#define MAX_RENDERTARGETS 4
-cvar_t gl_debug = {CVAR_CLIENT, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages. (note: enabling may not take effect until vid_restart on some drivers)"};
-cvar_t gl_paranoid = {CVAR_CLIENT, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
-cvar_t gl_printcheckerror = {CVAR_CLIENT, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
+cvar_t gl_debug = {CF_CLIENT, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages. (note: enabling may not take effect until vid_restart on some drivers)"};
+cvar_t gl_paranoid = {CF_CLIENT, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {CF_CLIENT, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
-cvar_t r_render = {CVAR_CLIENT, "r_render", "1", "enables rendering 3D views (you want this on!)"};
-cvar_t r_renderview = {CVAR_CLIENT, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
-cvar_t r_waterwarp = {CVAR_CLIENT | CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
-cvar_t gl_polyblend = {CVAR_CLIENT | CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
+cvar_t r_render = {CF_CLIENT, "r_render", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_renderview = {CF_CLIENT, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_waterwarp = {CF_CLIENT | CF_ARCHIVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CF_CLIENT | CF_ARCHIVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
-cvar_t v_flipped = {CVAR_CLIENT, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
+cvar_t v_flipped = {CF_CLIENT, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
qbool v_flipped_state = false;
r_viewport_t gl_viewport;
qbool gl_modelmatrixchanged;
#ifdef DEBUGGL
-int gl_errornumber = 0;
-
-void GL_PrintError(int errornumber, const char *filename, int linenumber)
+void GL_PrintError(GLenum errornumber, const char *filename, unsigned int linenumber)
{
switch(errornumber)
{
}
#endif
-#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
+#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Abort("GL backend function called when backend is not active");
void SCR_ScreenShot_f(cmd_state_t *cmd);
Cvar_RegisterVariable(&gl_paranoid);
Cvar_RegisterVariable(&gl_printcheckerror);
- Cmd_AddCommand(CMD_CLIENT, "gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
+ Cmd_AddCommand(CF_CLIENT, "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);
}
// 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
+ 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->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->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)
buffer->isuniformbuffer = isuniformbuffer;
buffer->isdynamic = isdynamic;
buffer->isindex16 = isindex16;
- strlcpy(buffer->name, name, sizeof(buffer->name));
+ dp_strlcpy(buffer->name, name, sizeof(buffer->name));
R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
return buffer;
}
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= MAX_TEXTUREUNITS)
- Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
+ Sys_Abort("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
// update array settings
// note: there is no need to check bufferobject here because all cases
// that involve a valid bufferobject also supply a texcoord array
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= MAX_TEXTUREUNITS)
- Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
+ Sys_Abort("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
if (id == GL_TEXTURE_2D)
return unit->t2d;
if (id == GL_TEXTURE_3D)
gltextureunit_t *unit = gl_state.units + unitnum;
int texnum;
if (unitnum >= MAX_TEXTUREUNITS)
- Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
+ Sys_Abort("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
switch(vid.renderpath)
{
case RENDERPATH_GL32: