#include <IOKit/hidsystem/IOHIDLib.h>
#include <IOKit/hidsystem/IOHIDParameter.h>
#include <IOKit/hidsystem/event_status_driver.h>
-static cvar_t apple_mouse_noaccel = {CVAR_SAVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"};
-static qboolean vid_usingnoaccel;
+#if (MAC_OS_X_VERSION_MIN_REQUIRED < 120000)
+ #define IOMainPort IOMasterPort
+#endif
+static cvar_t apple_mouse_noaccel = {CF_CLIENT | CF_ARCHIVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"};
+static qbool vid_usingnoaccel;
static double originalMouseSpeed = -1.0;
-io_connect_t IN_GetIOHandle(void)
+static io_connect_t IN_GetIOHandle(void)
{
io_connect_t iohandle = MACH_PORT_NULL;
kern_return_t status;
io_service_t iohidsystem = MACH_PORT_NULL;
mach_port_t masterport;
- status = IOMasterPort(MACH_PORT_NULL, &masterport);
+ status = IOMainPort(MACH_PORT_NULL, &masterport);
if(status != KERN_SUCCESS)
return 0;
// Tell startup code that we have a client
int cl_available = true;
-qboolean vid_supportrefreshrate = false;
+qbool vid_supportrefreshrate = false;
-static qboolean vid_usingmouse = false;
-static qboolean vid_usingmouse_relativeworks = false; // SDL2 workaround for unimplemented RelativeMouse mode
-static qboolean vid_usinghidecursor = false;
-static qboolean vid_hasfocus = false;
-static qboolean vid_isfullscreen;
-static qboolean vid_usingvsync = false;
+static qbool vid_usingmouse = false;
+static qbool vid_usingmouse_relativeworks = false; // SDL2 workaround for unimplemented RelativeMouse mode
+static qbool vid_usinghidecursor = false;
+static qbool vid_hasfocus = false;
+static qbool vid_wmborder_waiting, vid_wmborderless;
static SDL_Joystick *vid_sdljoystick = NULL;
+static SDL_GameController *vid_sdlgamecontroller = NULL;
+static cvar_t joy_sdl2_trigger_deadzone = {CF_ARCHIVE | CF_CLIENT, "joy_sdl2_trigger_deadzone", "0.5", "deadzone for triggers to be registered as key presses"};
// GAME_STEELSTORM specific
static cvar_t *steelstorm_showing_map = NULL; // detect but do not create the cvar
static cvar_t *steelstorm_showing_mousecursor = NULL; // detect but do not create the cvar
static int win_half_width = 50;
static int win_half_height = 50;
-static int video_bpp;
static SDL_GLContext context;
static SDL_Window *window;
-static int window_flags;
-static vid_mode_t desktop_mode;
// Input handling
{
switch(sdlkey)
{
- default: return 0;
+ // sdlkey can be Unicode codepoint for non-ascii keys, which are valid
+ default: return sdlkey & SDLK_SCANCODE_MASK ? 0 : sdlkey;
// case SDLK_UNKNOWN: return K_UNKNOWN;
case SDLK_RETURN: return K_ENTER;
case SDLK_ESCAPE: return K_ESCAPE;
}
}
-qboolean VID_HasScreenKeyboardSupport(void)
+qbool VID_HasScreenKeyboardSupport(void)
{
return SDL_HasScreenKeyboardSupport() != SDL_FALSE;
}
-void VID_ShowKeyboard(qboolean show)
+void VID_ShowKeyboard(qbool show)
{
if (!SDL_HasScreenKeyboardSupport())
return;
}
}
-qboolean VID_ShowingKeyboard(void)
+qbool VID_ShowingKeyboard(void)
{
return SDL_IsTextInputActive() != 0;
}
-void VID_SetMouse(qboolean fullscreengrab, qboolean relative, qboolean hidecursor)
+static void VID_SetMouse(qbool relative, qbool hidecursor)
{
#ifndef DP_MOBILETOUCH
#ifdef MACOSX
if(relative)
if(vid_usingmouse && (vid_usingnoaccel != !!apple_mouse_noaccel.integer))
- VID_SetMouse(false, false, false); // ungrab first!
+ VID_SetMouse(false, false); // ungrab first!
#endif
if (vid_usingmouse != relative)
{
vid_usingmouse = relative;
cl_ignoremousemoves = 2;
vid_usingmouse_relativeworks = SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE) == 0;
-// Con_Printf("VID_SetMouse(%i, %i, %i) relativeworks = %i\n", (int)fullscreengrab, (int)relative, (int)hidecursor, (int)vid_usingmouse_relativeworks);
+// Con_Printf("VID_SetMouse(%i, %i) relativeworks = %i\n", (int)relative, (int)hidecursor, (int)vid_usingmouse_relativeworks);
#ifdef MACOSX
if(relative)
{
int multitouchs[MAXFINGERS];
// modified heavily by ELUAN
-static qboolean VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float textheight, const char *text, float *resultmove, qboolean *resultbutton, keynum_t key, const char *typedtext, float deadzone, float oversizepixels_x, float oversizepixels_y, qboolean iamexclusive)
+static qbool VID_TouchscreenArea(int corner, float px, float py, float pwidth, float pheight, const char *icon, float textheight, const char *text, float *resultmove, qbool *resultbutton, keynum_t key, const char *typedtext, float deadzone, float oversizepixels_x, float oversizepixels_y, qbool iamexclusive)
{
int finger;
float fx, fy, fwidth, fheight;
float overfx, overfy, overfwidth, overfheight;
float rel[3];
float sqsum;
- qboolean button = false;
+ qbool button = false;
VectorClear(rel);
if (pwidth > 0 && pheight > 0)
{
// ELUAN:
// not reentrant, but we only need one mouse cursor anyway...
-static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheight, qboolean *resultbutton, keynum_t key)
+static void VID_TouchscreenCursor(float px, float py, float pwidth, float pheight, qbool *resultbutton, keynum_t key)
{
int finger;
float fx, fy, fwidth, fheight;
- qboolean button = false;
+ qbool button = false;
static int cursorfinger = -1;
static int cursorfreemovement = false;
static int canclick = false;
}
if (scr_numtouchscreenareas < 128)
{
- if (clickrealtime + 1 > realtime)
+ if (clickrealtime + 1 > host.realtime)
{
scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_click.tga";
}
}
else
{
- switch ((int)realtime * 10 % 20)
+ switch ((int)host.realtime * 10 % 20)
{
case 0:
scr_touchscreenareas[scr_numtouchscreenareas].pic = "gfx/gui/touch_puck_cur_touch.tga";
{
Key_Event(key, 0, true);
canclick = false;
- clickrealtime = realtime;
+ clickrealtime = host.realtime;
}
// SS:BR can't qc can't cope with presses and releases on the same frame
- if (clickrealtime && clickrealtime + 0.1 < realtime)
+ if (clickrealtime && clickrealtime + 0.1 < host.realtime)
{
Key_Event(key, 0, false);
clickrealtime = 0;
{
SDL_Joystick *joy = vid_sdljoystick;
int j;
- int numaxes;
- int numbuttons;
- numaxes = SDL_JoystickNumAxes(joy);
- for (j = 0;j < numaxes;j++)
- joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f);
- numbuttons = SDL_JoystickNumButtons(joy);
- for (j = 0;j < numbuttons;j++)
- joystate->button[j] = SDL_JoystickGetButton(joy, j);
+
+ if (vid_sdlgamecontroller)
+ {
+ for (j = 0; j <= SDL_CONTROLLER_AXIS_MAX; ++j)
+ {
+ joystate->axis[j] = SDL_GameControllerGetAxis(vid_sdlgamecontroller, (SDL_GameControllerAxis)j) * (1.0f / 32767.0f);
+ }
+ for (j = 0; j < SDL_CONTROLLER_BUTTON_MAX; ++j)
+ joystate->button[j] = SDL_GameControllerGetButton(vid_sdlgamecontroller, (SDL_GameControllerButton)j);
+ // emulate joy buttons for trigger "axes"
+ joystate->button[SDL_CONTROLLER_BUTTON_MAX] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f;
+ joystate->button[SDL_CONTROLLER_BUTTON_MAX+1] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f;
+ }
+ else
+
+ {
+ int numaxes;
+ int numbuttons;
+ numaxes = SDL_JoystickNumAxes(joy);
+ for (j = 0;j < numaxes;j++)
+ joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f);
+ numbuttons = SDL_JoystickNumButtons(joy);
+ for (j = 0;j < numbuttons;j++)
+ joystate->button[j] = SDL_JoystickGetButton(joy, j);
+ }
}
VID_Shared_BuildJoyState_Finish(joystate);
int i, numfingers;
float xscale, yscale;
float move[3], aim[3];
- static qboolean oldbuttons[128];
- static qboolean buttons[128];
+ static qbool oldbuttons[128];
+ static qbool buttons[128];
keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
memcpy(oldbuttons, buttons, sizeof(oldbuttons));
memset(multitouchs, 0, sizeof(multitouchs));
{
int x, y;
float move[3], aim[3], click[3];
- static qboolean oldbuttons[128];
- static qboolean buttons[128];
+ static qbool oldbuttons[128];
+ static qbool buttons[128];
keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
memcpy(oldbuttons, buttons, sizeof(oldbuttons));
memset(multitouchs, 0, sizeof(multitouchs));
if (!VID_ShowingKeyboard())
{
// user entered a command, close the console now
- Con_ToggleConsole_f();
+ Con_ToggleConsole_f(cmd_local);
}
VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, NULL, &buttons[15], (keynum_t)0, NULL, 0, 0, 0, true);
VID_TouchscreenArea( 0, 0, 0, 0, 0, NULL , 0.0f, NULL, move, &buttons[0], K_MOUSE4, NULL, 0, 0, 0, true);
static int old_x = 0, old_y = 0;
static int stuck = 0;
static keydest_t oldkeydest;
- static qboolean oldshowkeyboard;
+ static qbool oldshowkeyboard;
int x, y;
vid_joystate_t joystate;
keydest_t keydest = (key_consoleactive & KEY_CONSOLEACTIVE_USER) ? key_console : key_dest;
in_windowmouse_y = y;
}
+ //Con_Printf("Mouse position: in_mouse %f %f in_windowmouse %f %f\n", in_mouse_x, in_mouse_y, in_windowmouse_x, in_windowmouse_y);
