]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Rename RENDERPATH_GL20 to RENDERPATH_GL32.
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 22 May 2018 01:43:35 +0000 (01:43 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 22 May 2018 01:43:35 +0000 (01:43 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12432 d7cf8633-e32d-0410-b094-e92efae38249

gl_backend.c
gl_draw.c
gl_rmain.c
gl_textures.c
r_shadow.c
vid.h
vid_sdl.c
vid_shared.c

index a975133663a3ccaabec9f145d69b3ddc7c091503..691f6eeb20703ab7aba01cc70a61b5193f70da89 100644 (file)
@@ -318,7 +318,7 @@ static void gl_backend_start(void)
 
        switch(vid.renderpath)
        {
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                // fetch current fbo here (default fbo is not 0 on some GLES devices)
                CHECKGLERROR
        case RENDERPATH_GLES2:
                // fetch current fbo here (default fbo is not 0 on some GLES devices)
                CHECKGLERROR
@@ -333,7 +333,7 @@ static void gl_backend_shutdown(void)
 
        switch(vid.renderpath)
        {
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
        }
        case RENDERPATH_GLES2:
                break;
        }
@@ -356,7 +356,7 @@ static void gl_backend_devicelost(void)
        r_meshbuffer_t *buffer;
        switch(vid.renderpath)
        {
        r_meshbuffer_t *buffer;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
        }
        case RENDERPATH_GLES2:
                break;
        }
@@ -368,7 +368,7 @@ static void gl_backend_devicelost(void)
                        continue;
                switch(vid.renderpath)
                {
                        continue;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        break;
                }
                case RENDERPATH_GLES2:
                        break;
                }
@@ -379,7 +379,7 @@ static void gl_backend_devicerestored(void)
 {
        switch(vid.renderpath)
        {
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
        }
        case RENDERPATH_GLES2:
                break;
        }
@@ -447,7 +447,7 @@ void GL_Finish(void)
 {
        switch(vid.renderpath)
        {
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglFinish();CHECKGLERROR
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglFinish();CHECKGLERROR
@@ -587,7 +587,7 @@ qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
        // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
        switch(vid.renderpath)
        {
        // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
        }
        case RENDERPATH_GLES2:
                break;
        }
@@ -654,7 +654,7 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int
        m[15] = 1;
        switch(vid.renderpath)
        {
        m[15] = 1;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                break;
        }
        case RENDERPATH_GLES2:
                break;
        }
@@ -954,7 +954,7 @@ void R_SetViewport(const r_viewport_t *v)
 
        switch(vid.renderpath)
        {
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
@@ -1010,7 +1010,7 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
        GLuint status;
        switch(vid.renderpath)
        {
        GLuint status;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
@@ -1085,7 +1085,7 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
 {
        switch(vid.renderpath)
        {
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (fbo)
                {
        case RENDERPATH_GLES2:
                if (fbo)
                {
@@ -1114,7 +1114,7 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
        // set up framebuffer object or render targets for the active rendering API
        switch (vid.renderpath)
        {
        // set up framebuffer object or render targets for the active rendering API
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (gl_state.framebufferobject != fbo)
                {
        case RENDERPATH_GLES2:
                if (gl_state.framebufferobject != fbo)
                {
@@ -1151,7 +1151,7 @@ static void GL_Backend_ResetState(void)
 
