#ifndef USE_GLES2
-                               if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
-                               {
-                                       qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
-                                       CHECKGLERROR
-                               }
-                               else
-#endif
-                               {
-                                       qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
-                                       CHECKGLERROR
-                               }
-                       }
-                       else
-                       {
-                               qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
-                               CHECKGLERROR
-                       }
-                       break;
                case RENDERPATH_GLES2:
-                       // GLES does not have glDrawRangeElements so this is a bit shorter than the GL20 path
+                       CHECKGLERROR
                        if (bufferobject3s)
                        {
                                GL_BindEBO(bufferobject3s);
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
-                               CHECKGLERROR
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
                        }
                        else if (bufferobject3i)
                        {
                                GL_BindEBO(bufferobject3i);
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
-                               CHECKGLERROR
-                       }
-                       else if (element3s)
-                       {
-                               GL_BindEBO(0);
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
-                               CHECKGLERROR
-                       }
-                       else if (element3i)
-                       {
-                               GL_BindEBO(0);
-                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
-                               CHECKGLERROR
+                               qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
                        }
                        else
                        {
-                               qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
-                               CHECKGLERROR
+                               qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
                        }
                        break;
                }
@@ -2057,18 +1817,6 @@ void R_Mesh_Finish(void)
 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
 {
        r_meshbuffer_t *buffer;
-       if (isuniformbuffer)
-       {
-               if (!vid.support.arb_uniform_buffer_object)
-                       return NULL;
-       }
-       else
-       {
-               if (!vid.support.arb_vertex_buffer_object)
-                       return NULL;
-               if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
-                       return NULL;
-       }
        buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
        memset(buffer, 0, sizeof(*buffer));
        buffer->bufferobject = 0;
@@ -2104,7 +1852,7 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
                if (!buffer->bufferobject)
-                       qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
+                       qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
                if (buffer->isuniformbuffer)
                        GL_BindUBO(buffer->bufferobject);
                else if (buffer->isindexbuffer)
@@ -2120,9 +1868,9 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
                                buffertype = GL_UNIFORM_BUFFER;
 #endif
                        if (subdata)
-                               qglBufferSubDataARB(buffertype, offset, size, data);
+                               qglBufferSubData(buffertype, offset, size, data);
                        else
-                               qglBufferDataARB(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
+                               qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
                }
                if (buffer->isuniformbuffer)
                        GL_BindUBO(0);
@@ -2145,7 +1893,7 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
                        gl_state.vertexbufferobject = 0;
                if (gl_state.elementbufferobject == buffer->bufferobject)
                        gl_state.elementbufferobject = 0;
-               qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
+               qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);
                break;
        }
        Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
@@ -2209,6 +1957,8 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
                if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
                {
                        int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+                       if (!bufferobject && gl_paranoid.integer)
+                               Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
                        gl_state.pointer_vertex_components = components;
                        gl_state.pointer_vertex_gltype = gltype;
                        gl_state.pointer_vertex_stride = stride;
@@ -2410,9 +2160,7 @@ void R_Mesh_ResetTextureState(void)
 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
 {
        // upload temporary vertexbuffer for this rendering
-       if (!gl_state.usevbo_staticvertex)
-               vertexbuffer = NULL;
-       if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
+       if (!vertexbuffer)
                vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
        if (vertexbuffer)
        {
@@ -2444,92 +2192,60 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con
 
 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
 {
-       if (gl_state.usevbo_dynamicvertex)
-       {
-               r_meshbuffer_t *buffer_vertex3f = NULL;
-               r_meshbuffer_t *buffer_color4f = NULL;
-               r_meshbuffer_t *buffer_texcoord2f = NULL;
-               int bufferoffset_vertex3f = 0;
-               int bufferoffset_color4f = 0;
-               int bufferoffset_texcoord2f = 0;
-               buffer_color4f    = R_BufferData_Store(numvertices * sizeof(float[4]), color4f   , R_BUFFERDATA_VERTEX, &bufferoffset_color4f   );
-               buffer_vertex3f   = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f  , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f  );
-               buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
-               R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
-               R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
-               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoord2f        , buffer_texcoord2f        , bufferoffset_texcoord2f        );
-               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
-               R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
-               R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
-               R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
-               R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
-               R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
-               R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
-       }
-       else
-       {
-               R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
-               R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
-               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
-               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
-       }
+       r_meshbuffer_t *buffer_vertex3f = NULL;
+       r_meshbuffer_t *buffer_color4f = NULL;
+       r_meshbuffer_t *buffer_texcoord2f = NULL;
+       int bufferoffset_vertex3f = 0;
+       int bufferoffset_color4f = 0;
+       int bufferoffset_texcoord2f = 0;
+       buffer_color4f    = R_BufferData_Store(numvertices * sizeof(float[4]), color4f   , R_BUFFERDATA_VERTEX, &bufferoffset_color4f   );
+       buffer_vertex3f   = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f  , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f  );
+       buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
+       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
+       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
+       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoord2f        , buffer_texcoord2f        , bufferoffset_texcoord2f        );
+       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
 }
 
 void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f)
 {
-       if (gl_state.usevbo_dynamicvertex)
-       {
-               r_meshbuffer_t *buffer_vertex3f = NULL;
-               r_meshbuffer_t *buffer_color4f = NULL;
-               r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
-               r_meshbuffer_t *buffer_svector3f = NULL;
-               r_meshbuffer_t *buffer_tvector3f = NULL;
-               r_meshbuffer_t *buffer_normal3f = NULL;
-               r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
-               int bufferoffset_vertex3f = 0;
-               int bufferoffset_color4f = 0;
-               int bufferoffset_texcoordtexture2f = 0;
-               int bufferoffset_svector3f = 0;
-               int bufferoffset_tvector3f = 0;
-               int bufferoffset_normal3f = 0;
-               int bufferoffset_texcoordlightmap2f = 0;
-               buffer_color4f            = R_BufferData_Store(numvertices * sizeof(float[4]), color4f           , R_BUFFERDATA_VERTEX, &bufferoffset_color4f           );
-               buffer_vertex3f           = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f          , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f          );
-               buffer_svector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f         );
-               buffer_tvector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f         );
-               buffer_normal3f           = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f          , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f          );
-               buffer_texcoordtexture2f  = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
-               buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
-               R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
-               R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
-               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
-               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , svector3f         , buffer_svector3f         , bufferoffset_svector3f         );
-               R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , tvector3f         , buffer_tvector3f         , bufferoffset_tvector3f         );
-               R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , normal3f          , buffer_normal3f          , bufferoffset_normal3f          );
-               R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
-               R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
-               R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
-               R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
-       }
-       else
-       {
-               R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
-               R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
-               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
-               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
-               R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
-               R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
-               R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
-               R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
-       }
+       r_meshbuffer_t *buffer_vertex3f = NULL;
+       r_meshbuffer_t *buffer_color4f = NULL;
+       r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
+       r_meshbuffer_t *buffer_svector3f = NULL;
+       r_meshbuffer_t *buffer_tvector3f = NULL;
+       r_meshbuffer_t *buffer_normal3f = NULL;
+       r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
+       int bufferoffset_vertex3f = 0;
+       int bufferoffset_color4f = 0;
+       int bufferoffset_texcoordtexture2f = 0;
+       int bufferoffset_svector3f = 0;
+       int bufferoffset_tvector3f = 0;
+       int bufferoffset_normal3f = 0;
+       int bufferoffset_texcoordlightmap2f = 0;
+       buffer_color4f            = R_BufferData_Store(numvertices * sizeof(float[4]), color4f           , R_BUFFERDATA_VERTEX, &bufferoffset_color4f           );
+       buffer_vertex3f           = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f          , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f          );
+       buffer_svector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f         );
+       buffer_tvector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f         );
+       buffer_normal3f           = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f          , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f          );
+       buffer_texcoordtexture2f  = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
+       buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
+       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
+       R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
+       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
+       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , svector3f         , buffer_svector3f         , bufferoffset_svector3f         );
+       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , tvector3f         , buffer_tvector3f         , bufferoffset_tvector3f         );
+       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , normal3f          , buffer_normal3f          , bufferoffset_normal3f          );
+       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
+       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
+       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
 }
 