+
VID_BuildJoyState(&joystate);
VID_ApplyJoyState(&joystate);
}
////
#ifdef SDL_R_RESTART
-static qboolean sdl_needs_restart;
+static qbool sdl_needs_restart;
static void sdl_start(void)
{
}
};
//#define DEBUGSDLEVENTS
-
-// SDL2
-void Sys_SendKeyEvents( void )
+static void VID_ChangeDisplay_c(cvar_t *var);
+void Sys_SDL_HandleEvents(void)
{
- static qboolean sound_active = true;
+ static qbool sound_active = true;
int keycode;
int i;
- qboolean isdown;
+ const char *chp;
+ qbool isdown;
Uchar unicode;
SDL_Event event;
#ifdef DEBUGSDLEVENTS
Con_DPrintf("SDL_Event: SDL_QUIT\n");
#endif
- Sys_Quit(0);
+ host.state = host_shutdown;
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
#endif
break;
case SDL_WINDOWEVENT_MOVED:
+ vid.xPos = event.window.data1;
+ vid.yPos = event.window.data2;
+ // Update vid.displayindex (current monitor) as it may have changed
+ // SDL_GetWindowDisplayIndex() doesn't work if the window manager moves the fullscreen window, but this works:
+ for (i = 0; i < vid_info_displaycount.integer; ++i)
+ {
+ SDL_Rect displaybounds;
+ if (SDL_GetDisplayBounds(i, &displaybounds) < 0)
+ {
+ Con_Printf(CON_ERROR "Error getting bounds of display %i: \"%s\"\n", i, SDL_GetError());
+ return;
+ }
+ if (vid.xPos >= displaybounds.x && vid.xPos < displaybounds.x + displaybounds.w)
+ if (vid.yPos >= displaybounds.y && vid.yPos < displaybounds.y + displaybounds.h)
+ {
+ vid.displayindex = i;
+ break;
+ }
+ }
+ // when the window manager adds/removes the border it's likely to move the SDL window
+ // we'll need to correct that to (re)align the xhair with the monitor
+ if (vid_wmborder_waiting)
+ {
+ SDL_GetWindowBordersSize(window, &i, NULL, NULL, NULL);
+ if (!i != vid_wmborderless) // border state changed
+ {
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED_DISPLAY(vid.displayindex), SDL_WINDOWPOS_CENTERED_DISPLAY(vid.displayindex));
+ SDL_GetWindowPosition(window, &vid.xPos, &vid.yPos);
+ vid_wmborder_waiting = false;
+ }
+ }
break;
- case SDL_WINDOWEVENT_RESIZED:
+ case SDL_WINDOWEVENT_RESIZED: // external events only
if(vid_resizable.integer < 2)
{
- vid.width = event.window.data1;
- vid.height = event.window.data2;
+ //vid.width = event.window.data1;
+ //vid.height = event.window.data2;
+ // get the real framebuffer size in case the platform's screen coordinates are DPI scaled
+ SDL_GL_GetDrawableSize(window, &vid.width, &vid.height);
#ifdef SDL_R_RESTART
- // better not call R_Modules_Restart from here directly, as this may wreak havoc...
+ // better not call R_Modules_Restart_f from here directly, as this may wreak havoc...
// so, let's better queue it for next frame
if(!sdl_needs_restart)
{
- Cbuf_AddText("\nr_restart\n");
+ Cbuf_AddText(cmd_local, "\nr_restart\n");
sdl_needs_restart = true;
}
#endif
}
break;
+ case SDL_WINDOWEVENT_SIZE_CHANGED: // internal and external events
+ break;
case SDL_WINDOWEVENT_MINIMIZED:
break;
case SDL_WINDOWEVENT_MAXIMIZED:
vid_hasfocus = false;
break;
case SDL_WINDOWEVENT_CLOSE:
- Sys_Quit(0);
+ host.state = host_shutdown;
+ break;
+ case SDL_WINDOWEVENT_TAKE_FOCUS:
+ break;
+ case SDL_WINDOWEVENT_HIT_TEST:
+ break;
+ case SDL_WINDOWEVENT_ICCPROF_CHANGED:
+ break;
+ case SDL_WINDOWEVENT_DISPLAY_CHANGED:
+ // this event can't be relied on in fullscreen, see SDL_WINDOWEVENT_MOVED above
+ vid.displayindex = event.window.data1;
break;
}
}
break;
+ case SDL_DISPLAYEVENT: // Display hotplugging
+ switch (event.display.event)
+ {
+ case SDL_DISPLAYEVENT_CONNECTED:
+ Con_Printf("Display %i connected: %s\nA vid_restart may be necessary!\n", event.display.display, SDL_GetDisplayName(event.display.display));
+ Cvar_SetValueQuick(&vid_info_displaycount, SDL_GetNumVideoDisplays());
+ // Ideally we'd call VID_ChangeDisplay_c() to try to switch to the preferred display here,
+ // but we may need a vid_restart first, see comments in VID_ChangeDisplay_c().
+ break;
+ case SDL_DISPLAYEVENT_DISCONNECTED:
+ Con_Printf("Display %i disconnected.\nA vid_restart may be necessary!\n", event.display.display);
+ Cvar_SetValueQuick(&vid_info_displaycount, SDL_GetNumVideoDisplays());
+ break;
+ case SDL_DISPLAYEVENT_ORIENTATION:
+ break;
+ }
+ break;
case SDL_TEXTEDITING:
#ifdef DEBUGSDLEVENTS
Con_DPrintf("SDL_Event: SDL_TEXTEDITING - composition = %s, cursor = %d, selection lenght = %d\n", event.edit.text, event.edit.start, event.edit.length);
#endif
// convert utf8 string to char
// NOTE: this code is supposed to run even if utf8enable is 0
- unicode = u8_getchar_utf8_enabled(event.text.text + (int)u8_bytelen(event.text.text, 0), NULL);
- Key_Event(K_TEXT, unicode, true);
- Key_Event(K_TEXT, unicode, false);
+ chp = event.text.text;
+ while (*chp != 0)
+ {
+ // input the chars one by one (there can be multiple chars when e.g. using an "input method")
+ unicode = u8_getchar_utf8_enabled(chp, &chp);
+ Key_Event(K_TEXT, unicode, true);
+ Key_Event(K_TEXT, unicode, false);
+ }
break;
case SDL_MOUSEMOTION:
break;
break;
}
+ vid_activewindow = !vid_hidden && vid_hasfocus;
+
// enable/disable sound on focus gain/loss
- if ((!vid_hidden && vid_activewindow) || !snd_mutewhenidle.integer)
+ if (vid_activewindow || !snd_mutewhenidle.integer)
{
if (!sound_active)
{
sound_active = false;
}
}
+
+ if (!vid_activewindow || key_consoleactive || scr_loading)
+ VID_SetMouse(false, false);
+ else if (key_dest == key_menu || key_dest == key_menu_grabbed)
+ VID_SetMouse(vid_mouse.integer && !in_client_mouse && !vid_touchscreen.integer, !vid_touchscreen.integer);
+ else
+ VID_SetMouse(vid_mouse.integer && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0 && (!cls.demoplayback || cl_demo_mousegrab.integer) && !vid_touchscreen.integer, !vid_touchscreen.integer);
}
/////////////////
// Video system
////
-#ifdef USE_GLES2
-#ifndef qglClear
-#ifdef __IPHONEOS__
-#include <OpenGLES/ES2/gl.h>
-#else
-#include <SDL_opengles.h>
-#endif
+void *GL_GetProcAddress(const char *name)
+{
+ void *p = NULL;
+ p = SDL_GL_GetProcAddress(name);
+ return p;
+}
-//#define PRECALL //Con_Printf("GLCALL %s:%i\n", __FILE__, __LINE__)
-#define PRECALL
-#define POSTCALL
-GLboolean wrapglIsBuffer(GLuint buffer) {PRECALL;return glIsBuffer(buffer);POSTCALL;}
-GLboolean wrapglIsEnabled(GLenum cap) {PRECALL;return glIsEnabled(cap);POSTCALL;}
-GLboolean wrapglIsFramebuffer(GLuint framebuffer) {PRECALL;return glIsFramebuffer(framebuffer);POSTCALL;}
-//GLboolean wrapglIsQuery(GLuint qid) {PRECALL;return glIsQuery(qid);POSTCALL;}
-GLboolean wrapglIsRenderbuffer(GLuint renderbuffer) {PRECALL;return glIsRenderbuffer(renderbuffer);POSTCALL;}
-//GLboolean wrapglUnmapBuffer(GLenum target) {PRECALL;return glUnmapBuffer(target);POSTCALL;}
-GLenum wrapglCheckFramebufferStatus(GLenum target) {PRECALL;return glCheckFramebufferStatus(target);POSTCALL;}
-GLenum wrapglGetError(void) {PRECALL;return glGetError();POSTCALL;}
-GLuint wrapglCreateProgram(void) {PRECALL;return glCreateProgram();POSTCALL;}
-GLuint wrapglCreateShader(GLenum shaderType) {PRECALL;return glCreateShader(shaderType);POSTCALL;}
-//GLuint wrapglGetHandle(GLenum pname) {PRECALL;return glGetHandle(pname);POSTCALL;}
-GLint wrapglGetAttribLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetAttribLocation(programObj, name);POSTCALL;}
-GLint wrapglGetUniformLocation(GLuint programObj, const GLchar *name) {PRECALL;return glGetUniformLocation(programObj, name);POSTCALL;}
-//GLvoid* wrapglMapBuffer(GLenum target, GLenum access) {PRECALL;return glMapBuffer(target, access);POSTCALL;}
-const GLubyte* wrapglGetString(GLenum name) {PRECALL;return (const GLubyte*)glGetString(name);POSTCALL;}
-void wrapglActiveStencilFace(GLenum e) {PRECALL;Con_Printf("glActiveStencilFace(e)\n");POSTCALL;}
-void wrapglActiveTexture(GLenum e) {PRECALL;glActiveTexture(e);POSTCALL;}
-void wrapglArrayElement(GLint i) {PRECALL;Con_Printf("glArrayElement(i)\n");POSTCALL;}
-void wrapglAttachShader(GLuint containerObj, GLuint obj) {PRECALL;glAttachShader(containerObj, obj);POSTCALL;}
-//void wrapglBeginQuery(GLenum target, GLuint qid) {PRECALL;glBeginQuery(target, qid);POSTCALL;}
-void wrapglBindAttribLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindAttribLocation(programObj, index, name);POSTCALL;}
-//void wrapglBindFragDataLocation(GLuint programObj, GLuint index, const GLchar *name) {PRECALL;glBindFragDataLocation(programObj, index, name);POSTCALL;}
-void wrapglBindBuffer(GLenum target, GLuint buffer) {PRECALL;glBindBuffer(target, buffer);POSTCALL;}
-void wrapglBindFramebuffer(GLenum target, GLuint framebuffer) {PRECALL;glBindFramebuffer(target, framebuffer);POSTCALL;}