        switch(vid.renderpath)
        {
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglColorMask(1, 1, 1, 1);CHECKGLERROR
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglColorMask(1, 1, 1, 1);CHECKGLERROR
@@ -1195,7 +1195,7 @@ void GL_ActiveTexture(unsigned int num)
                gl_state.unit = num;
                switch(vid.renderpath)
                {
                gl_state.unit = num;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
@@ -1214,7 +1214,7 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
                blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
                switch(vid.renderpath)
                {
                blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (qglBlendFuncSeparate)
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (qglBlendFuncSeparate)
@@ -1249,7 +1249,7 @@ void GL_DepthMask(int state)
                gl_state.depthmask = state;
                switch(vid.renderpath)
                {
                gl_state.depthmask = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthMask(gl_state.depthmask);CHECKGLERROR
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthMask(gl_state.depthmask);CHECKGLERROR
@@ -1265,7 +1265,7 @@ void GL_DepthTest(int state)
                gl_state.depthtest = state;
                switch(vid.renderpath)
                {
                gl_state.depthtest = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (gl_state.depthtest)
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (gl_state.depthtest)
@@ -1288,7 +1288,7 @@ void GL_DepthFunc(int state)
                gl_state.depthfunc = state;
                switch(vid.renderpath)
                {
                gl_state.depthfunc = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
@@ -1305,7 +1305,7 @@ void GL_DepthRange(float nearfrac, float farfrac)
                gl_state.depthrange[1] = farfrac;
                switch(vid.renderpath)
                {
                gl_state.depthrange[1] = farfrac;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
 #ifdef USE_GLES2
                case RENDERPATH_GLES2:
                        CHECKGLERROR
 #ifdef USE_GLES2
@@ -1322,7 +1322,7 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass
 {
        switch (vid.renderpath)
        {
 {
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (enable)
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (enable)
@@ -1349,7 +1349,7 @@ void GL_PolygonOffset(float planeoffset, float depthoffset)
                gl_state.polygonoffset[1] = depthoffset;
                switch(vid.renderpath)
                {
                gl_state.polygonoffset[1] = depthoffset;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
@@ -1371,7 +1371,7 @@ void GL_SetMirrorState(qboolean state)
                        return;
                switch(vid.renderpath)
                {
                        return;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglCullFace(gl_state.cullface);CHECKGLERROR
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglCullFace(gl_state.cullface);CHECKGLERROR
@@ -1392,7 +1392,7 @@ void GL_CullFace(int state)
 
        switch(vid.renderpath)
        {
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
 