 void GL_BlendEquationSubtract(qboolean negated)
index 62b5bf974bdbbc510cec53e555e40bd348b6529e..2e505cd1fb124591fdbca6241385f6165fddbc6a 100644 (file)
@@ -12,9 +12,6 @@ extern float gl_modelview16f[16];
 extern float gl_modelviewprojection16f[16];
 extern qboolean gl_modelmatrixchanged;
 
-extern cvar_t gl_vbo_dynamicvertex;
-extern cvar_t gl_vbo_dynamicindex;
-
 #define POLYGONELEMENTS_MAXPOINTS 258
 extern int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
 extern unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
index 9799396a3baae719d1076cd8ac3d1f4c6b53cb60..ba6c4432e9a788914ad23a1ad12d11dda6e5fed3 100644 (file)
@@ -1331,12 +1331,10 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
                if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
                // get the uniform block indices so we can bind them
+               p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
 #ifndef USE_GLES2 /* FIXME: GLES3 only */
-               if (vid.support.arb_uniform_buffer_object)
-                       p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
-               else
+               p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
 #endif
-                       p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
                // clear the uniform block bindings
                p->ubibind_Skeletal_Transform12_UniformBlock = -1;
                // bind the uniform blocks in use
@@ -3043,10 +3041,9 @@ static void gl_main_start(void)
                r_loadgloss = true;
                r_loadfog = false;
 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
-               if (vid.support.arb_uniform_buffer_object)
-                       qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
+               qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
 #endif
-                       break;
+               break;
        }
 
        R_AnimCache_Free();
@@ -3071,11 +3068,8 @@ static void gl_main_start(void)
        r_main_texturepool = R_AllocTexturePool();
        R_BuildBlankTextures();
        R_BuildNoTexture();
-       if (vid.support.arb_texture_cube_map)
-       {
-               R_BuildWhiteCube();
-               R_BuildNormalizationCube();
-       }
+       R_BuildWhiteCube();
+       R_BuildNormalizationCube();
        r_texture_fogattenuation = NULL;
        r_texture_fogheighttexture = NULL;
        r_texture_gammaramps = NULL;
@@ -5124,9 +5118,6 @@ static void R_Bloom_StartFrame(void)
                r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
                if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
                if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
-               // for simplicity, bloom requires FBO render to texture, which basically all video drivers support now
-               if (!vid.support.ext_framebuffer_object)
-                       return;
                break;
        case RENDERPATH_GLES2:
                r_fb.usedepthtextures = false;
@@ -5577,7 +5568,7 @@ void R_UpdateVariables(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
-               r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
+               r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
        case RENDERPATH_GLES2:
                if(!vid_gammatables_trivial)
                {
@@ -7470,7 +7461,6 @@ static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, in
 }
 
 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
-extern cvar_t gl_vbo;
 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        int deformindex;
@@ -7827,13 +7817,10 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                        rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
                        }
                        // upload buffer data for the copytriangles batch
-                       if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
-                       {
-                               if (rsurface.batchelement3s)
-                                       rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
-                               else if (rsurface.batchelement3i)
-                                       rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
-                       }
+                       if (rsurface.batchelement3s)
+                               rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
+                       else if (rsurface.batchelement3i)
+                               rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
                }
                else
                {
@@ -8560,31 +8547,28 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        }
 
        // upload buffer data for the dynamic batch
-       if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
-       {
-               if (rsurface.batchvertex3f)
-                       rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
-               if (rsurface.batchsvector3f)
-                       rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
-               if (rsurface.batchtvector3f)
-                       rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
-               if (rsurface.batchnormal3f)
-                       rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
-               if (rsurface.batchlightmapcolor4f)
-                       rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
-               if (rsurface.batchtexcoordtexture2f)
-                       rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
-               if (rsurface.batchtexcoordlightmap2f)
-                       rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
-               if (rsurface.batchskeletalindex4ub)
-                       rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
-               if (rsurface.batchskeletalweight4ub)
-                       rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
-               if (rsurface.batchelement3s)
-                       rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
-               else if (rsurface.batchelement3i)
-                       rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
-       }
+       if (rsurface.batchvertex3f)
+               rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
+       if (rsurface.batchsvector3f)
+               rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
+       if (rsurface.batchtvector3f)
+               rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
+       if (rsurface.batchnormal3f)
+               rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
+       if (rsurface.batchlightmapcolor4f)
+               rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
+       if (rsurface.batchtexcoordtexture2f)
+               rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
+       if (rsurface.batchtexcoordlightmap2f)
+               rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
+       if (rsurface.batchskeletalindex4ub)
+               rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
+       if (rsurface.batchskeletalweight4ub)
+               rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
+       if (rsurface.batchelement3s)
+               rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
+       else if (rsurface.batchelement3i)
+               rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
 }
 
 void RSurf_DrawBatch(void)
index 9c1f5f171431ff6d0605be33935ff360c74a96dd..80fd30aec7fd26d2c95e854aa442174fd66742bc 100644 (file)
@@ -205,7 +205,6 @@ typedef struct gltexture_s
        // palette if the texture is TEXTYPE_PALETTE
        const unsigned int *palette;
        // actual stored texture size after gl_picmip and gl_max_size are applied
-       // (power of 2 if vid.support.arb_texture_non_power_of_two is not supported)
        int tilewidth, tileheight, tiledepth;
        // 1 or 6 depending on texturetype
        int sides;
@@ -517,21 +516,9 @@ static void GL_Texture_CalcImageSize(int texturetype, int flags, int miplevel, i
                break;
        }
 
-       if (vid.support.arb_texture_non_power_of_two)
-       {
-               width2 = min(inwidth >> picmip, maxsize);
-               height2 = min(inheight >> picmip, maxsize);
-               depth2 = min(indepth >> picmip, maxsize);
-       }
-       else
-       {
-               for (width2 = 1;width2 < inwidth;width2 <<= 1);
-               for (width2 >>= picmip;width2 > maxsize;width2 >>= 1);
-               for (height2 = 1;height2 < inheight;height2 <<= 1);
-               for (height2 >>= picmip;height2 > maxsize;height2 >>= 1);
-               for (depth2 = 1;depth2 < indepth;depth2 <<= 1);
-               for (depth2 >>= picmip;depth2 > maxsize;depth2 >>= 1);
-       }
+       width2 = min(inwidth >> picmip, maxsize);
+       height2 = min(inheight >> picmip, maxsize);
+       depth2 = min(indepth >> picmip, maxsize);
 
        miplevels = 1;
        if (flags & TEXF_MIPMAP)
@@ -1212,17 +1199,6 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden
                }
        }
 