-void wrapglBindRenderbuffer(GLenum target, GLuint renderbuffer) {PRECALL;glBindRenderbuffer(target, renderbuffer);POSTCALL;}
-void wrapglBindTexture(GLenum target, GLuint texture) {PRECALL;glBindTexture(target, texture);POSTCALL;}
-void wrapglBlendEquation(GLenum e) {PRECALL;glBlendEquation(e);POSTCALL;}
-void wrapglBlendFunc(GLenum sfactor, GLenum dfactor) {PRECALL;glBlendFunc(sfactor, dfactor);POSTCALL;}
-void wrapglBufferData(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage) {PRECALL;glBufferData(target, size, data, usage);POSTCALL;}
-void wrapglBufferSubData(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data) {PRECALL;glBufferSubData(target, offset, size, data);POSTCALL;}
-void wrapglClear(GLbitfield mask) {PRECALL;glClear(mask);POSTCALL;}
-void wrapglClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {PRECALL;glClearColor(red, green, blue, alpha);POSTCALL;}
-void wrapglClearDepth(GLclampd depth) {PRECALL;/*Con_Printf("glClearDepth(%f)\n", depth);glClearDepthf((float)depth);*/POSTCALL;}
-void wrapglClearStencil(GLint s) {PRECALL;glClearStencil(s);POSTCALL;}
-void wrapglColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {PRECALL;glColorMask(red, green, blue, alpha);POSTCALL;}
-void wrapglCompileShader(GLuint shaderObj) {PRECALL;glCompileShader(shaderObj);POSTCALL;}
-void wrapglCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);POSTCALL;}
-void wrapglCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data)\n");POSTCALL;}
-void wrapglCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) {PRECALL;glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);POSTCALL;}
-void wrapglCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) {PRECALL;Con_Printf("glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data)\n");POSTCALL;}
-void wrapglCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {PRECALL;glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);POSTCALL;}
-void wrapglCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);POSTCALL;}
-void wrapglCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;Con_Printf("glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height)\n");POSTCALL;}
-void wrapglCullFace(GLenum mode) {PRECALL;glCullFace(mode);POSTCALL;}
-void wrapglDeleteBuffers(GLsizei n, const GLuint *buffers) {PRECALL;glDeleteBuffers(n, buffers);POSTCALL;}
-void wrapglDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) {PRECALL;glDeleteFramebuffers(n, framebuffers);POSTCALL;}
-void wrapglDeleteShader(GLuint obj) {PRECALL;glDeleteShader(obj);POSTCALL;}
-void wrapglDeleteProgram(GLuint obj) {PRECALL;glDeleteProgram(obj);POSTCALL;}
-//void wrapglDeleteQueries(GLsizei n, const GLuint *ids) {PRECALL;glDeleteQueries(n, ids);POSTCALL;}
-void wrapglDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) {PRECALL;glDeleteRenderbuffers(n, renderbuffers);POSTCALL;}
-void wrapglDeleteTextures(GLsizei n, const GLuint *textures) {PRECALL;glDeleteTextures(n, textures);POSTCALL;}
-void wrapglDepthFunc(GLenum func) {PRECALL;glDepthFunc(func);POSTCALL;}
-void wrapglDepthMask(GLboolean flag) {PRECALL;glDepthMask(flag);POSTCALL;}
-//void wrapglDepthRange(GLclampd near_val, GLclampd far_val) {PRECALL;glDepthRangef((float)near_val, (float)far_val);POSTCALL;}
-void wrapglDepthRangef(GLclampf near_val, GLclampf far_val) {PRECALL;glDepthRangef(near_val, far_val);POSTCALL;}
-void wrapglDetachShader(GLuint containerObj, GLuint attachedObj) {PRECALL;glDetachShader(containerObj, attachedObj);POSTCALL;}
-void wrapglDisable(GLenum cap) {PRECALL;glDisable(cap);POSTCALL;}
-void wrapglDisableVertexAttribArray(GLuint index) {PRECALL;glDisableVertexAttribArray(index);POSTCALL;}
-void wrapglDrawArrays(GLenum mode, GLint first, GLsizei count) {PRECALL;glDrawArrays(mode, first, count);POSTCALL;}
-void wrapglDrawBuffer(GLenum mode) {PRECALL;Con_Printf("glDrawBuffer(mode)\n");POSTCALL;}
-void wrapglDrawBuffers(GLsizei n, const GLenum *bufs) {PRECALL;Con_Printf("glDrawBuffers(n, bufs)\n");POSTCALL;}
-void wrapglDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {PRECALL;glDrawElements(mode, count, type, indices);POSTCALL;}
-void wrapglEnable(GLenum cap) {PRECALL;glEnable(cap);POSTCALL;}
-void wrapglEnableVertexAttribArray(GLuint index) {PRECALL;glEnableVertexAttribArray(index);POSTCALL;}
-//void wrapglEndQuery(GLenum target) {PRECALL;glEndQuery(target);POSTCALL;}
-void wrapglFinish(void) {PRECALL;glFinish();POSTCALL;}
-void wrapglFlush(void) {PRECALL;glFlush();POSTCALL;}
-void wrapglFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) {PRECALL;glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);POSTCALL;}
-void wrapglFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) {PRECALL;glFramebufferTexture2D(target, attachment, textarget, texture, level);POSTCALL;}
-void wrapglFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) {PRECALL;Con_Printf("glFramebufferTexture3D()\n");POSTCALL;}
-void wrapglGenBuffers(GLsizei n, GLuint *buffers) {PRECALL;glGenBuffers(n, buffers);POSTCALL;}
-void wrapglGenFramebuffers(GLsizei n, GLuint *framebuffers) {PRECALL;glGenFramebuffers(n, framebuffers);POSTCALL;}
-//void wrapglGenQueries(GLsizei n, GLuint *ids) {PRECALL;glGenQueries(n, ids);POSTCALL;}
-void wrapglGenRenderbuffers(GLsizei n, GLuint *renderbuffers) {PRECALL;glGenRenderbuffers(n, renderbuffers);POSTCALL;}
-void wrapglGenTextures(GLsizei n, GLuint *textures) {PRECALL;glGenTextures(n, textures);POSTCALL;}
-void wrapglGenerateMipmap(GLenum target) {PRECALL;glGenerateMipmap(target);POSTCALL;}
-void wrapglGetActiveAttrib(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveAttrib(programObj, index, maxLength, length, size, type, name);POSTCALL;}
-void wrapglGetActiveUniform(GLuint programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {PRECALL;glGetActiveUniform(programObj, index, maxLength, length, size, type, name);POSTCALL;}
-void wrapglGetAttachedShaders(GLuint containerObj, GLsizei maxCount, GLsizei *count, GLuint *obj) {PRECALL;glGetAttachedShaders(containerObj, maxCount, count, obj);POSTCALL;}
-void wrapglGetBooleanv(GLenum pname, GLboolean *params) {PRECALL;glGetBooleanv(pname, params);POSTCALL;}
-void wrapglGetCompressedTexImage(GLenum target, GLint lod, void *img) {PRECALL;Con_Printf("glGetCompressedTexImage(target, lod, img)\n");POSTCALL;}
-void wrapglGetDoublev(GLenum pname, GLdouble *params) {PRECALL;Con_Printf("glGetDoublev(pname, params)\n");POSTCALL;}
-void wrapglGetFloatv(GLenum pname, GLfloat *params) {PRECALL;glGetFloatv(pname, params);POSTCALL;}
-void wrapglGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) {PRECALL;glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);POSTCALL;}
-void wrapglGetShaderInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetShaderInfoLog(obj, maxLength, length, infoLog);POSTCALL;}
-void wrapglGetProgramInfoLog(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *infoLog) {PRECALL;glGetProgramInfoLog(obj, maxLength, length, infoLog);POSTCALL;}
-void wrapglGetIntegerv(GLenum pname, GLint *params) {PRECALL;glGetIntegerv(pname, params);POSTCALL;}
-void wrapglGetShaderiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetShaderiv(obj, pname, params);POSTCALL;}
-void wrapglGetProgramiv(GLuint obj, GLenum pname, GLint *params) {PRECALL;glGetProgramiv(obj, pname, params);POSTCALL;}
-//void wrapglGetQueryObjectiv(GLuint qid, GLenum pname, GLint *params) {PRECALL;glGetQueryObjectiv(qid, pname, params);POSTCALL;}
-//void wrapglGetQueryObjectuiv(GLuint qid, GLenum pname, GLuint *params) {PRECALL;glGetQueryObjectuiv(qid, pname, params);POSTCALL;}
-//void wrapglGetQueryiv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetQueryiv(target, pname, params);POSTCALL;}
-void wrapglGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetRenderbufferParameteriv(target, pname, params);POSTCALL;}
-void wrapglGetShaderSource(GLuint obj, GLsizei maxLength, GLsizei *length, GLchar *source) {PRECALL;glGetShaderSource(obj, maxLength, length, source);POSTCALL;}
-void wrapglGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;Con_Printf("glGetTexImage(target, level, format, type, pixels)\n");POSTCALL;}
-void wrapglGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) {PRECALL;Con_Printf("glGetTexLevelParameterfv(target, level, pname, params)\n");POSTCALL;}
-void wrapglGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) {PRECALL;Con_Printf("glGetTexLevelParameteriv(target, level, pname, params)\n");POSTCALL;}
-void wrapglGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glGetTexParameterfv(target, pname, params);POSTCALL;}
-void wrapglGetTexParameteriv(GLenum target, GLenum pname, GLint *params) {PRECALL;glGetTexParameteriv(target, pname, params);POSTCALL;}
