Xash3D FWGS engine.
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/*
vid_sdl.c - SDL vid component
Copyright (C) 2018 a1batross
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#ifndef XASH_DEDICATED
#include "common.h"
#include "client.h"
#include "gl_local.h"
#include "mod_local.h"
#include "input.h"
#include "vid_common.h"
#include <SDL.h>
static vidmode_t *vidmodes = NULL;
static int num_vidmodes = 0;
static int context_flags = 0;
static dllfunc_t opengl_110funcs[] =
{
{ "glClearColor" , (void **)&pglClearColor },
{ "glClear" , (void **)&pglClear },
{ "glAlphaFunc" , (void **)&pglAlphaFunc },
{ "glBlendFunc" , (void **)&pglBlendFunc },
{ "glCullFace" , (void **)&pglCullFace },
{ "glDrawBuffer" , (void **)&pglDrawBuffer },
{ "glReadBuffer" , (void **)&pglReadBuffer },
{ "glAccum" , (void **)&pglAccum },
{ "glEnable" , (void **)&pglEnable },
{ "glDisable" , (void **)&pglDisable },
{ "glEnableClientState" , (void **)&pglEnableClientState },
{ "glDisableClientState" , (void **)&pglDisableClientState },
{ "glGetBooleanv" , (void **)&pglGetBooleanv },
{ "glGetDoublev" , (void **)&pglGetDoublev },
{ "glGetFloatv" , (void **)&pglGetFloatv },
{ "glGetIntegerv" , (void **)&pglGetIntegerv },
{ "glGetError" , (void **)&pglGetError },
{ "glGetString" , (void **)&pglGetString },
{ "glFinish" , (void **)&pglFinish },
{ "glFlush" , (void **)&pglFlush },
{ "glClearDepth" , (void **)&pglClearDepth },
{ "glDepthFunc" , (void **)&pglDepthFunc },
{ "glDepthMask" , (void **)&pglDepthMask },
{ "glDepthRange" , (void **)&pglDepthRange },
{ "glFrontFace" , (void **)&pglFrontFace },
{ "glDrawElements" , (void **)&pglDrawElements },
{ "glDrawArrays" , (void **)&pglDrawArrays },
{ "glColorMask" , (void **)&pglColorMask },
{ "glIndexPointer" , (void **)&pglIndexPointer },
{ "glVertexPointer" , (void **)&pglVertexPointer },
{ "glNormalPointer" , (void **)&pglNormalPointer },
{ "glColorPointer" , (void **)&pglColorPointer },
{ "glTexCoordPointer" , (void **)&pglTexCoordPointer },
{ "glArrayElement" , (void **)&pglArrayElement },
{ "glColor3f" , (void **)&pglColor3f },
{ "glColor3fv" , (void **)&pglColor3fv },
{ "glColor4f" , (void **)&pglColor4f },
{ "glColor4fv" , (void **)&pglColor4fv },
{ "glColor3ub" , (void **)&pglColor3ub },
{ "glColor4ub" , (void **)&pglColor4ub },
{ "glColor4ubv" , (void **)&pglColor4ubv },
{ "glTexCoord1f" , (void **)&pglTexCoord1f },
{ "glTexCoord2f" , (void **)&pglTexCoord2f },
{ "glTexCoord3f" , (void **)&pglTexCoord3f },
{ "glTexCoord4f" , (void **)&pglTexCoord4f },
{ "glTexCoord1fv" , (void **)&pglTexCoord1fv },
{ "glTexCoord2fv" , (void **)&pglTexCoord2fv },
{ "glTexCoord3fv" , (void **)&pglTexCoord3fv },
{ "glTexCoord4fv" , (void **)&pglTexCoord4fv },
{ "glTexGenf" , (void **)&pglTexGenf },
{ "glTexGenfv" , (void **)&pglTexGenfv },
{ "glTexGeni" , (void **)&pglTexGeni },
{ "glVertex2f" , (void **)&pglVertex2f },
{ "glVertex3f" , (void **)&pglVertex3f },
{ "glVertex3fv" , (void **)&pglVertex3fv },
{ "glNormal3f" , (void **)&pglNormal3f },
{ "glNormal3fv" , (void **)&pglNormal3fv },
{ "glBegin" , (void **)&pglBegin },
{ "glEnd" , (void **)&pglEnd },
{ "glLineWidth" , (void**)&pglLineWidth },
{ "glPointSize" , (void**)&pglPointSize },
{ "glMatrixMode" , (void **)&pglMatrixMode },
{ "glOrtho" , (void **)&pglOrtho },