-       if (texturetype == GLTEXTURETYPE_CUBEMAP && !vid.support.arb_texture_cube_map)
-       {
-               Con_Printf ("R_LoadTexture: cubemap texture not supported by driver\n");
-               return NULL;
-       }
-       if (texturetype == GLTEXTURETYPE_3D && !vid.support.ext_texture_3d)
-       {
-               Con_Printf ("R_LoadTexture: 3d texture not supported by driver\n");
-               return NULL;
-       }
-
        texinfo = R_GetTexTypeInfo(textype, flags);
        size = width * height * depth * sides * texinfo->inputbytesperpixel;
        if (size < 1)
@@ -1598,7 +1574,7 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen
        unsigned char *dds;
        fs_offset_t ddsfilesize;
        unsigned int ddssize;
-       qboolean force_swdecode, npothack;
+       qboolean force_swdecode;
 #ifdef __ANDROID__
        // ELUAN: FIXME: separate this code
        char vabuf[1024];
@@ -1919,17 +1895,9 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen
        }
 
        force_swdecode = false;
-       npothack = 
-               (!vid.support.arb_texture_non_power_of_two &&
-                       (
-                               (dds_width & (dds_width - 1))
-                               ||
-                               (dds_height & (dds_height - 1))
-                       )
-               );
        if(bytesperblock)
        {
-               if(vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && !npothack)
+               if(vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc)
                {
                        if(r_texture_dds_swdecode.integer > 1)
                                force_swdecode = true;
@@ -2207,12 +2175,6 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen
        glt->tiledepth = 1;
        glt->miplevels = dds_miplevels;
 
-       if(npothack)
-       {
-               for (glt->tilewidth = 1;glt->tilewidth < mipwidth;glt->tilewidth <<= 1);
-               for (glt->tileheight = 1;glt->tileheight < mipheight;glt->tileheight <<= 1);
-       }
-
        // texture uploading can take a while, so make sure we're sending keepalives
        CL_KeepaliveMessage(false);
 
@@ -2241,19 +2203,6 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen
                mipsize = bytesperblock ? ((mipwidth+3)/4)*((mipheight+3)/4)*bytesperblock : mipwidth*mipheight*bytesperpixel;
                if (mippixels + mipsize > mippixels_start + mipsize_total)
                        break;
-               if(npothack)
-               {
-                       upload_mipwidth = (glt->tilewidth >> mip);
-                       upload_mipheight = (glt->tileheight >> mip);
-                       if(upload_mipwidth != mipwidth || upload_mipheight != mipheight)
-                       // I _think_ they always mismatch, but I was too lazy
-                       // to properly check, and this test here is really
-                       // harmless
-                       {
-                               upload_mippixels = (unsigned char *) Mem_Alloc(tempmempool, 4 * upload_mipwidth * upload_mipheight);
-                               Image_Resample32(mippixels, mipwidth, mipheight, 1, upload_mippixels, upload_mipwidth, upload_mipheight, 1, r_lerpimages.integer);
-                       }
-               }
                switch(vid.renderpath)
                {
                case RENDERPATH_GL20:
index 646c3d364a7383480a8c10fe63d0eebf900c5142..c3cd3d5a5837278b6347990075c58f826074ec8d 100644 (file)
--- a/glquake.h
+++ b/glquake.h
@@ -491,14 +491,14 @@ extern void (GLAPIENTRY *qglBlendEquationEXT)(GLenum); // also supplied by GL_bl
 #define GL_BUFFER_MAPPED              0x88BC
 #define GL_BUFFER_MAP_POINTER         0x88BD
 #endif
-extern void (GLAPIENTRY *qglBindBufferARB) (GLenum target, GLuint buffer);
-extern void (GLAPIENTRY *qglDeleteBuffersARB) (GLsizei n, const GLuint *buffers);
-extern void (GLAPIENTRY *qglGenBuffersARB) (GLsizei n, GLuint *buffers);
-extern GLboolean (GLAPIENTRY *qglIsBufferARB) (GLuint buffer);
-extern GLvoid* (GLAPIENTRY *qglMapBufferARB) (GLenum target, GLenum access);
-extern GLboolean (GLAPIENTRY *qglUnmapBufferARB) (GLenum target);
-extern void (GLAPIENTRY *qglBufferDataARB) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
-extern void (GLAPIENTRY *qglBufferSubDataARB) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data);
+extern void (GLAPIENTRY *qglBindBuffer) (GLenum target, GLuint buffer);
+extern void (GLAPIENTRY *qglDeleteBuffers) (GLsizei n, const GLuint *buffers);
+extern void (GLAPIENTRY *qglGenBuffers) (GLsizei n, GLuint *buffers);
+extern GLboolean (GLAPIENTRY *qglIsBuffer) (GLuint buffer);
+extern GLvoid* (GLAPIENTRY *qglMapBuffer) (GLenum target, GLenum access);
+extern GLboolean (GLAPIENTRY *qglUnmapBuffer) (GLenum target);
+extern void (GLAPIENTRY *qglBufferData) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
+extern void (GLAPIENTRY *qglBufferSubData) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data);
 
 //GL_ARB_framebuffer_object
 // (slight differences from GL_EXT_framebuffer_object as this integrates GL_EXT_packed_depth_stencil)
@@ -742,7 +742,6 @@ extern void (GLAPIENTRY *qglDepthRange)(GLclampd near_val, GLclampd far_val);
 extern void (GLAPIENTRY *qglDepthRangef)(GLclampf near_val, GLclampf far_val);
 extern void (GLAPIENTRY *qglColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
 
-extern void (GLAPIENTRY *qglDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
 extern void (GLAPIENTRY *qglDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
 extern void (GLAPIENTRY *qglDrawArrays)(GLenum mode, GLint first, GLsizei count);
 
@@ -1099,7 +1098,7 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber);
 //#define qglBeginQueryARB glBeginQuery
 #define qglBindAttribLocation glBindAttribLocation
 //#define qglBindFragDataLocation glBindFragDataLocation
-#define qglBindBufferARB glBindBuffer
+#define qglBindBuffer glBindBuffer
 #define qglBindFramebuffer glBindFramebuffer
 #define qglBindRenderbuffer glBindRenderbuffer
 #define qglBindTexture glBindTexture
@@ -1122,7 +1121,7 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber);
 #define qglCopyTexSubImage2D glCopyTexSubImage2D
 #define qglCopyTexSubImage3D glCopyTexSubImage3D
 #define qglCullFace glCullFace
-#define qglDeleteBuffersARB glDeleteBuffers
+#define qglDeleteBuffers glDeleteBuffers
 #define qglDeleteFramebuffers glDeleteFramebuffers
 #define qglDeleteProgram glDeleteProgram
 #define qglDeleteShader glDeleteShader
@@ -1139,7 +1138,6 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber);
 //#define qglDrawBuffer glDrawBuffer
 //#define qglDrawBuffersARB glDrawBuffers
 #define qglDrawElements glDrawElements
-//#define qglDrawRangeElements glDrawRangeElements
 #define qglEnable glEnable
 #define qglEnableVertexAttribArray glEnableVertexAttribArray
 //#define qglEndQueryARB glEndQuery
@@ -1148,7 +1146,7 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber);
 #define qglFramebufferRenderbuffer glFramebufferRenderbuffer
 #define qglFramebufferTexture2D glFramebufferTexture2D
 #define qglFramebufferTexture3DEXT glFramebufferTexture3D
-#define qglGenBuffersARB glGenBuffers
+#define qglGenBuffers glGenBuffers
 #define qglGenFramebuffers glGenFramebuffers
 //#define qglGenQueriesARB glGenQueries
 #define qglGenRenderbuffers glGenRenderbuffers
index 87f3a48e680b779b20340795ba40415c2c5aab8c..71bb892b08be27406c68f2218bd1d46046b22d61 100644 (file)
@@ -24,7 +24,6 @@ r_shadow_rendermode_t;
 
