]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Fix infinite loop that occurred in R_FrameData_Alloc if requesting > 256MB (which...
[xonotic/darkplaces.git] / gl_rmain.c
index 3d5cf6fcbe606c7e704be37f523426bc626ca37d..8bf14a8afd42673e1fa13b42bc2deb6f3dcad96b 100644 (file)
@@ -637,9 +637,6 @@ const char *builtinhlslshaderstrings[] =
 0
 };
 
-char *glslshaderstring = NULL;
-char *hlslshaderstring = NULL;
-
 //=======================================================================================================================================================
 
 typedef struct shaderpermutationinfo_s
@@ -651,9 +648,14 @@ shaderpermutationinfo_t;
 
 typedef struct shadermodeinfo_s
 {
-       const char *filename;
+       const char *sourcebasename;
+       const char *extension;
+       const char **builtinshaderstrings;
        const char *pretext;
        const char *name;
+       char *filename;
+       char *builtinstring;
+       int builtincrc;
 }
 shadermodeinfo_t;
 
@@ -695,46 +697,48 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
 };
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
-shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
-{
-       {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
-       {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
-       {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
-       {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
-       {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
-       {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
-       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
-       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
-       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
-       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
-       {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
-       {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
-       {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
-       {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
-       {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
-};
-
-shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
-{
-       {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
-       {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
-       {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
-       {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
-       {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
-       {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
-       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
-       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
-       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
-       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
-       {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
-       {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
-       {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
-       {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
-       {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
+{
+       // SHADERLANGUAGE_GLSL
+       {
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+       },
+       // SHADERLANGUAGE_HLSL
+       {
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+               {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+       },
 };
 
 struct r_glsl_permutation_s;
@@ -1028,55 +1032,42 @@ static char *R_ShaderStrCat(const char **strings)
        return string;
 }
 
-static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
+static char *R_ShaderStrCat(const char **strings);
+static void R_InitShaderModeInfo(void)
 {
-       char *shaderstring;
-       if (!filename || !filename[0])
-               return NULL;
-       // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
-       if (!strcmp(filename, "glsl/default.glsl"))
-       {
-               if (builtinonly)
-                       return R_ShaderStrCat(builtinshaderstrings);
-               if (!glslshaderstring)
-               {
-                       glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-                       if (glslshaderstring)
-                               Con_DPrintf("Loading shaders from file %s...\n", filename);
-                       else
-                               glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
-               }
-               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
-               memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
-               return shaderstring;
-       }
-       if (!strcmp(filename, "hlsl/default.hlsl"))
+       int i, language;
+       shadermodeinfo_t *modeinfo;
+       // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
+       for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
        {
-               if (builtinonly)
-                       return R_ShaderStrCat(builtinhlslshaderstrings);
-               if (!hlslshaderstring)
+               for (i = 0; i < SHADERMODE_COUNT; i++)
                {
-                       hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-                       if (hlslshaderstring)
-                               Con_DPrintf("Loading shaders from file %s...\n", filename);
-                       else
-                               hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
+                       char filename[MAX_QPATH];
+                       modeinfo = &shadermodeinfo[language][i];
+                       modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
+                       modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
+                       dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
+                       modeinfo->filename = Mem_strdup(r_main_mempool, filename);
                }
-               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
-               memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
-               return shaderstring;
        }
-       // we don't have builtin strings for any other files
-       if (builtinonly)
-               return NULL;
-       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+}
+
+static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
+{
+       char *shaderstring;
+       // if the mode has no filename we have to return the builtin string
+       if (builtinonly || !modeinfo->filename)
+               return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
+       // note that FS_LoadFile appends a 0 byte to make it a valid string
+       shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
        if (shaderstring)
        {
                if (printfromdisknotice)
-                       Con_DPrintf("from disk %s... ", filename);
+                       Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
                return shaderstring;
        }
-       return shaderstring;
+       // fall back to builtinstring
+       return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
 }
 
