]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
Rename RENDERPATH_GL20 to RENDERPATH_GL32.
[xonotic/darkplaces.git] / gl_backend.c
index a975133663a3ccaabec9f145d69b3ddc7c091503..691f6eeb20703ab7aba01cc70a61b5193f70da89 100644 (file)
@@ -318,7 +318,7 @@ static void gl_backend_start(void)
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                // fetch current fbo here (default fbo is not 0 on some GLES devices)
                CHECKGLERROR
@@ -333,7 +333,7 @@ static void gl_backend_shutdown(void)
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
        }
@@ -356,7 +356,7 @@ static void gl_backend_devicelost(void)
        r_meshbuffer_t *buffer;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
        }
@@ -368,7 +368,7 @@ static void gl_backend_devicelost(void)
                        continue;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        break;
                }
@@ -379,7 +379,7 @@ static void gl_backend_devicerestored(void)
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
        }
@@ -447,7 +447,7 @@ void GL_Finish(void)
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglFinish();CHECKGLERROR
@@ -587,7 +587,7 @@ qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
        // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
        }
@@ -654,7 +654,7 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int
        m[15] = 1;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
        }
@@ -954,7 +954,7 @@ void R_SetViewport(const r_viewport_t *v)
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
@@ -1010,7 +1010,7 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
        GLuint status;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
@@ -1085,7 +1085,7 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (fbo)
                {
@@ -1114,7 +1114,7 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
        // set up framebuffer object or render targets for the active rendering API
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (gl_state.framebufferobject != fbo)
                {
@@ -1151,7 +1151,7 @@ static void GL_Backend_ResetState(void)
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglColorMask(1, 1, 1, 1);CHECKGLERROR
@@ -1195,7 +1195,7 @@ void GL_ActiveTexture(unsigned int num)
                gl_state.unit = num;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
@@ -1214,7 +1214,7 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
                blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (qglBlendFuncSeparate)
@@ -1249,7 +1249,7 @@ void GL_DepthMask(int state)
                gl_state.depthmask = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthMask(gl_state.depthmask);CHECKGLERROR
@@ -1265,7 +1265,7 @@ void GL_DepthTest(int state)
                gl_state.depthtest = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (gl_state.depthtest)
@@ -1288,7 +1288,7 @@ void GL_DepthFunc(int state)
                gl_state.depthfunc = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
@@ -1305,7 +1305,7 @@ void GL_DepthRange(float nearfrac, float farfrac)
                gl_state.depthrange[1] = farfrac;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
 #ifdef USE_GLES2
@@ -1322,7 +1322,7 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass
 {
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (enable)
@@ -1349,7 +1349,7 @@ void GL_PolygonOffset(float planeoffset, float depthoffset)
                gl_state.polygonoffset[1] = depthoffset;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
@@ -1371,7 +1371,7 @@ void GL_SetMirrorState(qboolean state)
                        return;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglCullFace(gl_state.cullface);CHECKGLERROR
@@ -1392,7 +1392,7 @@ void GL_CullFace(int state)
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
 
@@ -1430,7 +1430,7 @@ void GL_AlphaToCoverage(qboolean state)
                {
                case RENDERPATH_GLES2:
                        break;
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
                        // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
                        CHECKGLERROR
@@ -1459,7 +1459,7 @@ void GL_ColorMask(int r, int g, int b, int a)
                gl_state.colormask = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
@@ -1478,7 +1478,7 @@ void GL_Color(float cr, float cg, float cb, float ca)
                gl_state.color4f[3] = ca;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
                        break;
@@ -1490,7 +1490,7 @@ void GL_Scissor (int x, int y, int width, int height)
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglScissor(x, y,width,height);CHECKGLERROR
@@ -1505,7 +1505,7 @@ void GL_ScissorTest(int state)
                gl_state.scissortest = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if(gl_state.scissortest)
@@ -1532,7 +1532,7 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva
        }
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (mask & GL_COLOR_BUFFER_BIT)
@@ -1560,7 +1560,7 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
 #ifndef GL_BGRA
@@ -1778,7 +1778,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (bufferobject3s)
@@ -1841,7 +1841,7 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
                buffer->size = size;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (!buffer->bufferobject)
                        qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
@@ -1879,7 +1879,7 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
                return;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                // GL clears the binding if we delete something bound
                if (gl_state.uniformbufferobject == buffer->bufferobject)
@@ -1948,7 +1948,7 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                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)
                {
@@ -1976,7 +1976,7 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
        // the pointer only.
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (pointer)
@@ -2027,7 +2027,7 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
        // that involve a valid bufferobject also supply a texcoord array
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (pointer)
@@ -2084,7 +2084,7 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                R_Mesh_TexBind(0, tex);
                GL_ActiveTexture(0);CHECKGLERROR
@@ -2120,7 +2120,7 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
                return;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (!tex)
                {
@@ -2251,7 +2251,7 @@ void GL_BlendEquationSubtract(qboolean negated)
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
                        break;
@@ -2261,7 +2261,7 @@ void GL_BlendEquationSubtract(qboolean negated)
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR
                        break;