 typedef enum r_shadow_shadowmode_e
 {
-       R_SHADOW_SHADOWMODE_STENCIL,
        R_SHADOW_SHADOWMODE_SHADOWMAP2D
 }
 r_shadow_shadowmode_t;
@@ -311,7 +310,7 @@ static void R_Shadow_SetShadowMode(void)
        r_shadow_shadowmapdepthtexture = r_fb.usedepthtextures;
        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
        Mod_AllocLightmap_Init(&r_shadow_shadowmapatlas_state, r_main_mempool, r_shadow_shadowmaptexturesize, r_shadow_shadowmaptexturesize);
-       if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
+       if (r_shadow_shadowmapping.integer || r_shadow_deferred.integer)
        {
                switch(vid.renderpath)
                {
@@ -320,7 +319,7 @@ static void R_Shadow_SetShadowMode(void)
                        {
                                if (!r_fb.usedepthtextures)
                                        r_shadow_shadowmappcf = 1;
-                               else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && vid.support.arb_shadow && r_shadow_shadowmapshadowsampler)
+                               else if((strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) && r_shadow_shadowmapshadowsampler)
                                {
                                        r_shadow_shadowmapsampler = true;
                                        r_shadow_shadowmappcf = 1;
@@ -330,11 +329,11 @@ static void R_Shadow_SetShadowMode(void)
                                else if((strstr(gl_vendor, "ATI") || strstr(gl_vendor, "Advanced Micro Devices")) && !strstr(gl_renderer, "Mesa") && !strstr(gl_version, "Mesa"))
                                        r_shadow_shadowmappcf = 1;
                                else
-                                       r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
+                                       r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler;
                        }
                        else
                        {
-                r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler;
+                r_shadow_shadowmapsampler = r_shadow_shadowmapshadowsampler;
                                switch (r_shadow_shadowmapfilterquality)
                                {
                                case 1:
@@ -462,11 +461,11 @@ static void r_shadow_start(void)
        {
        case RENDERPATH_GL20:
                r_shadow_bouncegrid_state.allowdirectionalshading = true;
-               r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
+               r_shadow_bouncegrid_state.capable = true;
                break;
        case RENDERPATH_GLES2:
                // for performance reasons, do not use directional shading on GLES devices
-               r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
+               r_shadow_bouncegrid_state.capable = true;
                break;
        }
 }
@@ -1926,21 +1925,9 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
        c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
        c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
        // figure out the exact texture size (honoring power of 2 if required)
-       c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
-       c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
-       c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
-       if (vid.support.arb_texture_non_power_of_two)
-       {
-               resolution[0] = c[0];
-               resolution[1] = c[1];
-               resolution[2] = c[2];
-       }
-       else
-       {
-               for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
-               for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
-               for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
-       }
+       resolution[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+       resolution[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+       resolution[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
        size[0] = spacing[0] * resolution[0];
        size[1] = spacing[1] * resolution[1];
        size[2] = spacing[2] * resolution[2];
@@ -1953,22 +1940,10 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
                c[0] = r_shadow_bouncegrid_dynamic_x.integer;
                c[1] = r_shadow_bouncegrid_dynamic_y.integer;
                c[2] = r_shadow_bouncegrid_dynamic_z.integer;
-               // now we can calculate the texture size (power of 2 if required)
-               c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
-               c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
-               c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
-               if (vid.support.arb_texture_non_power_of_two)
-               {
-                       resolution[0] = c[0];
-                       resolution[1] = c[1];
-                       resolution[2] = c[2];
-               }
-               else
-               {
-                       for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
-                       for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
-                       for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
-               }
+               // now we can calculate the texture size
+               resolution[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+               resolution[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+               resolution[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
                size[0] = spacing[0] * resolution[0];
                size[1] = spacing[1] * resolution[1];
                size[2] = spacing[2] * resolution[2];
@@ -4071,10 +4046,10 @@ void R_Shadow_PrepareLights(void)
        int shadowmapmaxsize = bound(shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, shadowmaptexturesize / 8);
 
        if (r_shadow_shadowmaptexturesize != shadowmaptexturesize ||
-               (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
+               !(r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
                r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
-               r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) ||
+               r_shadow_shadowmapshadowsampler != r_shadow_shadowmapping_useshadowsampler.integer ||
                r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
                r_shadow_shadowmapborder != shadowmapborder ||
                r_shadow_shadowmapmaxsize != shadowmapmaxsize ||
@@ -4087,7 +4062,7 @@ void R_Shadow_PrepareLights(void)
        {
        case RENDERPATH_GL20:
 #ifndef USE_GLES2
-               if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
+               if (!r_shadow_deferred.integer || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
                        if (r_shadow_prepass_width)
@@ -4517,11 +4492,11 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        if (vid.support.arb_query_buffer_object) {
 #define BUFFER_OFFSET(i)    ((GLint *)((unsigned char*)NULL + (i)))
                                if (!r_shadow_occlusion_buf) {
-                                       qglGenBuffersARB(1, &r_shadow_occlusion_buf);
-                                       qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
-                                       qglBufferDataARB(GL_QUERY_BUFFER_ARB, 8, NULL, GL_DYNAMIC_COPY);
+                                       qglGenBuffers(1, &r_shadow_occlusion_buf);
+                                       qglBindBuffer(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
+                                       qglBufferData(GL_QUERY_BUFFER_ARB, 8, NULL, GL_DYNAMIC_COPY);
                                } else {
-                                       qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
+                                       qglBindBuffer(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
                                }
                                qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(0));
                                qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4));
diff --git a/vid.h b/vid.h
index 5e4ac2f7abaddcc85896c6ad27fd5b307d016e8c..fa036e6e2654777fdd1f12bf3dfa08f34c6d4a45 100644 (file)
--- a/vid.h
+++ b/vid.h
@@ -37,33 +37,19 @@ renderpath_t;
 