 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
@@ -1084,7 +1075,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        int i;
        int ubibind;
        int sampler;
-       shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
+       shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
        char *sourcestring;
        char permutationname[256];
        int vertstrings_count = 0;
@@ -1100,7 +1091,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        p->program = 0;
 
        permutationname[0] = 0;
-       sourcestring  = R_GetShaderText(modeinfo->filename, true, false);
+       sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
 
        strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
 
@@ -1702,7 +1693,7 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
 {
        int i;
-       shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
+       shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
        int vertstring_length = 0;
        int geomstring_length = 0;
        int fragstring_length = 0;
@@ -1726,7 +1717,7 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
 
        permutationname[0] = 0;
        cachename[0] = 0;
-       sourcestring = R_GetShaderText(modeinfo->filename, true, false);
+       sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
 
        strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
        strlcat(cachename, "hlsl/", sizeof(cachename));
@@ -1900,12 +1891,6 @@ static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int per
 void R_GLSL_Restart_f(void)
 {
        unsigned int i, limit;
-       if (glslshaderstring)
-               Mem_Free(glslshaderstring);
-       glslshaderstring = NULL;
-       if (hlslshaderstring)
-               Mem_Free(hlslshaderstring);
-       hlslshaderstring = NULL;
        switch(vid.renderpath)
        {
        case RENDERPATH_D3D9:
@@ -1968,9 +1953,9 @@ static void R_GLSL_DumpShader_f(void)
        shadermodeinfo_t *modeinfo;
        qfile_t *file;
 
-       for (language = 0;language < 2;language++)
+       for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
        {
-               modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
+               modeinfo = shadermodeinfo[language];
                for (mode = 0;mode < SHADERMODE_COUNT;mode++)
                {
                        // don't dump the same file multiple times (most or all shaders come from the same file)
@@ -1979,7 +1964,7 @@ static void R_GLSL_DumpShader_f(void)
                                        break;
                        if (dupe >= 0)
                                continue;
-                       text = R_GetShaderText(modeinfo[mode].filename, false, true);
+                       text = modeinfo[mode].builtinstring;
                        if (!text)
                                continue;
                        file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
@@ -1998,7 +1983,6 @@ static void R_GLSL_DumpShader_f(void)
                        }
                        else
                                Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
-                       Mem_Free(text);
                }
        }
 }
@@ -2136,14 +2120,15 @@ extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
 extern qboolean r_shadow_usingshadowmap2d;
 extern qboolean r_shadow_usingshadowmaportho;
-extern float r_shadow_shadowmap_texturescale[2];
-extern float r_shadow_shadowmap_parameters[4];
+extern float r_shadow_modelshadowmap_texturescale[4];
+extern float r_shadow_modelshadowmap_parameters[4];
+extern float r_shadow_lightshadowmap_texturescale[4];
+extern float r_shadow_lightshadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
 extern matrix4x4_t r_shadow_shadowmapmatrix;
-extern int r_shadow_shadowmaplod; // changes for each light based on distance
 extern int r_shadow_prepass_width;
 extern int r_shadow_prepass_height;
 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
@@ -2674,8 +2659,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if (mode == SHADERMODE_WATER)
                                hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
                }
-               hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
+               {
+                       hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
+                       hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
+               }
+               else
+               {
+                       hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
+                       hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
+               }
                hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
                hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
                hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
@@ -2837,8 +2830,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
                if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
                if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
+               {
+                       if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
+                       if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
+               }
+               else
+               {
+                       if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
+                       if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
+               }
 
                if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
                if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
@@ -2983,8 +2984,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
                {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
                {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
-               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
+               {
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
+               }
+               else
+               {
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
+               }
 
                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
                DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
@@ -3112,8 +3121,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
                hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
                hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
-               hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
+               hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
                hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
@@ -3139,8 +3148,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
                if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
                if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
+               if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
                if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
@@ -3162,8 +3171,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
                DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
                DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
-               DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
+               DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
                DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
@@ -3581,7 +3590,6 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
 {
        int i;
-       unsigned char *temp1, *temp2;
        skinframe_t *skinframe;
        char vabuf[1024];
 
@@ -3615,11 +3623,11 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
 
        if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
        {
-               temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
-               temp2 = temp1 + width * height * 4;
-               Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
-               Mem_Free(temp1);
+               unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+               unsigned char *b = a + width * height * 4;
+               Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
+               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
+               Mem_Free(a);
        }
        skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
        if (textureflags & TEXF_ALPHA)
@@ -3739,15 +3747,15 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo
 
        if (skinframe->qgeneratenmap)
        {
-               unsigned char *temp1, *temp2;
+               unsigned char *a, *b;
                skinframe->qgeneratenmap = false;
-               temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
-               temp2 = temp1 + width * height * 4;
+               a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+               b = a + width * height * 4;
                // use either a custom palette or the quake palette
-               Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
-               Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
-               Mem_Free(temp1);
+               Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
+               Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
+               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
+               Mem_Free(a);
        }
 