-void wrapglGetUniformfv(GLuint programObj, GLint location, GLfloat *params) {PRECALL;glGetUniformfv(programObj, location, params);POSTCALL;}
-void wrapglGetUniformiv(GLuint programObj, GLint location, GLint *params) {PRECALL;glGetUniformiv(programObj, location, params);POSTCALL;}
-void wrapglHint(GLenum target, GLenum mode) {PRECALL;glHint(target, mode);POSTCALL;}
-void wrapglLinkProgram(GLuint programObj) {PRECALL;glLinkProgram(programObj);POSTCALL;}
-void wrapglPixelStorei(GLenum pname, GLint param) {PRECALL;glPixelStorei(pname, param);POSTCALL;}
-void wrapglPointSize(GLfloat size) {PRECALL;Con_Printf("glPointSize(size)\n");POSTCALL;}
-//void wrapglPolygonMode(GLenum face, GLenum mode) {PRECALL;Con_Printf("glPolygonMode(face, mode)\n");POSTCALL;}
-void wrapglPolygonOffset(GLfloat factor, GLfloat units) {PRECALL;glPolygonOffset(factor, units);POSTCALL;}
-void wrapglPolygonStipple(const GLubyte *mask) {PRECALL;Con_Printf("glPolygonStipple(mask)\n");POSTCALL;}
-void wrapglReadBuffer(GLenum mode) {PRECALL;Con_Printf("glReadBuffer(mode)\n");POSTCALL;}
-void wrapglReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {PRECALL;glReadPixels(x, y, width, height, format, type, pixels);POSTCALL;}
-void wrapglRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) {PRECALL;glRenderbufferStorage(target, internalformat, width, height);POSTCALL;}
-void wrapglScissor(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glScissor(x, y, width, height);POSTCALL;}
-void wrapglShaderSource(GLuint shaderObj, GLsizei count, const GLchar **string, const GLint *length) {PRECALL;glShaderSource(shaderObj, count, string, length);POSTCALL;}
-void wrapglStencilFunc(GLenum func, GLint ref, GLuint mask) {PRECALL;glStencilFunc(func, ref, mask);POSTCALL;}
-void wrapglStencilFuncSeparate(GLenum func1, GLenum func2, GLint ref, GLuint mask) {PRECALL;Con_Printf("glStencilFuncSeparate(func1, func2, ref, mask)\n");POSTCALL;}
-void wrapglStencilMask(GLuint mask) {PRECALL;glStencilMask(mask);POSTCALL;}
-void wrapglStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {PRECALL;glStencilOp(fail, zfail, zpass);POSTCALL;}
-void wrapglStencilOpSeparate(GLenum e1, GLenum e2, GLenum e3, GLenum e4) {PRECALL;Con_Printf("glStencilOpSeparate(e1, e2, e3, e4)\n");POSTCALL;}
-void wrapglTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);POSTCALL;}
-void wrapglTexImage3D(GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels)\n");POSTCALL;}
-void wrapglTexParameterf(GLenum target, GLenum pname, GLfloat param) {PRECALL;glTexParameterf(target, pname, param);POSTCALL;}
-void wrapglTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {PRECALL;glTexParameterfv(target, pname, params);POSTCALL;}
-void wrapglTexParameteri(GLenum target, GLenum pname, GLint param) {PRECALL;glTexParameteri(target, pname, param);POSTCALL;}
-void wrapglTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);POSTCALL;}
-void wrapglTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {PRECALL;Con_Printf("glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)\n");POSTCALL;}
-void wrapglUniform1f(GLint location, GLfloat v0) {PRECALL;glUniform1f(location, v0);POSTCALL;}
-void wrapglUniform1fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform1fv(location, count, value);POSTCALL;}
-void wrapglUniform1i(GLint location, GLint v0) {PRECALL;glUniform1i(location, v0);POSTCALL;}
-void wrapglUniform1iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform1iv(location, count, value);POSTCALL;}
-void wrapglUniform2f(GLint location, GLfloat v0, GLfloat v1) {PRECALL;glUniform2f(location, v0, v1);POSTCALL;}
-void wrapglUniform2fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform2fv(location, count, value);POSTCALL;}
-void wrapglUniform2i(GLint location, GLint v0, GLint v1) {PRECALL;glUniform2i(location, v0, v1);POSTCALL;}
-void wrapglUniform2iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform2iv(location, count, value);POSTCALL;}
-void wrapglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glUniform3f(location, v0, v1, v2);POSTCALL;}
-void wrapglUniform3fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform3fv(location, count, value);POSTCALL;}
-void wrapglUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {PRECALL;glUniform3i(location, v0, v1, v2);POSTCALL;}
-void wrapglUniform3iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform3iv(location, count, value);POSTCALL;}
-void wrapglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glUniform4f(location, v0, v1, v2, v3);POSTCALL;}
-void wrapglUniform4fv(GLint location, GLsizei count, const GLfloat *value) {PRECALL;glUniform4fv(location, count, value);POSTCALL;}
-void wrapglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {PRECALL;glUniform4i(location, v0, v1, v2, v3);POSTCALL;}
-void wrapglUniform4iv(GLint location, GLsizei count, const GLint *value) {PRECALL;glUniform4iv(location, count, value);POSTCALL;}
-void wrapglUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix2fv(location, count, transpose, value);POSTCALL;}
-void wrapglUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix3fv(location, count, transpose, value);POSTCALL;}
-void wrapglUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {PRECALL;glUniformMatrix4fv(location, count, transpose, value);POSTCALL;}
-void wrapglUseProgram(GLuint programObj) {PRECALL;glUseProgram(programObj);POSTCALL;}
-void wrapglValidateProgram(GLuint programObj) {PRECALL;glValidateProgram(programObj);POSTCALL;}
-void wrapglVertex2f(GLfloat x, GLfloat y) {PRECALL;Con_Printf("glVertex2f(x, y)\n");POSTCALL;}
-void wrapglVertex3f(GLfloat x, GLfloat y, GLfloat z) {PRECALL;Con_Printf("glVertex3f(x, y, z)\n");POSTCALL;}
-void wrapglVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {PRECALL;Con_Printf("glVertex4f(x, y, z, w)\n");POSTCALL;}
-void wrapglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) {PRECALL;glVertexAttribPointer(index, size, type, normalized, stride, pointer);POSTCALL;}
-void wrapglVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) {PRECALL;Con_Printf("glVertexPointer(size, type, stride, ptr)\n");POSTCALL;}
-void wrapglViewport(GLint x, GLint y, GLsizei width, GLsizei height) {PRECALL;glViewport(x, y, width, height);POSTCALL;}
-void wrapglVertexAttrib1f(GLuint index, GLfloat v0) {PRECALL;glVertexAttrib1f(index, v0);POSTCALL;}
-//void wrapglVertexAttrib1s(GLuint index, GLshort v0) {PRECALL;glVertexAttrib1s(index, v0);POSTCALL;}
-//void wrapglVertexAttrib1d(GLuint index, GLdouble v0) {PRECALL;glVertexAttrib1d(index, v0);POSTCALL;}
-void wrapglVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1) {PRECALL;glVertexAttrib2f(index, v0, v1);POSTCALL;}
-//void wrapglVertexAttrib2s(GLuint index, GLshort v0, GLshort v1) {PRECALL;glVertexAttrib2s(index, v0, v1);POSTCALL;}
-//void wrapglVertexAttrib2d(GLuint index, GLdouble v0, GLdouble v1) {PRECALL;glVertexAttrib2d(index, v0, v1);POSTCALL;}
-void wrapglVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2) {PRECALL;glVertexAttrib3f(index, v0, v1, v2);POSTCALL;}
-//void wrapglVertexAttrib3s(GLuint index, GLshort v0, GLshort v1, GLshort v2) {PRECALL;glVertexAttrib3s(index, v0, v1, v2);POSTCALL;}
-//void wrapglVertexAttrib3d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2) {PRECALL;glVertexAttrib3d(index, v0, v1, v2);POSTCALL;}
-void wrapglVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {PRECALL;glVertexAttrib4f(index, v0, v1, v2, v3);POSTCALL;}
-//void wrapglVertexAttrib4s(GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3) {PRECALL;glVertexAttrib4s(index, v0, v1, v2, v3);POSTCALL;}
-//void wrapglVertexAttrib4d(GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {PRECALL;glVertexAttrib4d(index, v0, v1, v2, v3);POSTCALL;}
-//void wrapglVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) {PRECALL;glVertexAttrib4Nub(index, x, y, z, w);POSTCALL;}
-void wrapglVertexAttrib1fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib1fv(index, v);POSTCALL;}
-//void wrapglVertexAttrib1sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib1sv(index, v);POSTCALL;}
-//void wrapglVertexAttrib1dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib1dv(index, v);POSTCALL;}
-void wrapglVertexAttrib2fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib2fv(index, v);POSTCALL;}
-//void wrapglVertexAttrib2sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib2sv(index, v);POSTCALL;}
-//void wrapglVertexAttrib2dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib2dv(index, v);POSTCALL;}
-void wrapglVertexAttrib3fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib3fv(index, v);POSTCALL;}