        case RENDERPATH_GLES2:
                CHECKGLERROR
 
@@ -1430,7 +1430,7 @@ void GL_AlphaToCoverage(qboolean state)
                {
                case RENDERPATH_GLES2:
                        break;
                {
                case RENDERPATH_GLES2:
                        break;
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
                        // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
                        CHECKGLERROR
 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
                        // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
                        CHECKGLERROR
@@ -1459,7 +1459,7 @@ void GL_ColorMask(int r, int g, int b, int a)
                gl_state.colormask = state;
                switch(vid.renderpath)
                {
                gl_state.colormask = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
@@ -1478,7 +1478,7 @@ void GL_Color(float cr, float cg, float cb, float ca)
                gl_state.color4f[3] = ca;
                switch(vid.renderpath)
                {
                gl_state.color4f[3] = ca;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
                        break;
                case RENDERPATH_GLES2:
                        qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
                        break;
@@ -1490,7 +1490,7 @@ void GL_Scissor (int x, int y, int width, int height)
 {
        switch(vid.renderpath)
        {
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglScissor(x, y,width,height);CHECKGLERROR
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglScissor(x, y,width,height);CHECKGLERROR
@@ -1505,7 +1505,7 @@ void GL_ScissorTest(int state)
                gl_state.scissortest = state;
                switch(vid.renderpath)
                {
                gl_state.scissortest = state;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if(gl_state.scissortest)
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if(gl_state.scissortest)
@@ -1532,7 +1532,7 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva
        }
        switch(vid.renderpath)
        {
        }
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (mask & GL_COLOR_BUFFER_BIT)
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (mask & GL_COLOR_BUFFER_BIT)
@@ -1560,7 +1560,7 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
 {
        switch(vid.renderpath)
        {
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
 #ifndef GL_BGRA
        case RENDERPATH_GLES2:
                CHECKGLERROR
 #ifndef GL_BGRA
@@ -1778,7 +1778,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
        {
                switch(vid.renderpath)
                {
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (bufferobject3s)
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (bufferobject3s)
@@ -1841,7 +1841,7 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
                buffer->size = size;
        switch(vid.renderpath)
        {
                buffer->size = size;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (!buffer->bufferobject)
                        qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
        case RENDERPATH_GLES2:
                if (!buffer->bufferobject)
                        qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
@@ -1879,7 +1879,7 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
                return;
        switch(vid.renderpath)
        {
                return;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                // GL clears the binding if we delete something bound
                if (gl_state.uniformbufferobject == buffer->bufferobject)
        case RENDERPATH_GLES2:
                // GL clears the binding if we delete something bound
                if (gl_state.uniformbufferobject == buffer->bufferobject)
@@ -1948,7 +1948,7 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
 {
        switch(vid.renderpath)
        {
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
                {
        case RENDERPATH_GLES2:
                if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
                {
@@ -1976,7 +1976,7 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
        // the pointer only.
        switch(vid.renderpath)
        {
        // the pointer only.
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (pointer)
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (pointer)
@@ -2027,7 +2027,7 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
        // that involve a valid bufferobject also supply a texcoord array
        switch(vid.renderpath)
        {
        // that involve a valid bufferobject also supply a texcoord array
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (pointer)
        case RENDERPATH_GLES2:
                CHECKGLERROR
                if (pointer)
@@ -2084,7 +2084,7 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w
 {
        switch(vid.renderpath)
        {
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                R_Mesh_TexBind(0, tex);
                GL_ActiveTexture(0);CHECKGLERROR
        case RENDERPATH_GLES2:
                R_Mesh_TexBind(0, tex);
                GL_ActiveTexture(0);CHECKGLERROR
@@ -2120,7 +2120,7 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
                return;
        switch(vid.renderpath)
        {
                return;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (!tex)
                {
        case RENDERPATH_GLES2:
                if (!tex)
                {
@@ -2251,7 +2251,7 @@ void GL_BlendEquationSubtract(qboolean negated)
        {
                switch(vid.renderpath)
                {
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
                        break;
                case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
                        break;
@@ -2261,7 +2261,7 @@ void GL_BlendEquationSubtract(qboolean negated)
        {
                switch(vid.renderpath)
                {
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR
                        break;
                case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR
                        break;
index c7e69946a48fbf6feb0f6e9d1befaf6390049002..0e48d651c4ee163c2f9e3c895ea9b97f478003f6 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -1442,7 +1442,7 @@ void DrawQ_SetClipArea(float x, float y, float width, float height)
        ih = (int)(0.5 + height * ((float)r_refdef.view.height / vid_conheight.integer));
        switch(vid.renderpath)
        {
        ih = (int)(0.5 + height * ((float)r_refdef.view.height / vid_conheight.integer));
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                GL_Scissor(ix, vid.height - iy - ih, iw, ih);
                break;
        case RENDERPATH_GLES2:
                GL_Scissor(ix, vid.height - iy - ih, iw, ih);
                break;
index 5afef1c4a93953dbbe3ff27f5983ff82b2574c21..9edd9c0d8246edad12d075a3cb3872a59d295525 100644 (file)
@@ -1407,7 +1407,7 @@ void R_GLSL_Restart_f(void)
        unsigned int i, limit;
        switch(vid.renderpath)
        {
        unsigned int i, limit;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                {
                        r_glsl_permutation_t *p;
        case RENDERPATH_GLES2:
                {
                        r_glsl_permutation_t *p;
@@ -1484,7 +1484,7 @@ void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy,
                GL_AlphaToCoverage(false);
        switch (vid.renderpath)
        {
                GL_AlphaToCoverage(false);
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
                if (r_glsl_permutation->tex_Texture_First >= 0)
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
                if (r_glsl_permutation->tex_Texture_First >= 0)
@@ -1514,7 +1514,7 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean
                GL_AlphaToCoverage(false);
        switch (vid.renderpath)
        {
                GL_AlphaToCoverage(false);
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
 #ifndef USE_GLES2 /* FIXME: GLES3 only */
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
 #ifndef USE_GLES2 /* FIXME: GLES3 only */
@@ -1860,7 +1860,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                permutation |= SHADERPERMUTATION_FOGALPHAHACK;
        switch(vid.renderpath)
        {
                permutation |= SHADERPERMUTATION_FOGALPHAHACK;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
                R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
        case RENDERPATH_GLES2:
                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
                R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
@@ -2076,7 +2076,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
        Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
        switch(vid.renderpath)
        {
        Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(mode, permutation);
                if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(mode, permutation);
                if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
@@ -3032,7 +3032,7 @@ static void gl_main_start(void)
 
        switch(vid.renderpath)
        {
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                Cvar_SetValueQuick(&r_textureunits, vid.texunits);
                Cvar_SetValueQuick(&gl_combine, 1);
        case RENDERPATH_GLES2:
                Cvar_SetValueQuick(&r_textureunits, vid.texunits);
                Cvar_SetValueQuick(&gl_combine, 1);
@@ -3120,7 +3120,7 @@ static void gl_main_shutdown(void)
 