 typedef struct viddef_support_s
 {
-       qboolean gl20shaders;
        qboolean gl20shaders130; // indicates glBindFragDataLocation is available
        int glshaderversion; // typical values: 100 110 120 130 140 ...
        qboolean amd_texture_texture4;
-       qboolean arb_depth_texture;
        qboolean arb_draw_buffers;
-       qboolean arb_framebuffer_object;
-       qboolean arb_multitexture;
        qboolean arb_occlusion_query;
        qboolean arb_query_buffer_object;
-       qboolean arb_shadow;
        qboolean arb_texture_compression;
-       qboolean arb_texture_cube_map;
-       qboolean arb_texture_env_combine;
        qboolean arb_texture_gather;
-       qboolean arb_texture_non_power_of_two;
-       qboolean arb_vertex_buffer_object;
-       qboolean arb_uniform_buffer_object;
        qboolean ext_blend_minmax;
        qboolean ext_blend_subtract;
        qboolean ext_blend_func_separate;
-       qboolean ext_draw_range_elements;
-       qboolean ext_framebuffer_object;
        qboolean ext_packed_depth_stencil;
-       qboolean ext_texture_3d;
        qboolean ext_texture_compression_s3tc;
-       qboolean ext_texture_edge_clamp;
        qboolean ext_texture_filter_anisotropic;
        qboolean ext_texture_srgb;
        qboolean arb_texture_float;
@@ -106,7 +92,6 @@ typedef struct viddef_s
        qboolean sRGBcapable3D; // whether 3D rendering can be sRGB corrected (renderpath)
 
        renderpath_t renderpath;
-       qboolean forcevbo; // some renderpaths can not operate without it
        qboolean allowalphatocoverage; // indicates the GL_AlphaToCoverage function works on this renderpath and framebuffer
 
        unsigned int texunits;
index 6fe761233db55a19041fbd3bbe03ead6e5d2b29a..0e4e7b86ac3da3e3ce68b8d0496f33829931421f 100644 (file)
--- a/vid_sdl.c
+++ b/vid_sdl.c
@@ -1358,8 +1358,6 @@ void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {PRECALL;glDrawAr
 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;}
@@ -1508,7 +1506,7 @@ void GLES_Init(void)
 //     qglGetHandleARB = wrapglGetHandle;
        qglGetAttribLocation = wrapglGetAttribLocation;
        qglGetUniformLocation = wrapglGetUniformLocation;
-//     qglMapBufferARB = wrapglMapBuffer;
+//     qglMapBuffer = wrapglMapBuffer;
        qglGetString = wrapglGetString;
 //     qglActiveStencilFaceEXT = wrapglActiveStencilFace;
        qglActiveTexture = wrapglActiveTexture;
@@ -1517,7 +1515,7 @@ void GLES_Init(void)
 //     qglBeginQueryARB = wrapglBeginQuery;
        qglBindAttribLocation = wrapglBindAttribLocation;
 //     qglBindFragDataLocation = wrapglBindFragDataLocation;
-       qglBindBufferARB = wrapglBindBuffer;
+       qglBindBuffer = wrapglBindBuffer;
        qglBindFramebuffer = wrapglBindFramebuffer;
        qglBindRenderbuffer = wrapglBindRenderbuffer;
        qglBindTexture = wrapglBindTexture;
@@ -1539,7 +1537,7 @@ void GLES_Init(void)
        qglCopyTexSubImage2D = wrapglCopyTexSubImage2D;
        qglCopyTexSubImage3D = wrapglCopyTexSubImage3D;
        qglCullFace = wrapglCullFace;
-       qglDeleteBuffersARB = wrapglDeleteBuffers;
+       qglDeleteBuffers = wrapglDeleteBuffers;
        qglDeleteFramebuffers = wrapglDeleteFramebuffers;
        qglDeleteProgram = wrapglDeleteProgram;
        qglDeleteShader = wrapglDeleteShader;
@@ -1556,7 +1554,6 @@ void GLES_Init(void)
 //     qglDrawBuffer = wrapglDrawBuffer;
 //     qglDrawBuffersARB = wrapglDrawBuffers;
        qglDrawElements = wrapglDrawElements;
-//     qglDrawRangeElements = wrapglDrawRangeElements;
        qglEnable = wrapglEnable;
        qglEnableVertexAttribArray = wrapglEnableVertexAttribArray;
 //     qglEndQueryARB = wrapglEndQuery;
@@ -1565,7 +1562,7 @@ void GLES_Init(void)
        qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer;
        qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D;
        qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D;
-       qglGenBuffersARB = wrapglGenBuffers;
+       qglGenBuffers = wrapglGenBuffers;
        qglGenFramebuffers = wrapglGenFramebuffers;
 //     qglGenQueriesARB = wrapglGenQueries;
        qglGenRenderbuffers = wrapglGenRenderbuffers;
@@ -1711,37 +1708,18 @@ void GLES_Init(void)
        // 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;
@@ -1794,13 +1772,11 @@ void GLES_Init(void)
        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" : "");
+       Con_DPrint("Using GLES2 rendering path\n");
        vid.renderpath = RENDERPATH_GLES2;
        vid.sRGBcapable2D = false;
        vid.sRGBcapable3D = false;
index 4d177b07bcd12fb1a4edd55d1eb82d8f8ec1b4a3..6041fec2ac1ef7895d26500293143f65ab0f2335 100644 (file)
@@ -234,7 +234,6 @@ void (GLAPIENTRY *qglDepthRange)(GLclampd near_val, GLclampd far_val);
 void (GLAPIENTRY *qglDepthRangef)(GLclampf near_val, GLclampf far_val);
 void (GLAPIENTRY *qglColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
 
-void (GLAPIENTRY *qglDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
 void (GLAPIENTRY *qglDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices);
 void (GLAPIENTRY *qglDrawArrays)(GLenum mode, GLint first, GLsizei count);
 
@@ -260,26 +259,14 @@ void (GLAPIENTRY *qglHint)(GLenum target, GLenum mode);
 void (GLAPIENTRY *qglGenTextures)(GLsizei n, GLuint *textures);
 void (GLAPIENTRY *qglDeleteTextures)(GLsizei n, const GLuint *textures);
 void (GLAPIENTRY *qglBindTexture)(GLenum target, GLuint texture);
-//void (GLAPIENTRY *qglPrioritizeTextures)(GLsizei n, const GLuint *textures, const GLclampf *priorities);
-//GLboolean (GLAPIENTRY *qglAreTexturesResident)(GLsizei n, const GLuint *textures, GLboolean *residences);
-//GLboolean (GLAPIENTRY *qglIsTexture)(GLuint texture);
-//void (GLAPIENTRY *qglPixelStoref)(GLenum pname, GLfloat param);
+
 void (GLAPIENTRY *qglPixelStorei)(GLenum pname, GLint param);
 
-//void (GLAPIENTRY *qglTexImage1D)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
 void (GLAPIENTRY *qglTexImage2D)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
-//void (GLAPIENTRY *qglTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
 void (GLAPIENTRY *qglTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
-//void (GLAPIENTRY *qglCopyTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
 void (GLAPIENTRY *qglCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
-//void (GLAPIENTRY *qglCopyTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
 void (GLAPIENTRY *qglCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
 
-
-void (GLAPIENTRY *qglDrawRangeElementsEXT)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
-
-//void (GLAPIENTRY *qglColorTableEXT)(int, int, int, int, int, const void *);
-
 void (GLAPIENTRY *qglTexImage3D)(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
 void (GLAPIENTRY *qglTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
 void (GLAPIENTRY *qglCopyTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
@@ -290,10 +277,6 @@ void (GLAPIENTRY *qglPolygonOffset)(GLfloat factor, GLfloat units);
 void (GLAPIENTRY *qglPolygonMode)(GLenum face, GLenum mode);
 void (GLAPIENTRY *qglPolygonStipple)(const GLubyte *mask);
 