-//void wrapglVertexAttrib3sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib3sv(index, v);POSTCALL;}
-//void wrapglVertexAttrib3dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib3dv(index, v);POSTCALL;}
-void wrapglVertexAttrib4fv(GLuint index, const GLfloat *v) {PRECALL;glVertexAttrib4fv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4sv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4sv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4dv(GLuint index, const GLdouble *v) {PRECALL;glVertexAttrib4dv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4iv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4iv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4bv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4bv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4ubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4ubv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4usv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4usv(index, GLushort v);POSTCALL;}
-//void wrapglVertexAttrib4uiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4uiv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4Nbv(GLuint index, const GLbyte *v) {PRECALL;glVertexAttrib4Nbv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4Nsv(GLuint index, const GLshort *v) {PRECALL;glVertexAttrib4Nsv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4Niv(GLuint index, const GLint *v) {PRECALL;glVertexAttrib4Niv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4Nubv(GLuint index, const GLubyte *v) {PRECALL;glVertexAttrib4Nubv(index, v);POSTCALL;}
-//void wrapglVertexAttrib4Nusv(GLuint index, const GLushort *v) {PRECALL;glVertexAttrib4Nusv(index, GLushort v);POSTCALL;}
-//void wrapglVertexAttrib4Nuiv(GLuint index, const GLuint *v) {PRECALL;glVertexAttrib4Nuiv(index, v);POSTCALL;}
-//void wrapglGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) {PRECALL;glGetVertexAttribdv(index, pname, params);POSTCALL;}
-void wrapglGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) {PRECALL;glGetVertexAttribfv(index, pname, params);POSTCALL;}
-void wrapglGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) {PRECALL;glGetVertexAttribiv(index, pname, params);POSTCALL;}
-void wrapglGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) {PRECALL;glGetVertexAttribPointerv(index, pname, pointer);POSTCALL;}
-#endif
+qbool GL_ExtensionSupported(const char *name)
+{
+ return SDL_GL_ExtensionSupported(name);
+}
-void GLES_Init(void)
+static void VID_ChangeDisplay_c(cvar_t *var)
{
-#ifndef qglClear
- qglIsBufferARB = wrapglIsBuffer;
- qglIsEnabled = wrapglIsEnabled;
- qglIsFramebufferEXT = wrapglIsFramebuffer;
-// qglIsQueryARB = wrapglIsQuery;
- qglIsRenderbufferEXT = wrapglIsRenderbuffer;
-// qglUnmapBufferARB = wrapglUnmapBuffer;
- qglCheckFramebufferStatus = wrapglCheckFramebufferStatus;
- qglGetError = wrapglGetError;
- qglCreateProgram = wrapglCreateProgram;
- qglCreateShader = wrapglCreateShader;
-// qglGetHandleARB = wrapglGetHandle;
- qglGetAttribLocation = wrapglGetAttribLocation;
- qglGetUniformLocation = wrapglGetUniformLocation;
-// qglMapBuffer = wrapglMapBuffer;
- qglGetString = wrapglGetString;
-// qglActiveStencilFaceEXT = wrapglActiveStencilFace;
- qglActiveTexture = wrapglActiveTexture;
- qglArrayElement = wrapglArrayElement;
- qglAttachShader = wrapglAttachShader;
-// qglBeginQueryARB = wrapglBeginQuery;
- qglBindAttribLocation = wrapglBindAttribLocation;
-// qglBindFragDataLocation = wrapglBindFragDataLocation;
- qglBindBuffer = wrapglBindBuffer;
- qglBindFramebuffer = wrapglBindFramebuffer;
- qglBindRenderbuffer = wrapglBindRenderbuffer;
- qglBindTexture = wrapglBindTexture;
- qglBlendEquationEXT = wrapglBlendEquation;
- qglBlendFunc = wrapglBlendFunc;
- qglBufferDataARB = wrapglBufferData;
- qglBufferSubDataARB = wrapglBufferSubData;
- qglClear = wrapglClear;
- qglClearColor = wrapglClearColor;
- qglClearDepth = wrapglClearDepth;
- qglClearStencil = wrapglClearStencil;
- qglColorMask = wrapglColorMask;
- qglCompileShader = wrapglCompileShader;
- qglCompressedTexImage2DARB = wrapglCompressedTexImage2D;
- qglCompressedTexImage3DARB = wrapglCompressedTexImage3D;
- qglCompressedTexSubImage2DARB = wrapglCompressedTexSubImage2D;
- qglCompressedTexSubImage3DARB = wrapglCompressedTexSubImage3D;
- qglCopyTexImage2D = wrapglCopyTexImage2D;
- qglCopyTexSubImage2D = wrapglCopyTexSubImage2D;
- qglCopyTexSubImage3D = wrapglCopyTexSubImage3D;
- qglCullFace = wrapglCullFace;
- qglDeleteBuffers = wrapglDeleteBuffers;
- qglDeleteFramebuffers = wrapglDeleteFramebuffers;
- qglDeleteProgram = wrapglDeleteProgram;
- qglDeleteShader = wrapglDeleteShader;
-// qglDeleteQueriesARB = wrapglDeleteQueries;
- qglDeleteRenderbuffers = wrapglDeleteRenderbuffers;
- qglDeleteTextures = wrapglDeleteTextures;
- qglDepthFunc = wrapglDepthFunc;
- qglDepthMask = wrapglDepthMask;
- qglDepthRangef = wrapglDepthRangef;
- qglDetachShader = wrapglDetachShader;
- qglDisable = wrapglDisable;
- qglDisableVertexAttribArray = wrapglDisableVertexAttribArray;
- qglDrawArrays = wrapglDrawArrays;
-// qglDrawBuffer = wrapglDrawBuffer;
-// qglDrawBuffersARB = wrapglDrawBuffers;
- qglDrawElements = wrapglDrawElements;
- qglEnable = wrapglEnable;
- qglEnableVertexAttribArray = wrapglEnableVertexAttribArray;
-// qglEndQueryARB = wrapglEndQuery;
- qglFinish = wrapglFinish;
- qglFlush = wrapglFlush;
- qglFramebufferRenderbufferEXT = wrapglFramebufferRenderbuffer;
- qglFramebufferTexture2DEXT = wrapglFramebufferTexture2D;
- qglFramebufferTexture3DEXT = wrapglFramebufferTexture3D;
- qglGenBuffers = wrapglGenBuffers;
- qglGenFramebuffers = wrapglGenFramebuffers;
-// qglGenQueriesARB = wrapglGenQueries;
- qglGenRenderbuffers = wrapglGenRenderbuffers;
- qglGenTextures = wrapglGenTextures;
- qglGenerateMipmapEXT = wrapglGenerateMipmap;
- qglGetActiveAttrib = wrapglGetActiveAttrib;
- qglGetActiveUniform = wrapglGetActiveUniform;
- qglGetAttachedShaders = wrapglGetAttachedShaders;
- qglGetBooleanv = wrapglGetBooleanv;
-// qglGetCompressedTexImageARB = wrapglGetCompressedTexImage;
- qglGetDoublev = wrapglGetDoublev;
- qglGetFloatv = wrapglGetFloatv;
- qglGetFramebufferAttachmentParameterivEXT = wrapglGetFramebufferAttachmentParameteriv;
- qglGetProgramInfoLog = wrapglGetProgramInfoLog;
- qglGetShaderInfoLog = wrapglGetShaderInfoLog;
- qglGetIntegerv = wrapglGetIntegerv;
- qglGetShaderiv = wrapglGetShaderiv;
- qglGetProgramiv = wrapglGetProgramiv;
-// qglGetQueryObjectivARB = wrapglGetQueryObjectiv;
-// qglGetQueryObjectuivARB = wrapglGetQueryObjectuiv;
-// qglGetQueryivARB = wrapglGetQueryiv;
- qglGetRenderbufferParameterivEXT = wrapglGetRenderbufferParameteriv;
- qglGetShaderSource = wrapglGetShaderSource;
- qglGetTexImage = wrapglGetTexImage;
- qglGetTexLevelParameterfv = wrapglGetTexLevelParameterfv;
- qglGetTexLevelParameteriv = wrapglGetTexLevelParameteriv;
- qglGetTexParameterfv = wrapglGetTexParameterfv;
- qglGetTexParameteriv = wrapglGetTexParameteriv;
- qglGetUniformfv = wrapglGetUniformfv;
- qglGetUniformiv = wrapglGetUniformiv;
- qglHint = wrapglHint;
- qglLinkProgram = wrapglLinkProgram;
- qglPixelStorei = wrapglPixelStorei;
- qglPointSize = wrapglPointSize;
-// qglPolygonMode = wrapglPolygonMode;
- qglPolygonOffset = wrapglPolygonOffset;
- qglReadBuffer = wrapglReadBuffer;
- qglReadPixels = wrapglReadPixels;
- qglRenderbufferStorage = wrapglRenderbufferStorage;
- qglScissor = wrapglScissor;
- qglShaderSource = wrapglShaderSource;
- qglStencilFunc = wrapglStencilFunc;
- qglStencilFuncSeparate = wrapglStencilFuncSeparate;
- qglStencilMask = wrapglStencilMask;
- qglStencilOp = wrapglStencilOp;
- qglStencilOpSeparate = wrapglStencilOpSeparate;
- qglTexImage2D = wrapglTexImage2D;
- qglTexImage3D = wrapglTexImage3D;
- qglTexParameterf = wrapglTexParameterf;
- qglTexParameterfv = wrapglTexParameterfv;
- qglTexParameteri = wrapglTexParameteri;
- qglTexSubImage2D = wrapglTexSubImage2D;
- qglTexSubImage3D = wrapglTexSubImage3D;
- qglUniform1f = wrapglUniform1f;
- qglUniform1fv = wrapglUniform1fv;
- qglUniform1i = wrapglUniform1i;
- qglUniform1iv = wrapglUniform1iv;
- qglUniform2f = wrapglUniform2f;
- qglUniform2fv = wrapglUniform2fv;
- qglUniform2i = wrapglUniform2i;
- qglUniform2iv = wrapglUniform2iv;
- qglUniform3f = wrapglUniform3f;
- qglUniform3fv = wrapglUniform3fv;
- qglUniform3i = wrapglUniform3i;
- qglUniform3iv = wrapglUniform3iv;
- qglUniform4f = wrapglUniform4f;
- qglUniform4fv = wrapglUniform4fv;
- qglUniform4i = wrapglUniform4i;
- qglUniform4iv = wrapglUniform4iv;
- qglUniformMatrix2fv = wrapglUniformMatrix2fv;
- qglUniformMatrix3fv = wrapglUniformMatrix3fv;
- qglUniformMatrix4fv = wrapglUniformMatrix4fv;