        if (skinframe->qgenerateglow)
@@ -4127,13 +4135,11 @@ static void gl_main_start(void)
        r_glsl_permutation = NULL;
        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
        Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
-       glslshaderstring = NULL;
 #ifdef SUPPORTD3D
        r_hlsl_permutation = NULL;
        memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
        Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
 #endif
-       hlslshaderstring = NULL;
        memset(&r_svbsp, 0, sizeof (r_svbsp));
 
        memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
@@ -4229,13 +4235,11 @@ static void gl_main_shutdown(void)
        r_glsl_permutation = NULL;
        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
        Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
-       glslshaderstring = NULL;
 #ifdef SUPPORTD3D
        r_hlsl_permutation = NULL;
        memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
        Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
 #endif
-       hlslshaderstring = NULL;
 }
 
 static void gl_main_newmap(void)
@@ -4268,6 +4272,7 @@ void GL_Main_Init(void)
 {
        int i;
        r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
+       R_InitShaderModeInfo();
 
        Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
        Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
@@ -4684,7 +4689,13 @@ void *R_FrameData_Alloc(size_t size)
        while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
        {
                // emergency - we ran out of space, allocate more memory
-               newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
+               // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
+               newvalue = r_framedatasize.value * 2.0f;
+               // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
+               if (sizeof(size_t) >= 8)
+                       newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
+               else
+                       newvalue = bound(0.25f, newvalue, (float)(1 << 10));
                // this might not be a growing it, but we'll allocate another buffer every time
                Cvar_SetValueQuick(&r_framedatasize, newvalue);
                R_FrameData_Resize(true);
@@ -7373,6 +7384,7 @@ static void R_DrawEntityBBoxes(void);
 static void R_DrawModelDecals(void);
 extern cvar_t cl_decals_newsystem;
 extern qboolean r_shadow_usingdeferredprepass;
+extern int r_shadow_shadowmapatlas_modelshadows_size;
 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
 {
        qboolean shadowmapping = false;
@@ -7424,18 +7436,25 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
                }
        }
 
+       R_Shadow_PrepareModelShadows();
        R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
-       if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
-               R_Shadow_PrepareModelShadows();
        if (r_timereport_active)
                R_TimeReport("preparelights");
 
-       if (R_Shadow_ShadowMappingEnabled())
-               shadowmapping = true;
+       // render all the shadowmaps that will be used for this view
+       shadowmapping = R_Shadow_ShadowMappingEnabled();
+       if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
+       {
+               R_Shadow_DrawShadowMaps();
+               if (r_timereport_active)
+                       R_TimeReport("shadowmaps");
+       }
 
+       // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
        if (r_shadow_usingdeferredprepass)
                R_Shadow_DrawPrepass();
 
+       // now we begin the forward pass of the view render
        if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
        {
                r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
@@ -7449,16 +7468,6 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
                        R_TimeReport("modeldepth");
        }
 
-       if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
-       {
-               R_ResetViewRendering3D(fbo, depthtexture, colortexture);
-               R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
-               R_ResetViewRendering3D(fbo, depthtexture, colortexture);
-               // don't let sound skip if going slow
-               if (r_refdef.scene.extraupdate)
-                       S_ExtraUpdate ();
-       }
-
        if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
        {
                r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
@@ -7481,7 +7490,7 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
        if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
        {
                R_ResetViewRendering3D(fbo, depthtexture, colortexture);
-               R_DrawModelShadows(fbo, depthtexture, colortexture);
+               R_Shadow_DrawModelShadows();
                R_ResetViewRendering3D(fbo, depthtexture, colortexture);
                // don't let sound skip if going slow
                if (r_refdef.scene.extraupdate)
@@ -7502,7 +7511,7 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
        if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
        {
                R_ResetViewRendering3D(fbo, depthtexture, colortexture);
-               R_DrawModelShadows(fbo, depthtexture, colortexture);
+               R_Shadow_DrawModelShadows();
                R_ResetViewRendering3D(fbo, depthtexture, colortexture);
                // don't let sound skip if going slow
                if (r_refdef.scene.extraupdate)
@@ -8205,13 +8214,13 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
                        R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
                t->currentskinframe = r_qwskincache[i].skinframe;
-               if (t->currentskinframe == NULL)
-                       t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
+               if (t->materialshaderpass && t->currentskinframe == NULL)
+                       t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
        }
-       else if (t->numskinframes >= 2)
-               t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
-       if (t->backgroundnumskinframes >= 2)
-               t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
+       else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
+               t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
+       if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
+               t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
 
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = rsurface.colormod[3] * t->basealpha;
@@ -8246,7 +8255,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
        if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
-       if (t->backgroundnumskinframes)
+       if (t->backgroundshaderpass)
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
        if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
        {
@@ -8275,10 +8284,9 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
        }
 