{ "glRasterPos2f" , (void **) &pglRasterPos2f },
{ "glFrustum" , (void **)&pglFrustum },
{ "glViewport" , (void **)&pglViewport },
{ "glPushMatrix" , (void **)&pglPushMatrix },
{ "glPopMatrix" , (void **)&pglPopMatrix },
{ "glPushAttrib" , (void **)&pglPushAttrib },
{ "glPopAttrib" , (void **)&pglPopAttrib },
{ "glLoadIdentity" , (void **)&pglLoadIdentity },
{ "glLoadMatrixd" , (void **)&pglLoadMatrixd },
{ "glLoadMatrixf" , (void **)&pglLoadMatrixf },
{ "glMultMatrixd" , (void **)&pglMultMatrixd },
{ "glMultMatrixf" , (void **)&pglMultMatrixf },
{ "glRotated" , (void **)&pglRotated },
{ "glRotatef" , (void **)&pglRotatef },
{ "glScaled" , (void **)&pglScaled },
{ "glScalef" , (void **)&pglScalef },
{ "glTranslated" , (void **)&pglTranslated },
{ "glTranslatef" , (void **)&pglTranslatef },
{ "glReadPixels" , (void **)&pglReadPixels },
{ "glDrawPixels" , (void **)&pglDrawPixels },
{ "glStencilFunc" , (void **)&pglStencilFunc },
{ "glStencilMask" , (void **)&pglStencilMask },
{ "glStencilOp" , (void **)&pglStencilOp },
{ "glClearStencil" , (void **)&pglClearStencil },
{ "glIsEnabled" , (void **)&pglIsEnabled },
{ "glIsList" , (void **)&pglIsList },
{ "glIsTexture" , (void **)&pglIsTexture },
{ "glTexEnvf" , (void **)&pglTexEnvf },
{ "glTexEnvfv" , (void **)&pglTexEnvfv },
{ "glTexEnvi" , (void **)&pglTexEnvi },
{ "glTexParameterf" , (void **)&pglTexParameterf },
{ "glTexParameterfv" , (void **)&pglTexParameterfv },
{ "glTexParameteri" , (void **)&pglTexParameteri },
{ "glHint" , (void **)&pglHint },
{ "glPixelStoref" , (void **)&pglPixelStoref },
{ "glPixelStorei" , (void **)&pglPixelStorei },
{ "glGenTextures" , (void **)&pglGenTextures },
{ "glDeleteTextures" , (void **)&pglDeleteTextures },
{ "glBindTexture" , (void **)&pglBindTexture },
{ "glTexImage1D" , (void **)&pglTexImage1D },
{ "glTexImage2D" , (void **)&pglTexImage2D },
{ "glTexSubImage1D" , (void **)&pglTexSubImage1D },
{ "glTexSubImage2D" , (void **)&pglTexSubImage2D },
{ "glCopyTexImage1D" , (void **)&pglCopyTexImage1D },
{ "glCopyTexImage2D" , (void **)&pglCopyTexImage2D },
{ "glCopyTexSubImage1D" , (void **)&pglCopyTexSubImage1D },
{ "glCopyTexSubImage2D" , (void **)&pglCopyTexSubImage2D },
{ "glScissor" , (void **)&pglScissor },
{ "glGetTexImage" , (void **)&pglGetTexImage },
{ "glGetTexEnviv" , (void **)&pglGetTexEnviv },
{ "glPolygonOffset" , (void **)&pglPolygonOffset },
{ "glPolygonMode" , (void **)&pglPolygonMode },
{ "glPolygonStipple" , (void **)&pglPolygonStipple },
{ "glClipPlane" , (void **)&pglClipPlane },
{ "glGetClipPlane" , (void **)&pglGetClipPlane },
{ "glShadeModel" , (void **)&pglShadeModel },
{ "glGetTexLevelParameteriv" , (void **)&pglGetTexLevelParameteriv },
{ "glGetTexLevelParameterfv" , (void **)&pglGetTexLevelParameterfv },
{ "glFogfv" , (void **)&pglFogfv },
{ "glFogf" , (void **)&pglFogf },
{ "glFogi" , (void **)&pglFogi },
{ NULL , NULL }
};
static dllfunc_t debugoutputfuncs[] =
{
{ "glDebugMessageControlARB" , (void **)&pglDebugMessageControlARB },
{ "glDebugMessageInsertARB" , (void **)&pglDebugMessageInsertARB },
{ "glDebugMessageCallbackARB" , (void **)&pglDebugMessageCallbackARB },
{ "glGetDebugMessageLogARB" , (void **)&pglGetDebugMessageLogARB },
{ NULL , NULL }
};
static dllfunc_t multitexturefuncs[] =
{