- qglUseProgram = wrapglUseProgram;
- qglValidateProgram = wrapglValidateProgram;
- qglVertex2f = wrapglVertex2f;
- qglVertex3f = wrapglVertex3f;
- qglVertex4f = wrapglVertex4f;
- qglVertexAttribPointer = wrapglVertexAttribPointer;
- qglVertexPointer = wrapglVertexPointer;
- qglViewport = wrapglViewport;
- qglVertexAttrib1f = wrapglVertexAttrib1f;
-// qglVertexAttrib1s = wrapglVertexAttrib1s;
-// qglVertexAttrib1d = wrapglVertexAttrib1d;
- qglVertexAttrib2f = wrapglVertexAttrib2f;
-// qglVertexAttrib2s = wrapglVertexAttrib2s;
-// qglVertexAttrib2d = wrapglVertexAttrib2d;
- qglVertexAttrib3f = wrapglVertexAttrib3f;
-// qglVertexAttrib3s = wrapglVertexAttrib3s;
-// qglVertexAttrib3d = wrapglVertexAttrib3d;
- qglVertexAttrib4f = wrapglVertexAttrib4f;
-// qglVertexAttrib4s = wrapglVertexAttrib4s;
-// qglVertexAttrib4d = wrapglVertexAttrib4d;
-// qglVertexAttrib4Nub = wrapglVertexAttrib4Nub;
- qglVertexAttrib1fv = wrapglVertexAttrib1fv;
-// qglVertexAttrib1sv = wrapglVertexAttrib1sv;
-// qglVertexAttrib1dv = wrapglVertexAttrib1dv;
- qglVertexAttrib2fv = wrapglVertexAttrib2fv;
-// qglVertexAttrib2sv = wrapglVertexAttrib2sv;
-// qglVertexAttrib2dv = wrapglVertexAttrib2dv;
- qglVertexAttrib3fv = wrapglVertexAttrib3fv;
-// qglVertexAttrib3sv = wrapglVertexAttrib3sv;
-// qglVertexAttrib3dv = wrapglVertexAttrib3dv;
- qglVertexAttrib4fv = wrapglVertexAttrib4fv;
-// qglVertexAttrib4sv = wrapglVertexAttrib4sv;
-// qglVertexAttrib4dv = wrapglVertexAttrib4dv;
-// qglVertexAttrib4iv = wrapglVertexAttrib4iv;
-// qglVertexAttrib4bv = wrapglVertexAttrib4bv;
-// qglVertexAttrib4ubv = wrapglVertexAttrib4ubv;
-// qglVertexAttrib4usv = wrapglVertexAttrib4usv;
-// qglVertexAttrib4uiv = wrapglVertexAttrib4uiv;
-// qglVertexAttrib4Nbv = wrapglVertexAttrib4Nbv;
-// qglVertexAttrib4Nsv = wrapglVertexAttrib4Nsv;
-// qglVertexAttrib4Niv = wrapglVertexAttrib4Niv;
-// qglVertexAttrib4Nubv = wrapglVertexAttrib4Nubv;
-// qglVertexAttrib4Nusv = wrapglVertexAttrib4Nusv;
-// qglVertexAttrib4Nuiv = wrapglVertexAttrib4Nuiv;
-// qglGetVertexAttribdv = wrapglGetVertexAttribdv;
- qglGetVertexAttribfv = wrapglGetVertexAttribfv;
- qglGetVertexAttribiv = wrapglGetVertexAttribiv;
- qglGetVertexAttribPointerv = wrapglGetVertexAttribPointerv;
-#endif
+ unsigned int fullscreenwanted, fullscreencurrent;
+ unsigned int displaywanted = bound(0, vid_display.integer, vid_info_displaycount.integer - 1);
- gl_renderer = (const char *)qglGetString(GL_RENDERER);
- gl_vendor = (const char *)qglGetString(GL_VENDOR);
- gl_version = (const char *)qglGetString(GL_VERSION);
- gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
-
- if (!gl_extensions)
- gl_extensions = "";
- if (!gl_platformextensions)
- gl_platformextensions = "";
-
- Con_Printf("GL_VENDOR: %s\n", gl_vendor);
- Con_Printf("GL_RENDERER: %s\n", gl_renderer);
- Con_Printf("GL_VERSION: %s\n", gl_version);
- Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
- Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
-
- // LordHavoc: report supported extensions
- Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
+ if (!window)
+ return;
- // GLES devices in general do not like GL_BGRA, so use GL_RGBA
- vid.forcetextype = TEXTYPE_RGBA;
-
- vid.support.amd_texture_texture4 = false;
- vid.support.arb_draw_buffers = false;
- vid.support.arb_occlusion_query = false;
- vid.support.arb_query_buffer_object = false;
- vid.support.arb_texture_compression = false; // different (vendor-specific) formats than on desktop OpenGL...
- vid.support.arb_texture_gather = false;
- 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_packed_depth_stencil = false;
- vid.support.ext_texture_compression_s3tc = SDL_GL_ExtensionSupported("GL_EXT_texture_compression_s3tc") != 0;
- vid.support.ext_texture_filter_anisotropic = false; // probably don't want to use it...
- vid.support.ext_texture_srgb = false;
- vid.support.arb_texture_float = SDL_GL_ExtensionSupported("GL_OES_texture_float") != 0;
- vid.support.arb_half_float_pixel = SDL_GL_ExtensionSupported("GL_OES_texture_half_float") != 0;
- vid.support.arb_half_float_vertex = SDL_GL_ExtensionSupported("GL_OES_vertex_half_float") != 0;
-
- // NOTE: On some devices, a value of 512 gives better FPS than the maximum.
- qglGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_2d);
-
-#ifdef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
- if (vid.support.ext_texture_filter_anisotropic)
- qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, (GLint*)&vid.max_anisotropy);
-#endif
- if (vid.support.arb_texture_cube_map)
- qglGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_cubemap);
-#ifdef GL_MAX_3D_TEXTURE_SIZE
- if (vid.support.ext_texture_3d)
- qglGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, (GLint*)&vid.maxtexturesize_3d);
-#endif
- Con_Printf("GL_MAX_CUBE_MAP_TEXTURE_SIZE = %i\n", vid.maxtexturesize_cubemap);
- Con_Printf("GL_MAX_3D_TEXTURE_SIZE = %i\n", vid.maxtexturesize_3d);
+ fullscreencurrent = SDL_GetWindowFlags(window) & (SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_FULLSCREEN);
+ if (vid_fullscreen.integer)
+ fullscreenwanted = vid_desktopfullscreen.integer ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN;
+ else
+ fullscreenwanted = 0;
+
+ // moving to another display, changing the fullscreen mode or switching to windowed
+ if (vid.displayindex != displaywanted // SDL seems unable to move any fullscreen window to another display
+ || fullscreencurrent != fullscreenwanted) // even for desktop <-> exclusive: switching to windowed first feels safer
{
-#define GL_ALPHA_BITS 0x0D55
-#define GL_RED_BITS 0x0D52
-#define GL_GREEN_BITS 0x0D53
-#define GL_BLUE_BITS 0x0D54
-#define GL_DEPTH_BITS 0x0D56
-#define GL_STENCIL_BITS 0x0D57
- int fb_r = -1, fb_g = -1, fb_b = -1, fb_a = -1, fb_d = -1, fb_s = -1;
- qglGetIntegerv(GL_RED_BITS , &fb_r);
- qglGetIntegerv(GL_GREEN_BITS , &fb_g);
- qglGetIntegerv(GL_BLUE_BITS , &fb_b);
- qglGetIntegerv(GL_ALPHA_BITS , &fb_a);
- qglGetIntegerv(GL_DEPTH_BITS , &fb_d);
- qglGetIntegerv(GL_STENCIL_BITS, &fb_s);
- Con_Printf("Framebuffer depth is R%iG%iB%iA%iD%iS%i\n", fb_r, fb_g, fb_b, fb_a, fb_d, fb_s);
+ if (SDL_SetWindowFullscreen(window, 0) < 0)
+ {
+ Con_Printf(CON_ERROR "ERROR: can't deactivate fullscreen on display %i because %s\n", vid.displayindex, SDL_GetError());
+ return;
+ }
+ vid.fullscreen = false;
+ Con_DPrintf("Fullscreen deactivated on display %i\n", vid.displayindex);
}
- // verify that cubemap textures are really supported
- if (vid.support.arb_texture_cube_map && vid.maxtexturesize_cubemap < 256)
- vid.support.arb_texture_cube_map = false;
-
- // verify that 3d textures are really supported
- if (vid.support.ext_texture_3d && vid.maxtexturesize_3d < 32)
+ // switching to windowed
+ if (!fullscreenwanted)
{
- vid.support.ext_texture_3d = false;
- Con_Printf("GL_OES_texture_3d reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n");
+ int toppx;
+ SDL_SetWindowSize(window, vid.width = vid_width.integer, vid.height = vid_height.integer);
+ SDL_SetWindowResizable(window, vid_resizable.integer ? SDL_TRUE : SDL_FALSE);
+ SDL_SetWindowBordered(window, (SDL_bool)!vid_borderless.integer);
+ SDL_GetWindowBordersSize(window, &toppx, NULL, NULL, NULL);
+ vid_wmborderless = !toppx;
+ if (vid_borderless.integer != vid_wmborderless) // this is not the state we're looking for
+ vid_wmborder_waiting = true;
}
- vid.texunits = 4;
- vid.teximageunits = 8;
- vid.texarrayunits = 5;
- qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*)&vid.teximageunits);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_DPrint("Using GLES2 rendering path\n");
- vid.renderpath = RENDERPATH_GLES2;
- vid.sRGBcapable2D = false;
- vid.sRGBcapable3D = false;
-
- // VorteX: set other info (maybe place them in VID_InitMode?)
- extern cvar_t gl_info_vendor;
- extern cvar_t gl_info_renderer;
- extern cvar_t gl_info_version;
- extern cvar_t gl_info_platform;
- extern cvar_t gl_info_driver;
- Cvar_SetQuick(&gl_info_vendor, gl_vendor);
- Cvar_SetQuick(&gl_info_renderer, gl_renderer);
- Cvar_SetQuick(&gl_info_version, gl_version);
- Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
- Cvar_SetQuick(&gl_info_driver, gl_driver);
+ // moving to another display or switching to windowed
+ if (vid.displayindex != displaywanted || !fullscreenwanted)
+ {
+// SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED_DISPLAY(displaywanted), SDL_WINDOWPOS_CENTERED_DISPLAY(displaywanted));
+// SDL_GetWindowPosition(window, &vid.xPos, &vid.yPos);
+
+ /* bones_was_here BUG: after SDL_DISPLAYEVENT hotplug events,
+ * SDL_WINDOWPOS_CENTERED_DISPLAY(displaywanted) may place the window somewhere completely invisible.