-//void (GLAPIENTRY *qglClipPlane)(GLenum plane, const GLdouble *equation);
-//void (GLAPIENTRY *qglGetClipPlane)(GLenum plane, GLdouble *equation);
-
-//[515]: added on 29.07.2005
 void (GLAPIENTRY *qglPointSize)(GLfloat size);
 
 void (GLAPIENTRY *qglBlendEquationEXT)(GLenum);
@@ -304,7 +287,6 @@ void (GLAPIENTRY *qglActiveStencilFaceEXT)(GLenum);
 
 void (GLAPIENTRY *qglDeleteShader)(GLuint obj);
 void (GLAPIENTRY *qglDeleteProgram)(GLuint obj);
-//GLuint (GLAPIENTRY *qglGetHandle)(GLenum pname);
 void (GLAPIENTRY *qglDetachShader)(GLuint containerObj, GLuint attachedObj);
 GLuint (GLAPIENTRY *qglCreateShader)(GLenum shaderType);
 void (GLAPIENTRY *qglShaderSource)(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length);
@@ -393,14 +375,14 @@ void (GLAPIENTRY *qglGetVertexAttribiv)(GLuint index, GLenum pname, GLint *param
 void (GLAPIENTRY *qglGetVertexAttribPointerv)(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 *qglBindBuffer) (GLenum target, GLuint buffer);
+void (GLAPIENTRY *qglDeleteBuffers) (GLsizei n, const GLuint *buffers);
+void (GLAPIENTRY *qglGenBuffers) (GLsizei n, GLuint *buffers);
+GLboolean (GLAPIENTRY *qglIsBuffer) (GLuint buffer);
+GLvoid* (GLAPIENTRY *qglMapBuffer) (GLenum target, GLenum access);
+GLboolean (GLAPIENTRY *qglUnmapBuffer) (GLenum target);
+void (GLAPIENTRY *qglBufferData) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
+void (GLAPIENTRY *qglBufferSubData) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data);
 
 //GL_ARB_framebuffer_object
 GLboolean (GLAPIENTRY *qglIsRenderbuffer)(GLuint renderbuffer);
@@ -539,7 +521,8 @@ qboolean GL_CheckExtension(const char *minglver_or_ext, const dllfunction_t *fun
 }
 
 #ifndef USE_GLES2
-static dllfunction_t opengl110funcs[] =
+// functions we require from the driver - some of these are OpenGL 2.0, some are a bit newer
+static dllfunction_t openglfuncs[] =
 {
        {"glClearColor", (void **) &qglClearColor},
        {"glClear", (void **) &qglClear},
@@ -565,7 +548,6 @@ static dllfunction_t opengl110funcs[] =
        {"glDrawElements", (void **) &qglDrawElements},
        {"glDrawArrays", (void **) &qglDrawArrays},
        {"glColorMask", (void **) &qglColorMask},
-//[515]: added on 29.07.2005
        {"glPointSize", (void**) &qglPointSize},
        {"glViewport", (void **) &qglViewport},
        {"glReadPixels", (void **) &qglReadPixels},
@@ -582,68 +564,24 @@ static dllfunction_t opengl110funcs[] =
        {"glGetTexLevelParameterfv", (void **) &qglGetTexLevelParameterfv},
        {"glGetTexLevelParameteriv", (void **) &qglGetTexLevelParameteriv},
        {"glHint", (void **) &qglHint},
-//     {"glPixelStoref", (void **) &qglPixelStoref},
        {"glPixelStorei", (void **) &qglPixelStorei},
        {"glGenTextures", (void **) &qglGenTextures},
        {"glDeleteTextures", (void **) &qglDeleteTextures},
        {"glBindTexture", (void **) &qglBindTexture},
-//     {"glPrioritizeTextures", (void **) &qglPrioritizeTextures},
-//     {"glAreTexturesResident", (void **) &qglAreTexturesResident},
-//     {"glIsTexture", (void **) &qglIsTexture},
-//     {"glTexImage1D", (void **) &qglTexImage1D},
        {"glTexImage2D", (void **) &qglTexImage2D},
-//     {"glTexSubImage1D", (void **) &qglTexSubImage1D},
        {"glTexSubImage2D", (void **) &qglTexSubImage2D},
-//     {"glCopyTexImage1D", (void **) &qglCopyTexImage1D},
        {"glCopyTexImage2D", (void **) &qglCopyTexImage2D},
-//     {"glCopyTexSubImage1D", (void **) &qglCopyTexSubImage1D},
        {"glCopyTexSubImage2D", (void **) &qglCopyTexSubImage2D},
        {"glScissor", (void **) &qglScissor},
        {"glPolygonOffset", (void **) &qglPolygonOffset},
        {"glPolygonMode", (void **) &qglPolygonMode},
        {"glPolygonStipple", (void **) &qglPolygonStipple},
-//     {"glClipPlane", (void **) &qglClipPlane},
-//     {"glGetClipPlane", (void **) &qglGetClipPlane},
-       {NULL, NULL}
-};
-
-static dllfunction_t drawrangeelementsfuncs[] =
-{
-       {"glDrawRangeElements", (void **) &qglDrawRangeElements},
-       {NULL, NULL}
-};
-
-static dllfunction_t drawrangeelementsextfuncs[] =
-{
-       {"glDrawRangeElementsEXT", (void **) &qglDrawRangeElementsEXT},
-       {NULL, NULL}
-};
-
-static dllfunction_t multitexturefuncs[] =
-{
-       {"glActiveTextureARB", (void **) &qglActiveTexture},
-       {NULL, NULL}
-};
-
-static dllfunction_t texture3dextfuncs[] =
-{
-       {"glTexImage3DEXT", (void **) &qglTexImage3D},
-       {"glTexSubImage3DEXT", (void **) &qglTexSubImage3D},
-       {"glCopyTexSubImage3DEXT", (void **) &qglCopyTexSubImage3D},
-       {NULL, NULL}
-};
-
-static dllfunction_t blendequationfuncs[] =
-{
-       {"glBlendEquationEXT", (void **) &qglBlendEquationEXT},
-       {NULL, NULL}
-};
-
-static dllfunction_t gl20shaderfuncs[] =
-{
+       {"glActiveTexture", (void **) &qglActiveTexture},
+       {"glTexImage3D", (void **) &qglTexImage3D},
+       {"glTexSubImage3D", (void **) &qglTexSubImage3D},
+       {"glCopyTexSubImage3D", (void **) &qglCopyTexSubImage3D},
        {"glDeleteShader", (void **) &qglDeleteShader},
        {"glDeleteProgram", (void **) &qglDeleteProgram},
-//     {"glGetHandle", (void **) &qglGetHandle},
        {"glDetachShader", (void **) &qglDetachShader},
        {"glCreateShader", (void **) &qglCreateShader},
        {"glShaderSource", (void **) &qglShaderSource},
@@ -728,51 +666,20 @@ static dllfunction_t gl20shaderfuncs[] =
        {"glGetVertexAttribfv", (void **) &qglGetVertexAttribfv},
        {"glGetVertexAttribiv", (void **) &qglGetVertexAttribiv},
        {"glGetVertexAttribPointerv", (void **) &qglGetVertexAttribPointerv},
-       {NULL, NULL}
-};
-
-static dllfunction_t glsl130funcs[] =
-{
-       {"glBindFragDataLocation", (void **) &qglBindFragDataLocation},
-       {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 ubofuncs[] =
-{
-       {"glGetUniformIndices"        , (void **) &qglGetUniformIndices},
-       {"glGetActiveUniformsiv"      , (void **) &qglGetActiveUniformsiv},
-       {"glGetActiveUniformName"     , (void **) &qglGetActiveUniformName},
-       {"glGetUniformBlockIndex"     , (void **) &qglGetUniformBlockIndex},
-       {"glGetActiveUniformBlockiv"  , (void **) &qglGetActiveUniformBlockiv},
-       {"glGetActiveUniformBlockName", (void **) &qglGetActiveUniformBlockName},
-       {"glBindBufferRange"          , (void **) &qglBindBufferRange},
-       {"glBindBufferBase"           , (void **) &qglBindBufferBase},
-       {"glGetIntegeri_v"            , (void **) &qglGetIntegeri_v},
-       {"glUniformBlockBinding"      , (void **) &qglUniformBlockBinding},
-       {NULL, NULL}
-};
-
-static dllfunction_t arbfbofuncs[] =
-{
+       {"glBindBuffer"    , (void **) &qglBindBuffer},
+       {"glDeleteBuffers" , (void **) &qglDeleteBuffers},
+       {"glGenBuffers"    , (void **) &qglGenBuffers},
+       {"glIsBuffer"      , (void **) &qglIsBuffer},
+       {"glMapBuffer"     , (void **) &qglMapBuffer},
+       {"glUnmapBuffer"   , (void **) &qglUnmapBuffer},
+       {"glBufferData"    , (void **) &qglBufferData},
+       {"glBufferSubData" , (void **) &qglBufferSubData},
        {"glIsRenderbuffer"                      , (void **) &qglIsRenderbuffer},
        {"glBindRenderbuffer"                    , (void **) &qglBindRenderbuffer},
        {"glDeleteRenderbuffers"                 , (void **) &qglDeleteRenderbuffers},
        {"glGenRenderbuffers"                    , (void **) &qglGenRenderbuffers},
        {"glRenderbufferStorage"                 , (void **) &qglRenderbufferStorage},
-       {"glRenderbufferStorageMultisample"      , (void **) &qglRenderbufferStorageMultisample}, // not in GL_EXT_framebuffer_object
+       {"glRenderbufferStorageMultisample"      , (void **) &qglRenderbufferStorageMultisample},
        {"glGetRenderbufferParameteriv"          , (void **) &qglGetRenderbufferParameteriv},
        {"glIsFramebuffer"                       , (void **) &qglIsFramebuffer},
        {"glBindFramebuffer"                     , (void **) &qglBindFramebuffer},
@@ -782,33 +689,33 @@ static dllfunction_t arbfbofuncs[] =
        {"glFramebufferTexture1D"                , (void **) &qglFramebufferTexture1D},
        {"glFramebufferTexture2D"                , (void **) &qglFramebufferTexture2D},
        {"glFramebufferTexture3D"                , (void **) &qglFramebufferTexture3D},
-       {"glFramebufferTextureLayer"             , (void **) &qglFramebufferTextureLayer}, // not in GL_EXT_framebuffer_object
+       {"glFramebufferTextureLayer"             , (void **) &qglFramebufferTextureLayer},
        {"glFramebufferRenderbuffer"             , (void **) &qglFramebufferRenderbuffer},
        {"glGetFramebufferAttachmentParameteriv" , (void **) &qglGetFramebufferAttachmentParameteriv},
-       {"glBlitFramebuffer"                     , (void **) &qglBlitFramebuffer}, // not in GL_EXT_framebuffer_object
+       {"glBlitFramebuffer"                     , (void **) &qglBlitFramebuffer},
        {"glGenerateMipmap"                      , (void **) &qglGenerateMipmap},
+       {"glGetUniformIndices"        , (void **) &qglGetUniformIndices},
+       {"glGetActiveUniformsiv"      , (void **) &qglGetActiveUniformsiv},
+       {"glGetActiveUniformName"     , (void **) &qglGetActiveUniformName},
+       {"glGetUniformBlockIndex"     , (void **) &qglGetUniformBlockIndex},
+       {"glGetActiveUniformBlockiv"  , (void **) &qglGetActiveUniformBlockiv},
+       {"glGetActiveUniformBlockName", (void **) &qglGetActiveUniformBlockName},
+       {"glBindBufferRange"          , (void **) &qglBindBufferRange},
+       {"glBindBufferBase"           , (void **) &qglBindBufferBase},
+       {"glGetIntegeri_v"            , (void **) &qglGetIntegeri_v},
+       {"glUniformBlockBinding"      , (void **) &qglUniformBlockBinding},
        {NULL, NULL}
 };
 