{ "glMultiTexCoord1fARB" , (void **)&pglMultiTexCoord1f },
{ "glMultiTexCoord2fARB" , (void **)&pglMultiTexCoord2f },
{ "glMultiTexCoord3fARB" , (void **)&pglMultiTexCoord3f },
{ "glMultiTexCoord4fARB" , (void **)&pglMultiTexCoord4f },
{ "glActiveTextureARB" , (void **)&pglActiveTexture },
{ "glActiveTextureARB" , (void **)&pglActiveTextureARB },
{ "glClientActiveTextureARB" , (void **)&pglClientActiveTexture },
{ "glClientActiveTextureARB" , (void **)&pglClientActiveTextureARB },
{ NULL , NULL }
};
static dllfunc_t texture3dextfuncs[] =
{
{ "glTexImage3DEXT" , (void **)&pglTexImage3D },
{ "glTexSubImage3DEXT" , (void **)&pglTexSubImage3D },
{ "glCopyTexSubImage3DEXT" , (void **)&pglCopyTexSubImage3D },
{ NULL , NULL }
};
static dllfunc_t texturecompressionfuncs[] =
{
{ "glCompressedTexImage3DARB" , (void **)&pglCompressedTexImage3DARB },
{ "glCompressedTexImage2DARB" , (void **)&pglCompressedTexImage2DARB },
{ "glCompressedTexImage1DARB" , (void **)&pglCompressedTexImage1DARB },
{ "glCompressedTexSubImage3DARB" , (void **)&pglCompressedTexSubImage3DARB },
{ "glCompressedTexSubImage2DARB" , (void **)&pglCompressedTexSubImage2DARB },
{ "glCompressedTexSubImage1DARB" , (void **)&pglCompressedTexSubImage1DARB },
{ "glGetCompressedTexImageARB" , (void **)&pglGetCompressedTexImage },
{ NULL , NULL }
};
static void GL_SetupAttributes( void );
int R_MaxVideoModes( void )
{
return num_vidmodes;
}
vidmode_t R_GetVideoMode( int num )
{
static vidmode_t error = { NULL };
if( !vidmodes || num < 0 || num >= R_MaxVideoModes() )
{
error.width = glState.width;
error.height = glState.height;
return error;
}
return vidmodes[num];
}
static void R_InitVideoModes( void )
{
int displayIndex = 0; // TODO: handle multiple displays somehow
int i, modes;
num_vidmodes = 0;
modes = SDL_GetNumDisplayModes( displayIndex );
if( !modes )
return;
vidmodes = Mem_Malloc( host.mempool, modes * sizeof( vidmode_t ) );
for( i = 0; i < modes; i++ )
{
int j;
qboolean skip = false;
SDL_DisplayMode mode;
if( SDL_GetDisplayMode( displayIndex, i, &mode ) )
{
Msg( "SDL_GetDisplayMode: %s\n", SDL_GetError() );
continue;
}
if( mode.w < VID_MIN_WIDTH || mode.h < VID_MIN_HEIGHT )
continue;
for( j = 0; j < num_vidmodes; j++ )
{
if( mode.w == vidmodes[j].width &&
mode.h == vidmodes[j].height )
{
skip = true;
break;
}
}
if( j != num_vidmodes )
continue;
vidmodes[num_vidmodes].width = mode.w;
vidmodes[num_vidmodes].height = mode.h;
vidmodes[num_vidmodes].desc = copystring( va( "%ix%i", mode.w, mode.h ));
num_vidmodes++;
}
}
static void R_FreeVideoModes( void )
{
int i;
for( i = 0; i < num_vidmodes; i++ )
Mem_Free( (char*)vidmodes[i].desc );
Mem_Free( vidmodes );
vidmodes = NULL;
}
#ifdef WIN32
typedef enum _XASH_DPI_AWARENESS
{
XASH_DPI_UNAWARE = 0,
XASH_SYSTEM_DPI_AWARE = 1,
XASH_PER_MONITOR_DPI_AWARE = 2
} XASH_DPI_AWARENESS;
static void WIN_SetDPIAwareness( void )
{
HMODULE hModule;
HRESULT ( __stdcall *pSetProcessDpiAwareness )( XASH_DPI_AWARENESS );
BOOL ( __stdcall *pSetProcessDPIAware )( void );
BOOL bSuccess = FALSE;
if( ( hModule = LoadLibrary( "shcore.dll" ) ) )
{
if( ( pSetProcessDpiAwareness = (void*)GetProcAddress( hModule, "SetProcessDpiAwareness" ) ) )
{
// I hope SDL don't handle WM_DPICHANGED message
HRESULT hResult = pSetProcessDpiAwareness( XASH_SYSTEM_DPI_AWARE );