+ * WORKAROUND: manual positioning seems safer: although SDL_GetDisplayBounds() may return outdated values,
+ * SDL_SetWindowPosition() always placed the window somewhere fully visible, even if it wasn't correct,
+ * when tested with SDL 2.26.5.
+ */
+ SDL_Rect displaybounds;
+ if (SDL_GetDisplayBounds(displaywanted, &displaybounds) < 0)
+ {
+ Con_Printf(CON_ERROR "Error getting bounds of display %i: \"%s\"\n", displaywanted, SDL_GetError());
+ return;
+ }
+ vid.xPos = displaybounds.x + 0.5 * (displaybounds.w - vid.width);
+ vid.yPos = displaybounds.y + 0.5 * (displaybounds.h - vid.height);
+ SDL_SetWindowPosition(window, vid.xPos, vid.yPos);
+
+ vid.displayindex = displaywanted;
+ }
+
+ // switching to a fullscreen mode
+ if (fullscreenwanted)
+ {
+ if (SDL_SetWindowFullscreen(window, fullscreenwanted) < 0)
+ {
+ Con_Printf(CON_ERROR "ERROR: can't activate fullscreen on display %i because %s\n", vid.displayindex, SDL_GetError());
+ return;
+ }
+ // get the real framebuffer size in case the platform's screen coordinates are DPI scaled
+ SDL_GL_GetDrawableSize(window, &vid.width, &vid.height);
+ vid.fullscreen = true;
+ Con_DPrintf("Fullscreen activated on display %i\n", vid.displayindex);
+ }
}
-#endif
-void *GL_GetProcAddress(const char *name)
+static void VID_SetVsync_c(cvar_t *var)
{
- void *p = NULL;
- p = SDL_GL_GetProcAddress(name);
- return p;
+ signed char vsyncwanted = cls.timedemo ? 0 : bound(-1, vid_vsync.integer, 1);
+
+ if (!context)
+ return;
+ if (SDL_GL_GetSwapInterval() == vsyncwanted)
+ return;
+
+ if (SDL_GL_SetSwapInterval(vsyncwanted) >= 0)
+ Con_DPrintf("Vsync %s\n", vsyncwanted ? "activated" : "deactivated");
+ else
+ Con_Printf(CON_ERROR "ERROR: can't %s vsync because %s\n", vsyncwanted ? "activate" : "deactivate", SDL_GetError());
}
-static qboolean vid_sdl_initjoysticksystem = false;
+static void VID_SetHints_c(cvar_t *var)
+{
+ SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, vid_mouse_clickthrough.integer ? "1" : "0");
+ SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, vid_minimize_on_focus_loss.integer ? "1" : "0");
+}
void VID_Init (void)
{
+ SDL_version version;
+
#ifndef __IPHONEOS__
#ifdef MACOSX
Cvar_RegisterVariable(&apple_mouse_noaccel);
#ifdef DP_MOBILETOUCH
Cvar_SetValueQuick(&vid_touchscreen, 1);
#endif
+ Cvar_RegisterVariable(&joy_sdl2_trigger_deadzone);
#ifdef SDL_R_RESTART
R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap, NULL, NULL);
#endif
+#if defined(__linux__)
+ // exclusive fullscreen is no longer functional (and when it worked was obnoxious and not faster)
+ Cvar_SetValueQuick(&vid_desktopfullscreen, 1);
+ vid_desktopfullscreen.flags |= CF_READONLY;
+#endif
+
+ Cvar_RegisterCallback(&vid_fullscreen, VID_ChangeDisplay_c);
+ Cvar_RegisterCallback(&vid_desktopfullscreen, VID_ChangeDisplay_c);
+ Cvar_RegisterCallback(&vid_display, VID_ChangeDisplay_c);
+ Cvar_RegisterCallback(&vid_resizable, VID_ChangeDisplay_c);
+ Cvar_RegisterCallback(&vid_borderless, VID_ChangeDisplay_c);
+ Cvar_RegisterCallback(&vid_vsync, VID_SetVsync_c);
+ Cvar_RegisterCallback(&vid_mouse_clickthrough, VID_SetHints_c);
+ Cvar_RegisterCallback(&vid_minimize_on_focus_loss, VID_SetHints_c);
+
if (SDL_Init(SDL_INIT_VIDEO) < 0)
Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
- vid_sdl_initjoysticksystem = SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0;
- if (vid_sdl_initjoysticksystem)
- Con_Printf("Failed to init SDL joystick subsystem: %s\n", SDL_GetError());
- vid_isfullscreen = false;
+ if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0)
+ Con_Printf(CON_ERROR "Failed to init SDL joystick subsystem: %s\n", SDL_GetError());
+
+ SDL_GetVersion(&version);
+ Con_Printf("Linked against SDL version %d.%d.%d\n"
+ "Using SDL library version %d.%d.%d\n",
+ SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL,
+ version.major, version.minor, version.patch);
}
static int vid_sdljoystickindex = -1;
-void VID_EnableJoystick(qboolean enable)
+void VID_EnableJoystick(qbool enable)
{
int index = joy_enable.integer > 0 ? joy_index.integer : -1;
int numsdljoysticks;
- qboolean success = false;
+ qbool success = false;
int sharedcount = 0;
int sdlindex = -1;
sharedcount = VID_Shared_SetJoystick(index);
vid_sdljoystickindex = sdlindex;
// close SDL joystick if active
if (vid_sdljoystick)
+ {
SDL_JoystickClose(vid_sdljoystick);
- vid_sdljoystick = NULL;
+ vid_sdljoystick = NULL;
+ }
+ if (vid_sdlgamecontroller)
+ {
+ SDL_GameControllerClose(vid_sdlgamecontroller);
+ vid_sdlgamecontroller = NULL;
+ }
if (sdlindex >= 0)
{
vid_sdljoystick = SDL_JoystickOpen(sdlindex);
if (vid_sdljoystick)
{
const char *joystickname = SDL_JoystickName(vid_sdljoystick);
+ if (SDL_IsGameController(vid_sdljoystickindex))
+ {
+ vid_sdlgamecontroller = SDL_GameControllerOpen(vid_sdljoystickindex);
+ Con_DPrintf("Using SDL GameController mappings for Joystick %i\n", index);
+ }
Con_Printf("Joystick %i opened (SDL_Joystick %i is \"%s\" with %i axes, %i buttons, %i balls)\n", index, sdlindex, joystickname, (int)SDL_JoystickNumAxes(vid_sdljoystick), (int)SDL_JoystickNumButtons(vid_sdljoystick), (int)SDL_JoystickNumBalls(vid_sdljoystick));
}
else
{
- Con_Printf("Joystick %i failed (SDL_JoystickOpen(%i) returned: %s)\n", index, sdlindex, SDL_GetError());
+ Con_Printf(CON_ERROR "Joystick %i failed (SDL_JoystickOpen(%i) returned: %s)\n", index, sdlindex, SDL_GetError());
sdlindex = -1;
}
}
Cvar_SetValueQuick(&joy_active, success ? 1 : 0);
}
-static void VID_OutputVersion(void)
-{
- SDL_version version;
- SDL_GetVersion(&version);
- Con_Printf( "Linked against SDL version %d.%d.%d\n"
- "Using SDL library version %d.%d.%d\n",
- SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL,
- version.major, version.minor, version.patch );
-}
-
#ifdef WIN32
static void AdjustWindowBounds(viddef_mode_t *mode, RECT *rect)
{
+ int workWidth;
+ int workHeight;
+ int titleBarPixels = 2;
+ int screenHeight;
+ RECT workArea;
LONG width = mode->width; // vid_width
LONG height = mode->height; // vid_height
rect->bottom = height;
AdjustWindowRectEx(rect, WS_CAPTION|WS_THICKFRAME, false, 0);
- RECT workArea;
SystemParametersInfo(SPI_GETWORKAREA, 0, &workArea, 0);
- int workWidth = workArea.right - workArea.left;
- int workHeight = workArea.bottom - workArea.top;
+ workWidth = workArea.right - workArea.left;
+ workHeight = workArea.bottom - workArea.top;
// SDL forces the window height to be <= screen height - 27px (on Win8.1 - probably intended for the title bar)
// If the task bar is docked to the the left screen border and we move the window to negative y,
// there would be some part of the regular desktop visible on the bottom of the screen.