-static dllfunction_t extfbofuncs[] =
+static dllfunction_t blendequationfuncs[] =
 {
-       {"glIsRenderbufferEXT"                      , (void **) &qglIsRenderbuffer},
-       {"glBindRenderbufferEXT"                    , (void **) &qglBindRenderbuffer},
-       {"glDeleteRenderbuffersEXT"                 , (void **) &qglDeleteRenderbuffers},
-       {"glGenRenderbuffersEXT"                    , (void **) &qglGenRenderbuffers},
-       {"glRenderbufferStorageEXT"                 , (void **) &qglRenderbufferStorage},
-       {"glGetRenderbufferParameterivEXT"          , (void **) &qglGetRenderbufferParameteriv},
-       {"glIsFramebufferEXT"                       , (void **) &qglIsFramebuffer},
-       {"glBindFramebufferEXT"                     , (void **) &qglBindFramebuffer},
-       {"glDeleteFramebuffersEXT"                  , (void **) &qglDeleteFramebuffers},
-       {"glGenFramebuffersEXT"                     , (void **) &qglGenFramebuffers},
-       {"glCheckFramebufferStatusEXT"              , (void **) &qglCheckFramebufferStatus},
-       {"glFramebufferTexture1DEXT"                , (void **) &qglFramebufferTexture1D},
-       {"glFramebufferTexture2DEXT"                , (void **) &qglFramebufferTexture2D},
-       {"glFramebufferTexture3DEXT"                , (void **) &qglFramebufferTexture3D},
-       {"glFramebufferRenderbufferEXT"             , (void **) &qglFramebufferRenderbuffer},
-       {"glGetFramebufferAttachmentParameterivEXT" , (void **) &qglGetFramebufferAttachmentParameteriv},
-       {"glGenerateMipmapEXT"                      , (void **) &qglGenerateMipmap},
+       {"glBlendEquationEXT", (void **) &qglBlendEquationEXT},
+       {NULL, NULL}
+};
+
+static dllfunction_t glsl130funcs[] =
+{
+       {"glBindFragDataLocation", (void **) &qglBindFragDataLocation},
        {NULL, NULL}
 };
 
@@ -816,10 +723,8 @@ 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}
 };
@@ -867,7 +772,6 @@ void VID_ClearExtensions(void)
        vid.renderpath = RENDERPATH_GL20;
        vid.sRGBcapable2D = false;
        vid.sRGBcapable3D = false;
-       vid.forcevbo = false;
        vid.maxtexturesize_2d = 0;
        vid.maxtexturesize_3d = 0;
        vid.maxtexturesize_cubemap = 0;
@@ -879,7 +783,6 @@ void VID_ClearExtensions(void)
 