-       for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
-               R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
-       for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
-               R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
+       if (t->materialshaderpass)
+               for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
+                       R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
 
        t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
        if (t->currentskinframe->qpixels)
@@ -8295,8 +8303,10 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        t->glowtexture = t->currentskinframe->glow;
        t->fogtexture = t->currentskinframe->fog;
        t->reflectmasktexture = t->currentskinframe->reflect;
-       if (t->backgroundnumskinframes)
+       if (t->backgroundshaderpass)
        {
+               for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
+                       R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
                t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
                t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
                t->backgroundglosstexture = r_texture_black;
@@ -9066,7 +9076,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        qboolean dynamicvertex;
        float amplitude;
        float animpos;
-       float scale;
        float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
        float waveparms[4];
        unsigned char *ub;
@@ -9240,60 +9249,63 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        break;
                }
        }
-       switch(rsurface.texture->tcgen.tcgen)
+       if (rsurface.texture->materialshaderpass)
        {
-       default:
-       case Q3TCGEN_TEXTURE:
-               break;
-       case Q3TCGEN_LIGHTMAP:
-               if (!dynamicvertex)
-               {
-                       r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
-                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
-                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
-                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
-               }
-               dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
-               needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
-               break;
-       case Q3TCGEN_VECTOR:
-               if (!dynamicvertex)
-               {
-                       r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
-                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
-                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
-                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
-               }
-               dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX;
-               needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
-               break;
-       case Q3TCGEN_ENVIRONMENT:
-               if (!dynamicvertex)
+               switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
                {
-                       r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
-                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
-                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
-                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
+               default:
+               case Q3TCGEN_TEXTURE:
+                       break;
+               case Q3TCGEN_LIGHTMAP:
+                       if (!dynamicvertex)
+                       {
+                               r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
+                               r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
+                               r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
+                               r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
+                       }
+                       dynamicvertex = true;
+                       batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
+                       needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
+                       break;
+               case Q3TCGEN_VECTOR:
+                       if (!dynamicvertex)
+                       {
+                               r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
+                               r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
+                               r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
+                               r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
+                       }
+                       dynamicvertex = true;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX;
+                       needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
+                       break;
+               case Q3TCGEN_ENVIRONMENT:
+                       if (!dynamicvertex)
+                       {
+                               r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
+                               r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
+                               r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
+                               r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
+                       }
+                       dynamicvertex = true;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
+                       needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
+                       break;
                }
-               dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
-               needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
-               break;
-       }
-       if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
-       {
-               if (!dynamicvertex)
+               if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
                {
-                       r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
-                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
-                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
-                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
+                       if (!dynamicvertex)
+                       {
+                               r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
+                               r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
+                               r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
+                               r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
+                       }
+                       dynamicvertex = true;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
+                       needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
                }
-               dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
-               needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
        }
 
        if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
@@ -9864,6 +9876,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        // in place
        for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
        {
+               float scale;
                switch (deform->deform)
                {
                default:
@@ -10135,10 +10148,10 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                }
        }
 
-       if (rsurface.batchtexcoordtexture2f)
+       if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
        {
        // generate texcoords based on the chosen texcoord source
-               switch(rsurface.texture->tcgen.tcgen)
+               switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
                {
                default:
                case Q3TCGEN_TEXTURE:
@@ -10156,8 +10169,8 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                        for (j = 0;j < batchnumvertices;j++)
                        {
-                               rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
-                               rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
+                               rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
+                               rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
                        }
                        break;
                case Q3TCGEN_ENVIRONMENT:
@@ -10197,10 +10210,10 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                // and we only support that as the first one
                // (handling a mixture of turbulent and other tcmods would be problematic
                //  without punting it entirely to a software path)
-               if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
+               if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
                {
-                       amplitude = rsurface.texture->tcmods[0].parms[1];
-                       animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
+                       amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
+                       animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
        //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
        //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
        //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
@@ -11139,9 +11152,9 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
                batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
                for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
                {
-                       unsigned char c = (vi << 3) * (1.0f / 256.0f);
+                       unsigned char d = (vi << 3) * (1.0f / 256.0f);
                        VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
-                       Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
+                       Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
                }
                R_Mesh_PrepareVertices_Generic_Unlock();
                RSurf_DrawBatch();
@@ -11153,13 +11166,13 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
                batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
                for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
                {
-                       unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
+                       unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
                        VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
                        VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
                        VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
-                       Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
-                       Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
-                       Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
+                       Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
+                       Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
+                       Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
                }
                R_Mesh_PrepareVertices_Generic_Unlock();
                R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);