if( hResult == S_OK )
{
MsgDev( D_NOTE, "SetDPIAwareness: Success\n" );
bSuccess = TRUE;
}
7 years ago
else if( hResult == E_INVALIDARG ) MsgDev( D_NOTE, "SetDPIAwareness: Invalid argument\n" );
else if( hResult == E_ACCESSDENIED ) MsgDev( D_NOTE, "SetDPIAwareness: Access Denied\n" );
}
else MsgDev( D_NOTE, "SetDPIAwareness: Can't get SetProcessDpiAwareness\n" );
FreeLibrary( hModule );
}
else MsgDev( D_NOTE, "SetDPIAwareness: Can't load shcore.dll\n" );
if( !bSuccess )
{
MsgDev( D_NOTE, "SetDPIAwareness: Trying SetProcessDPIAware...\n" );
if( ( hModule = LoadLibrary( "user32.dll" ) ) )
{
if( ( pSetProcessDPIAware = ( void* )GetProcAddress( hModule, "SetProcessDPIAware" ) ) )
{
// I hope SDL don't handle WM_DPICHANGED message
BOOL hResult = pSetProcessDPIAware();
if( hResult )
{
MsgDev( D_NOTE, "SetDPIAwareness: Success\n" );
bSuccess = TRUE;
}
else MsgDev( D_NOTE, "SetDPIAwareness: fail\n" );
}
else MsgDev( D_NOTE, "SetDPIAwareness: Can't get SetProcessDPIAware\n" );
FreeLibrary( hModule );
}
else MsgDev( D_NOTE, "SetDPIAwareness: Can't load user32.dll\n" );
}
}
#endif
/*
========================
DebugCallback
For ARB_debug_output
========================
*/
static void APIENTRY GL_DebugOutput( GLuint source, GLuint type, GLuint id, GLuint severity, GLint length, const GLcharARB *message, GLvoid *userParam )
{
switch( type )
{
case GL_DEBUG_TYPE_ERROR_ARB:
Con_Printf( S_OPENGL_ERROR "%s\n", message );
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
Con_Printf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
Con_Printf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
if( host_developer.value < DEV_EXTENDED )
return;
Con_Printf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
Con_Printf( S_OPENGL_NOTE "%s\n", message );
break;
case GL_DEBUG_TYPE_OTHER_ARB:
default: Con_Printf( S_OPENGL_NOTE "%s\n", message );
break;
}
}
/*
=================
GL_GetProcAddress
=================
*/
void *GL_GetProcAddress( const char *name )
{
#if defined( XASH_NANOGL )
void *func = nanoGL_GetProcAddress(name);
#else
void *func = SDL_GL_GetProcAddress(name);
#endif
if( !func )
{
MsgDev( D_ERROR, "Error: GL_GetProcAddress failed for %s\n", name );
}
return func;
}
/*
===============
GL_UpdateSwapInterval
===============
*/
void GL_UpdateSwapInterval( void )
{
// disable VSync while level is loading
if( cls.state < ca_active )
{
if( SDL_GL_SetSwapInterval( gl_vsync->value ) )
MsgDev( D_ERROR, "SDL_GL_SetSwapInterval: %s\n", SDL_GetError( ) );
SetBits( gl_vsync->flags, FCVAR_CHANGED );
}
else if( FBitSet( gl_vsync->flags, FCVAR_CHANGED ))
{
ClearBits( gl_vsync->flags, FCVAR_CHANGED );
if( SDL_GL_SetSwapInterval( gl_vsync->value ) )
MsgDev( D_ERROR, "SDL_GL_SetSwapInterval: %s\n", SDL_GetError( ) );
}
}
/*
=================
GL_CreateContext
=================
*/
qboolean GL_CreateContext( void )
{
int colorBits[3];
#ifdef XASH_NANOGL
nanoGL_Init();
#endif
if( ( glw_state.context = SDL_GL_CreateContext( host.hWnd ) ) == NULL)
{
MsgDev(D_ERROR, "GL_CreateContext: %s\n", SDL_GetError());
return GL_DeleteContext();
}
SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &colorBits[0] );
SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &colorBits[1] );
SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &colorBits[2] );