        switch(vid.renderpath)
        {
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
                if (r_maxqueries)
        case RENDERPATH_GLES2:
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
                if (r_maxqueries)
@@ -4510,7 +4510,7 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
                CHECKGLERROR
                switch(vid.renderpath)
                {
                CHECKGLERROR
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
                        if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
                case RENDERPATH_GLES2:
                        if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
                        if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
@@ -4543,7 +4543,7 @@ void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rt
        GL_PolygonOffset(0, 0);
        switch(vid.renderpath)
        {
        GL_PolygonOffset(0, 0);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
        case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
@@ -4575,7 +4575,7 @@ void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        switch(vid.renderpath)
        {
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
        case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
@@ -5114,7 +5114,7 @@ static void R_Bloom_StartFrame(void)
 
        switch (vid.renderpath)
        {
 
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
                r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
                if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
                if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
                r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
                if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
                if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
@@ -5419,7 +5419,7 @@ static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *v
        R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
        switch(vid.renderpath)
        {
        R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                permutation =
                        (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
        case RENDERPATH_GLES2:
                permutation =
                        (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
@@ -5576,7 +5576,7 @@ void R_UpdateVariables(void)
        r_gpuskeletal = false;
        switch(vid.renderpath)
        {
        r_gpuskeletal = false;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
                r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
        case RENDERPATH_GLES2:
                if(!vid_gammatables_trivial)
                r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
        case RENDERPATH_GLES2:
                if(!vid_gammatables_trivial)
@@ -8897,7 +8897,7 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
        }
        switch (vid.renderpath)
        {
        }
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GLES2:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
index 80fd30aec7fd26d2c95e854aa442174fd66742bc..f28206803efe66aa50d1cbc30f38999d7e41d267 100644 (file)
@@ -351,7 +351,7 @@ void R_FreeTexture(rtexture_t *rt)
 
        switch(vid.renderpath)
        {
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (glt->texnum)
                {
        case RENDERPATH_GLES2:
                if (glt->texnum)
                {
@@ -461,7 +461,7 @@ static void GL_TextureMode_f (void)
 
        switch(vid.renderpath)
        {
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                // change all the existing mipmap texture objects
                // FIXME: force renderer(/client/something?) restart instead?
        case RENDERPATH_GLES2:
                // change all the existing mipmap texture objects
                // FIXME: force renderer(/client/something?) restart instead?
@@ -620,7 +620,7 @@ static void r_textures_start(void)
 {
        switch(vid.renderpath)
        {
 {
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                // LordHavoc: allow any alignment
                CHECKGLERROR
        case RENDERPATH_GLES2:
                // LordHavoc: allow any alignment
                CHECKGLERROR
@@ -675,7 +675,7 @@ static void r_textures_devicelost(void)
                        continue;
                switch(vid.renderpath)
                {
                        continue;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        break;
                }
                case RENDERPATH_GLES2:
                        break;
                }
@@ -694,7 +694,7 @@ static void r_textures_devicerestored(void)
                        continue;
                switch(vid.renderpath)
                {
                        continue;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        break;
                }
                case RENDERPATH_GLES2:
                        break;
                }
@@ -772,7 +772,7 @@ void R_Textures_Frame (void)
 
                switch(vid.renderpath)
                {
 
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        // ignore the first difference, any textures loaded by now probably had the same aniso value
                        if (first_time_aniso)
                case RENDERPATH_GLES2:
                        // ignore the first difference, any textures loaded by now probably had the same aniso value
                        if (first_time_aniso)
@@ -934,7 +934,7 @@ static void R_UploadPartialTexture(gltexture_t *glt, const unsigned char *data,
 
