// 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel)
TEXTYPE_DXT5,
+ // default compressed type for GLES2
+ TEXTYPE_ETC1,
+
// 8bit paletted in sRGB colorspace
TEXTYPE_SRGB_PALETTE,
// 32bit RGBA in sRGB colorspace
TEXTYPE_COLORBUFFER16F,
// this represents an RGBA float texture (4 32bit floats)
TEXTYPE_COLORBUFFER32F,
- // 32bit D24S8 (24bit depth, 8bit stencil)
- TEXTYPE_SHADOWMAP_STENCIL,
- // 16bit D16 (16bit depth) or 32bit S8D24 (24bit depth, 8bit stencil unused)
- TEXTYPE_SHADOWMAP
+ // depth-stencil buffer (or texture)
+ TEXTYPE_DEPTHBUFFER16,
+ // depth-stencil buffer (or texture)
+ TEXTYPE_DEPTHBUFFER24,
+ // 32bit D24S8 buffer (24bit depth, 8bit stencil), not supported on OpenGL ES
+ TEXTYPE_DEPTHBUFFER24STENCIL8,
+ // shadowmap-friendly format with depth comparison (not supported on some hardware)
+ TEXTYPE_SHADOWMAP16_COMP,
+ // shadowmap-friendly format with raw reading (not supported on some hardware)
+ TEXTYPE_SHADOWMAP16_RAW,
+ // shadowmap-friendly format with depth comparison (not supported on some hardware)
+ TEXTYPE_SHADOWMAP24_COMP,
+ // shadowmap-friendly format with raw reading (not supported on some hardware)
+ TEXTYPE_SHADOWMAP24_RAW,
}
textype_t;
typedef struct rtexture_s
{
// this is exposed (rather than private) for speed reasons only
- int texnum;
- qboolean dirty;
- int gltexturetypeenum; // exposed for use in R_Mesh_TexBind
+ int texnum; // GL texture slot number
+ int renderbuffernum; // GL renderbuffer slot number
+ qboolean dirty; // indicates that R_RealGetTexture should be called
+ qboolean glisdepthstencil; // indicates that FBO attachment has to be GL_DEPTH_STENCIL_ATTACHMENT
+ int gltexturetypeenum; // used by R_Mesh_TexBind
// d3d stuff the backend needs
void *d3dtexture;
+ void *d3dsurface;
#ifdef SUPPORTD3D
- qboolean d3disdepthsurface; // for depth/stencil surfaces
+ qboolean d3disrendertargetsurface;
+ qboolean d3disdepthstencilsurface;
int d3dformat;
int d3dusage;
int d3dpool;
rtexture_t *R_LoadTexture2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
rtexture_t *R_LoadTexture3D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, textype_t textype, int flags, int miplevel, const unsigned int *palette);
-rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter, qboolean stencil);
-rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filename, qboolean srgb, int flags, qboolean *hasalphaflag, float *avgcolor, int miplevel);
+rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, textype_t textype, qboolean filter);
+rtexture_t *R_LoadTextureRenderBuffer(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, textype_t textype);
+rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filename, qboolean srgb, int flags, qboolean *hasalphaflag, float *avgcolor, int miplevel, qboolean optionaltexture);
// saves a texture to a DDS file
int R_SaveTextureDDSFile(rtexture_t *rt, const char *filename, qboolean skipuncompressed, qboolean hasalpha);