- int titleBarPixels = 2;
- int screenHeight = GetSystemMetrics(SM_CYSCREEN);
+ screenHeight = GetSystemMetrics(SM_CYSCREEN);
if (screenHeight == workHeight)
titleBarPixels = -rect->top;
}
#endif
-static qboolean VID_InitModeGL(viddef_mode_t *mode)
+static qbool VID_InitModeGL(viddef_mode_t *mode)
{
int windowflags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL;
- int xPos = SDL_WINDOWPOS_UNDEFINED;
- int yPos = SDL_WINDOWPOS_UNDEFINED;
-#ifndef USE_GLES2
int i;
- const char *drivername;
+#ifndef USE_GLES2
+ // SDL usually knows best
+ const char *drivername = NULL;
#endif
+ // video display selection (multi-monitor)
+ Cvar_SetValueQuick(&vid_info_displaycount, SDL_GetNumVideoDisplays());
+ vid.displayindex = bound(0, vid_display.integer, vid_info_displaycount.integer - 1);
+ vid.xPos = SDL_WINDOWPOS_CENTERED_DISPLAY(vid.displayindex);
+ vid.yPos = SDL_WINDOWPOS_CENTERED_DISPLAY(vid.displayindex);
+ vid_wmborder_waiting = vid_wmborderless = false;
+
win_half_width = mode->width>>1;
win_half_height = mode->height>>1;
if(vid_resizable.integer)
windowflags |= SDL_WINDOW_RESIZABLE;
- VID_OutputVersion();
-
#ifndef USE_GLES2
- // SDL usually knows best
- drivername = NULL;
-
// COMMANDLINEOPTION: SDL GL: -gl_driver <drivername> selects a GL driver library, default is whatever SDL recommends, useful only for 3dfxogl.dll/3dfxvgl.dll or fxmesa or similar, if you don't know what this is for, you don't need it
- i = COM_CheckParm("-gl_driver");
- if (i && i < com_argc - 1)
- drivername = com_argv[i + 1];
+ i = Sys_CheckParm("-gl_driver");
+ if (i && i < sys.argc - 1)
+ drivername = sys.argv[i + 1];
if (SDL_GL_LoadLibrary(drivername) < 0)
{
- Con_Printf("Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError());
+ Con_Printf(CON_ERROR "Unable to load GL driver \"%s\": %s\n", drivername, SDL_GetError());
return false;
}
#endif
// hide the menu with SDL_WINDOW_BORDERLESS
windowflags |= SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS;
#endif
-#ifndef USE_GLES2
- if ((qglGetString = (const GLubyte* (GLAPIENTRY *)(GLenum name))GL_GetProcAddress("glGetString")) == NULL)
- {
- VID_Shutdown();
- Con_Print("Required OpenGL function glGetString not found\n");
- return false;
- }
-#endif
- // Knghtbrd: should do platform-specific extension string function here
- vid_isfullscreen = false;
+ if (mode->fullscreen)
{
- if (mode->fullscreen) {
- if (vid_desktopfullscreen.integer)
- {
- vid_mode_t *m = VID_GetDesktopMode();
- mode->width = m->width;
- mode->height = m->height;
- windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
- }
- else
- windowflags |= SDL_WINDOW_FULLSCREEN;
- vid_isfullscreen = true;
+ if (vid_desktopfullscreen.integer)
+ {
+ vid_mode_t m = VID_GetDesktopMode();
+ mode->width = m.width;
+ mode->height = m.height;
+ windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
- else {
+ else
+ windowflags |= SDL_WINDOW_FULLSCREEN;
+ }
+ else
+ {
+ if (vid_borderless.integer)
+ windowflags |= SDL_WINDOW_BORDERLESS;
+ else
+ vid_wmborder_waiting = true; // waiting for border to be added
#ifdef WIN32
+ if (!vid_ignore_taskbar.integer)
+ {
RECT rect;
AdjustWindowBounds(mode, &rect);
- xPos = rect.left;
- yPos = rect.top;
-#endif
+ vid.xPos = rect.left;
+ vid.xPos = rect.top;
+ vid_wmborder_waiting = false;
}
+#endif
}
- //flags |= SDL_HWSURFACE;
+
+ // DPI scaling prevents use of the native resolution, causing blurry rendering
+ // and/or mouse cursor problems, so we need to opt-out.
+#ifdef WIN32
+ SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "1");
+#endif
+
+ VID_SetHints_c(NULL);
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute (SDL_GL_RED_SIZE, 8);
}
#ifdef USE_GLES2
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
- SDL_GL_SetAttribute (SDL_GL_RETAINED_BACKING, 1);
+#else
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+ /* Requesting a Core profile and 3.2 minimum is mandatory on macOS and older Mesa drivers.
+ * It works fine on other drivers too except NVIDIA, see HACK below.
+ */
#endif
- video_bpp = mode->bitsperpixel;
- window_flags = windowflags;
- window = SDL_CreateWindow(gamename, xPos, yPos, mode->width, mode->height, windowflags);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, (gl_debug.integer > 0 ? SDL_GL_CONTEXT_DEBUG_FLAG : 0));
+
+ window = SDL_CreateWindow(gamename, vid.xPos, vid.yPos, mode->width, mode->height, windowflags);
if (window == NULL)
{
- Con_Printf("Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
+ Con_Printf(CON_ERROR "Failed to set video mode to %ix%i: %s\n", mode->width, mode->height, SDL_GetError());
VID_Shutdown();
return false;
}
- SDL_GetWindowSize(window, &mode->width, &mode->height);
+ // get the real framebuffer size in case the platform's screen coordinates are DPI scaled
+ SDL_GL_GetDrawableSize(window, &mode->width, &mode->height);
+ // After using SDL_WINDOWPOS_CENTERED_DISPLAY we don't know the real position
+ SDL_GetWindowPosition(window, &vid.xPos, &vid.yPos);
+
context = SDL_GL_CreateContext(window);
if (context == NULL)
- {
- Con_Printf("Failed to initialize OpenGL context: %s\n", SDL_GetError());
- VID_Shutdown();
- return false;
- }
-
- SDL_GL_SetSwapInterval(bound(-1, vid_vsync.integer, 1));
- vid_usingvsync = (vid_vsync.integer != 0);
+ Sys_Error("Failed to initialize OpenGL context: %s\n", SDL_GetError());
- gl_platform = "SDL";
- gl_platformextensions = "";
+ GL_InitFunctions();
-#ifdef USE_GLES2
- GLES_Init();
-#else
- GL_Init();
+#if !defined(USE_GLES2) && !defined(MACOSX)
+ // NVIDIA hates the Core profile and limits the version to the minimum we specified.
+ // HACK: to detect NVIDIA we first need a context, fortunately replacing it takes a few milliseconds
+ gl_vendor = (const char *)qglGetString(GL_VENDOR);
+ if (strncmp(gl_vendor, "NVIDIA", 6) == 0)
+ {
+ Con_DPrint("The Way It's Meant To Be Played: replacing OpenGL Core profile with Compatibility profile...\n");
+ SDL_GL_DeleteContext(context);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
+ context = SDL_GL_CreateContext(window);
+ if (context == NULL)
+ Sys_Error("Failed to initialize OpenGL context: %s\n", SDL_GetError());
+ }
#endif
+ // apply vid_vsync
+ Cvar_Callback(&vid_vsync);
+
vid_hidden = false;
- vid_activewindow = false;
+ vid_activewindow = true;
vid_hasfocus = true;
vid_usingmouse = false;
vid_usinghidecursor = false;
-
+
+ // clear to black (loading plaque will be seen over this)
+ GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
+ VID_Finish(); // checks vid_hidden
+
+ GL_Setup();
+
+ // VorteX: set other info
+ Cvar_SetQuick(&gl_info_vendor, gl_vendor);
+ Cvar_SetQuick(&gl_info_renderer, gl_renderer);
+ Cvar_SetQuick(&gl_info_version, gl_version);
+ Cvar_SetQuick(&gl_info_driver, drivername ? drivername : "");
+
+ for (i = 0; i < vid_info_displaycount.integer; ++i)
+ Con_Printf("Display %i: %s\n", i, SDL_GetDisplayName(i));
+
return true;
}
-extern cvar_t gl_info_extensions;
-extern cvar_t gl_info_vendor;
-extern cvar_t gl_info_renderer;
-extern cvar_t gl_info_version;
-extern cvar_t gl_info_platform;
-extern cvar_t gl_info_driver;
-
-qboolean VID_InitMode(viddef_mode_t *mode)
+qbool VID_InitMode(viddef_mode_t *mode)
{
// GAME_STEELSTORM specific
- steelstorm_showing_map = Cvar_FindVar("steelstorm_showing_map");
- steelstorm_showing_mousecursor = Cvar_FindVar("steelstorm_showing_mousecursor");
+ steelstorm_showing_map = Cvar_FindVar(&cvars_all, "steelstorm_showing_map", ~0);
+ steelstorm_showing_mousecursor = Cvar_FindVar(&cvars_all, "steelstorm_showing_mousecursor", ~0);
if (!SDL_WasInit(SDL_INIT_VIDEO) && SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
void VID_Shutdown (void)
{
VID_EnableJoystick(false);
- VID_SetMouse(false, false, false);
+ VID_SetMouse(false, false);
+ SDL_GL_DeleteContext(context);
+ context = NULL;
SDL_DestroyWindow(window);
window = NULL;
SDL_QuitSubSystem(SDL_INIT_VIDEO);
-
- gl_driver[0] = 0;
- gl_extensions = "";
- gl_platform = "";
- gl_platformextensions = "";
}
void VID_Finish (void)
{
- qboolean vid_usevsync;
- vid_activewindow = !vid_hidden && vid_hasfocus;
-
VID_UpdateGamma();
if (!vid_hidden)
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
if (r_speeds.integer == 2 || gl_finish.integer)
GL_Finish();
-
- vid_usevsync = (vid_vsync.integer && !cls.timedemo);
- if (vid_usingvsync != vid_usevsync)
- {
- vid_usingvsync = vid_usevsync;
- if (SDL_GL_SetSwapInterval(vid_usevsync != 0) >= 0)
- Con_DPrintf("Vsync %s\n", vid_usevsync ? "activated" : "deactivated");
- else
- Con_DPrintf("ERROR: can't %s vsync\n", vid_usevsync ? "activate" : "deactivate");
- }
SDL_GL_SwapWindow(window);
break;
}
}
}
-vid_mode_t *VID_GetDesktopMode(void)
+vid_mode_t VID_GetDesktopMode(void)
{
SDL_DisplayMode mode;
int bpp;
Uint32 rmask, gmask, bmask, amask;
- SDL_GetDesktopDisplayMode(0, &mode);
+ vid_mode_t desktop_mode;
+
+ SDL_GetDesktopDisplayMode(vid.displayindex, &mode);
SDL_PixelFormatEnumToMasks(mode.format, &bpp, &rmask, &gmask, &bmask, &amask);
desktop_mode.width = mode.w;
desktop_mode.height = mode.h;
desktop_mode.refreshrate = mode.refresh_rate;
desktop_mode.pixelheight_num = 1;
desktop_mode.pixelheight_denom = 1; // SDL does not provide this
- // TODO check whether this actually works, or whether we do still need
- // a read-window-size-after-entering-desktop-fullscreen hack for
- // multiscreen setups.
- return &desktop_mode;
+ return desktop_mode;
}
size_t VID_ListModes(vid_mode_t *modes, size_t maxcount)
{
size_t k = 0;
int modenum;
- int nummodes = SDL_GetNumDisplayModes(0);
+ int nummodes = SDL_GetNumDisplayModes(vid.displayindex);
SDL_DisplayMode mode;
for (modenum = 0;modenum < nummodes;modenum++)
{
if (k >= maxcount)
break;
- if (SDL_GetDisplayMode(0, modenum, &mode))
+ if (SDL_GetDisplayMode(vid.displayindex, modenum, &mode))
continue;
modes[k].width = mode.w;
modes[k].height = mode.h;