        switch(vid.renderpath)
        {
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                {
                        int oldbindtexnum;
        case RENDERPATH_GLES2:
                {
                        int oldbindtexnum;
@@ -1020,7 +1020,7 @@ static void R_UploadFullTexture(gltexture_t *glt, const unsigned char *data)
        // do the appropriate upload type...
        switch(vid.renderpath)
        {
        // do the appropriate upload type...
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                if (glt->texnum) // not renderbuffers
                {
        case RENDERPATH_GLES2:
                if (glt->texnum) // not renderbuffers
                {
@@ -1316,7 +1316,7 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden
        // data may be NULL (blank texture for dynamic rendering)
        switch(vid.renderpath)
        {
        // data may be NULL (blank texture for dynamic rendering)
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR
@@ -1403,7 +1403,7 @@ rtexture_t *R_LoadTextureRenderBuffer(rtexturepool_t *rtexturepool, const char *
        // data may be NULL (blank texture for dynamic rendering)
        switch(vid.renderpath)
        {
        // data may be NULL (blank texture for dynamic rendering)
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglGenRenderbuffers(1, (GLuint *)&glt->renderbuffernum);CHECKGLERROR
        case RENDERPATH_GLES2:
                CHECKGLERROR
                qglGenRenderbuffers(1, (GLuint *)&glt->renderbuffernum);CHECKGLERROR
@@ -2181,7 +2181,7 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen
        // create the texture object
        switch(vid.renderpath)
        {
        // create the texture object
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                CHECKGLERROR
                GL_ActiveTexture(0);
        case RENDERPATH_GLES2:
                CHECKGLERROR
                GL_ActiveTexture(0);
@@ -2205,7 +2205,7 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen
                        break;
                switch(vid.renderpath)
                {
                        break;
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        if (bytesperblock)
                        {
                case RENDERPATH_GLES2:
                        if (bytesperblock)
                        {
@@ -2234,7 +2234,7 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen
        // after upload we have to set some parameters...
        switch(vid.renderpath)
        {
        // after upload we have to set some parameters...
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
 #ifdef GL_TEXTURE_MAX_LEVEL
                if (dds_miplevels >= 1 && !mipcomplete)
        case RENDERPATH_GLES2:
 #ifdef GL_TEXTURE_MAX_LEVEL
                if (dds_miplevels >= 1 && !mipcomplete)
index 71bb892b08be27406c68f2218bd1d46046b22d61..b26d9e9d789d16c296a700315676e5659c6c81b5 100644 (file)
@@ -301,7 +301,7 @@ static void R_Shadow_SetShadowMode(void)
        r_shadow_shadowmapborder = bound(1, r_shadow_shadowmapping_bordersize.integer, 16);
        r_shadow_shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d);
        r_shadow_shadowmapmaxsize = bound(r_shadow_shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, r_shadow_shadowmaptexturesize / 8);
        r_shadow_shadowmapborder = bound(1, r_shadow_shadowmapping_bordersize.integer, 16);
        r_shadow_shadowmaptexturesize = bound(256, r_shadow_shadowmapping_texturesize.integer, (int)vid.maxtexturesize_2d);
        r_shadow_shadowmapmaxsize = bound(r_shadow_shadowmapborder+2, r_shadow_shadowmapping_maxsize.integer, r_shadow_shadowmaptexturesize / 8);
-       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20;
+       r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
        r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
        r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
        r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer;
        r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
        r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
@@ -314,7 +314,7 @@ static void R_Shadow_SetShadowMode(void)
        {
                switch(vid.renderpath)
                {
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                        if(r_shadow_shadowmapfilterquality < 0)
                        {
                                if (!r_fb.usedepthtextures)
                        if(r_shadow_shadowmapfilterquality < 0)
                        {
                                if (!r_fb.usedepthtextures)
@@ -459,7 +459,7 @@ static void r_shadow_start(void)
        // these out per frame...
        switch(vid.renderpath)
        {
        // these out per frame...
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
                r_shadow_bouncegrid_state.allowdirectionalshading = true;
                r_shadow_bouncegrid_state.capable = true;
                break;
                r_shadow_bouncegrid_state.allowdirectionalshading = true;
                r_shadow_bouncegrid_state.capable = true;
                break;
@@ -1496,7 +1496,7 @@ void R_Shadow_ClearShadowMapTexture(void)
                GL_ColorMask(0, 0, 0, 0);
        switch (vid.renderpath)
        {
                GL_ColorMask(0, 0, 0, 0);
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                break;
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                break;
@@ -1571,7 +1571,7 @@ static void R_Shadow_RenderMode_ShadowMap(int side, int size, int x, int y)
                GL_ColorMask(0,0,0,0);
        switch(vid.renderpath)
        {
                GL_ColorMask(0,0,0,0);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                break;
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                break;
@@ -4047,7 +4047,7 @@ void R_Shadow_PrepareLights(void)
 
        if (r_shadow_shadowmaptexturesize != shadowmaptexturesize ||
                !(r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
 