 #ifndef USE_GLES2
        // this is a complete list of all functions that are directly checked in the renderer
-       qglDrawRangeElements = NULL;
        qglDrawBuffer = NULL;
        qglPolygonStipple = NULL;
        qglFlush = NULL;
@@ -893,61 +796,40 @@ void VID_ClearExtensions(void)
 #ifndef USE_GLES2
 void VID_CheckExtensions(void)
 {
-       if (!GL_CheckExtension("glbase", opengl110funcs, NULL, false))
-               Sys_Error("OpenGL 1.1.0 functions not found");
-       vid.support.gl20shaders = GL_CheckExtension("2.0", gl20shaderfuncs, "-noshaders", true);
+       char *s;
+       if (!GL_CheckExtension("glbase", openglfuncs, NULL, false))
+               Sys_Error("OpenGL driver/hardware lacks required features");
 
        CHECKGLERROR
 
        Con_DPrint("Checking OpenGL extensions...\n");
 
-       if (vid.support.gl20shaders)
-       {
-               char *s;
-               // detect what GLSL version is available, to enable features like r_glsl_skeletal and higher quality reliefmapping
+       // detect what GLSL version is available, to enable features like r_glsl_skeletal and higher quality reliefmapping
+       vid.support.glshaderversion = 100;
+       s = (char *) qglGetString(GL_SHADING_LANGUAGE_VERSION);
+       if (s)
+               vid.support.glshaderversion = (int)(atof(s) * 100.0f + 0.5f);
+       if (vid.support.glshaderversion < 100)
                vid.support.glshaderversion = 100;
-               s = (char *) qglGetString(GL_SHADING_LANGUAGE_VERSION);
-               if (s)
-                       vid.support.glshaderversion = (int)(atof(s) * 100.0f + 0.5f);
-               if (vid.support.glshaderversion < 100)
-                       vid.support.glshaderversion = 100;
-               Con_DPrintf("Detected GLSL #version %i\n", vid.support.glshaderversion);
-               // get the glBindFragDataLocation function
-               if (vid.support.glshaderversion >= 130)
-                       vid.support.gl20shaders130 = GL_CheckExtension("glshaders130", glsl130funcs, "-noglsl130", true);
-       }
+       Con_DPrintf("Detected GLSL #version %i\n", vid.support.glshaderversion);
+       // get the glBindFragDataLocation function
+       if (vid.support.glshaderversion >= 130)
+               vid.support.gl20shaders130 = GL_CheckExtension("glshaders130", glsl130funcs, "-noglsl130", true);
 
        // GL drivers generally prefer GL_BGRA
        vid.forcetextype = GL_BGRA;
 
        vid.support.amd_texture_texture4 = GL_CheckExtension("GL_AMD_texture_texture4", NULL, "-notexture4", false);
-       vid.support.arb_depth_texture = GL_CheckExtension("GL_ARB_depth_texture", NULL, "-nodepthtexture", false);
        vid.support.arb_draw_buffers = GL_CheckExtension("GL_ARB_draw_buffers", drawbuffersfuncs, "-nodrawbuffers", false);
-       vid.support.arb_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_query_buffer_object = GL_CheckExtension("GL_ARB_query_buffer_object", NULL, "-noquerybuffer", true);
-       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_vertex_buffer_object = GL_CheckExtension("GL_ARB_vertex_buffer_object", vbofuncs, "-novbo", false);
-       vid.support.arb_uniform_buffer_object = GL_CheckExtension("GL_ARB_uniform_buffer_object", ubofuncs, "-noubo", 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_blend_func_separate = GL_CheckExtension("GL_EXT_blend_func_separate", blendfuncseparatefuncs, "-noblendfuncseparate", false);
-       vid.support.ext_draw_range_elements = GL_CheckExtension("drawrangeelements", drawrangeelementsfuncs, "-nodrawrangeelements", true) || GL_CheckExtension("GL_EXT_draw_range_elements", drawrangeelementsextfuncs, "-nodrawrangeelements", false);
-       vid.support.arb_framebuffer_object = GL_CheckExtension("GL_ARB_framebuffer_object", arbfbofuncs, "-nofbo", false);
-       if (vid.support.arb_framebuffer_object)
-               vid.support.ext_framebuffer_object = true;
-       else
-               vid.support.ext_framebuffer_object = GL_CheckExtension("GL_EXT_framebuffer_object", extfbofuncs, "-nofbo", false);
-
        vid.support.ext_packed_depth_stencil = GL_CheckExtension("GL_EXT_packed_depth_stencil", NULL, "-nopackeddepthstencil", false);
-       vid.support.ext_texture_3d = GL_CheckExtension("GL_EXT_texture3D", texture3dextfuncs, "-notexture3d", false);
        vid.support.ext_texture_compression_s3tc = GL_CheckExtension("GL_EXT_texture_compression_s3tc", NULL, "-nos3tc", 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.ext_texture_srgb = GL_CheckExtension("GL_EXT_texture_sRGB", NULL, "-nosrgb", false);
        vid.support.arb_texture_float = GL_CheckExtension("GL_ARB_texture_float", NULL, "-notexturefloat", false);
@@ -984,52 +866,25 @@ void VID_CheckExtensions(void)
        if (vid.support.arb_draw_buffers)
                qglGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, (GLint*)&vid.maxdrawbuffers);
 
-       // 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 && vid.support.gl20shaders)
-       {
-               int val = 0;
-               qglGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &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;
-
        qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
        qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
        qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap);
        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)
-       {
-               vid.support.ext_texture_3d = false;
-               Con_Printf("GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
-       }
-
        vid.texunits = vid.teximageunits = vid.texarrayunits = 1;
        qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
-       if (vid.support.gl20shaders && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
-       {
-               qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
-               qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (int *)&vid.teximageunits);CHECKGLERROR
-               qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (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+fbo 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;
-               vid.sRGBcapable2D = false;
-               vid.sRGBcapable3D = true;
-               Con_Printf("vid.support.arb_multisample %i\n", vid.support.arb_multisample);
-               Con_Printf("vid.support.gl20shaders %i\n", vid.support.gl20shaders);
-               vid.allowalphatocoverage = true; // but see below, it may get turned to false again if GL_SAMPLES_ARB is <= 1
-       }
-       else
-               Sys_Error("OpenGL 2.0 and GL_EXT_framebuffer_object required");
+       qglGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&vid.texunits);
+       qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (int *)&vid.teximageunits);CHECKGLERROR
+       qglGetIntegerv(GL_MAX_TEXTURE_COORDS, (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_DPrint("Using GL2+extensions rendering path\n");
+       vid.renderpath = RENDERPATH_GL20;
+       vid.sRGBcapable2D = false;
+       vid.sRGBcapable3D = true;
+       Con_DPrintf("vid.support.arb_multisample %i\n", vid.support.arb_multisample);
+       vid.allowalphatocoverage = true; // but see below, it may get turned to false again if GL_SAMPLES_ARB is <= 1
 
        // enable multisample antialiasing if possible
        if(vid.support.arb_multisample)