        if (r_shadow_shadowmaptexturesize != shadowmaptexturesize ||
                !(r_shadow_shadowmapping.integer || r_shadow_deferred.integer) ||
-               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) ||
+               r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL32) ||
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
                r_shadow_shadowmapshadowsampler != r_shadow_shadowmapping_useshadowsampler.integer ||
                r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
                r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer ||
                r_shadow_shadowmapshadowsampler != r_shadow_shadowmapping_useshadowsampler.integer ||
                r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer ||
@@ -4060,7 +4060,7 @@ void R_Shadow_PrepareLights(void)
 
        switch (vid.renderpath)
        {
 
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
 #ifndef USE_GLES2
                if (!r_shadow_deferred.integer || vid.maxdrawbuffers < 2)
                {
 #ifndef USE_GLES2
                if (!r_shadow_deferred.integer || vid.maxdrawbuffers < 2)
                {
@@ -4447,7 +4447,7 @@ static void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequer
 
                switch(vid.renderpath)
                {
 
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
                        CHECKGLERROR
                case RENDERPATH_GLES2:
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
                        CHECKGLERROR
@@ -4485,7 +4485,7 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        {
                switch(vid.renderpath)
                {
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
                        // See if we can use the GPU-side method to prevent implicit sync
                case RENDERPATH_GLES2:
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
                        // See if we can use the GPU-side method to prevent implicit sync
@@ -4566,7 +4566,7 @@ void R_Shadow_DrawCoronas(void)
        r_numqueries = 0;
        switch (vid.renderpath)
        {
        r_numqueries = 0;
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
        case RENDERPATH_GLES2:
                usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
diff --git a/vid.h b/vid.h
index fa036e6e2654777fdd1f12bf3dfa08f34c6d4a45..c281f7dc1fa082d43074e696bd02f736dbd8e5b6 100644 (file)
--- a/vid.h
+++ b/vid.h
@@ -30,7 +30,7 @@ extern int cl_available;
 
 typedef enum renderpath_e
 {
 
 typedef enum renderpath_e
 {
-       RENDERPATH_GL20,
+       RENDERPATH_GL32,
        RENDERPATH_GLES2
 }
 renderpath_t;
        RENDERPATH_GLES2
 }
 renderpath_t;
index 0b6ce5aca580b5745fa501e1771564b706aa918b..e7a32b1293049ca2631e1ac28d4a5f2b090762b2 100644 (file)
--- a/vid_sdl.c
+++ b/vid_sdl.c
@@ -2113,7 +2113,7 @@ void VID_Finish (void)
        {
                switch(vid.renderpath)
                {
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (r_speeds.integer == 2 || gl_finish.integer)
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        if (r_speeds.integer == 2 || gl_finish.integer)
index a6912c049398f40e30d428d6ab206366f360685e..39e0b39621239fa29c01d456243a6b53551f573d 100644 (file)
@@ -767,7 +767,7 @@ void VID_ClearExtensions(void)
 
        // clear the extension flags
        memset(&vid.support, 0, sizeof(vid.support));
 
        // clear the extension flags
        memset(&vid.support, 0, sizeof(vid.support));
-       vid.renderpath = RENDERPATH_GL20;
+       vid.renderpath = RENDERPATH_GL32;
        vid.sRGBcapable2D = false;
        vid.sRGBcapable3D = false;
        vid.maxtexturesize_2d = 0;
        vid.sRGBcapable2D = false;
        vid.sRGBcapable3D = false;
        vid.maxtexturesize_2d = 0;
@@ -875,8 +875,8 @@ void VID_CheckExtensions(void)
        vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS);
        vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS);
        vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS);
        vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS);
        vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS);
        vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS);
-       Con_DPrint("Using GL2+extensions rendering path\n");
-       vid.renderpath = RENDERPATH_GL20;
+       Con_DPrint("Using GL3 rendering path\n");
+       vid.renderpath = RENDERPATH_GL32;
        vid.sRGBcapable2D = false;
        vid.sRGBcapable3D = true;
        Con_DPrintf("vid.support.arb_multisample %i\n", vid.support.arb_multisample);
        vid.sRGBcapable2D = false;
        vid.sRGBcapable3D = true;
        Con_DPrintf("vid.support.arb_multisample %i\n", vid.support.arb_multisample);
@@ -1470,7 +1470,7 @@ static int VID_Mode(int fullscreen, int width, int height, int bpp, float refres
 
                switch(vid.renderpath)
                {
 
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
 #ifdef GL_STEREO
                        {
                                GLboolean stereo;
 #ifdef GL_STEREO
                        {
                                GLboolean stereo;