glConfig.color_bits = colorBits[0] + colorBits[1] + colorBits[2];
SDL_GL_GetAttribute( SDL_GL_ALPHA_SIZE, &glConfig.alpha_bits );
SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &glConfig.depth_bits );
SDL_GL_GetAttribute( SDL_GL_STENCIL_SIZE, &glConfig.stencil_bits );
glState.stencilEnabled = glConfig.stencil_bits ? true : false;
SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &glConfig.msaasamples );
#ifdef XASH_WES
void wes_init();
wes_init();
#endif
return true;
}
/*
=================
GL_UpdateContext
=================
*/
qboolean GL_UpdateContext( void )
{
if( SDL_GL_MakeCurrent( host.hWnd, glw_state.context ))
{
MsgDev(D_ERROR, "GL_UpdateContext: %s\n", SDL_GetError());
return GL_DeleteContext();
}
return true;
}
/*
=================
GL_DeleteContext
always return false
=================
*/
qboolean GL_DeleteContext( void )
{
if( glw_state.context )
{
SDL_GL_DeleteContext(glw_state.context);
glw_state.context = NULL;
}
return false;
}
qboolean VID_SetScreenResolution( int width, int height )
{
SDL_DisplayMode want, got;
Uint32 wndFlags = 0;
static string wndname;
if( vid_highdpi->value ) wndFlags |= SDL_WINDOW_ALLOW_HIGHDPI;
Q_strncpy( wndname, GI->title, sizeof( wndname ));
want.w = width;
want.h = height;
want.driverdata = NULL;
want.format = want.refresh_rate = 0; // don't care
if( !SDL_GetClosestDisplayMode(0, &want, &got) )
return false;
MsgDev(D_NOTE, "Got closest display mode: %ix%i@%i\n", got.w, got.h, got.refresh_rate);
if( SDL_SetWindowDisplayMode( host.hWnd, &got) == -1 )
return false;
if( SDL_SetWindowFullscreen( host.hWnd, SDL_WINDOW_FULLSCREEN) == -1 )
return false;
SDL_SetWindowBordered( host.hWnd, SDL_FALSE );
//SDL_SetWindowPosition( host.hWnd, 0, 0 );
SDL_SetWindowGrab( host.hWnd, SDL_TRUE );
SDL_SetWindowSize( host.hWnd, got.w, got.h );
SDL_GL_GetDrawableSize( host.hWnd, &got.w, &got.h );
R_ChangeDisplaySettingsFast( got.w, got.h );
return true;
}
void VID_RestoreScreenResolution( void )
{
if( !Cvar_VariableInteger("fullscreen") )
{
SDL_SetWindowBordered( host.hWnd, SDL_TRUE );
SDL_SetWindowGrab( host.hWnd, SDL_FALSE );
}
else
{
SDL_MinimizeWindow( host.hWnd );
SDL_SetWindowFullscreen( host.hWnd, 0 );
}
}
#if defined(_WIN32) && !defined(XASH_64BIT) // ICO support only for Win32
7 years ago
#include "SDL_syswm.h"
static void WIN_SetWindowIcon( HICON ico )
{
SDL_SysWMinfo wminfo;
if( !ico )
return;
if( SDL_GetWindowWMInfo( host.hWnd, &wminfo ) )
{
SetClassLong( wminfo.info.win.window, GCL_HICON, (LONG)ico );
}
}
#endif
/*
=================
VID_CreateWindow
=================
*/
qboolean VID_CreateWindow( int width, int height, qboolean fullscreen )
{
static string wndname;
Uint32 wndFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_MOUSE_FOCUS;
rgbdata_t *icon = NULL;
qboolean iconLoaded = false;
char iconpath[MAX_STRING];
int xpos, ypos;
if( vid_highdpi->value ) wndFlags |= SDL_WINDOW_ALLOW_HIGHDPI;
Q_strncpy( wndname, GI->title, sizeof( wndname ));
if( !fullscreen )
{
wndFlags |= SDL_WINDOW_RESIZABLE;
xpos = max( 0, Cvar_VariableInteger( "_window_xpos" ) );
ypos = max( 0, Cvar_VariableInteger( "_window_ypos" ) );
}
else
{
wndFlags |= SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS | SDL_WINDOW_INPUT_GRABBED;
xpos = ypos = 0;
}
host.hWnd = SDL_CreateWindow( wndname, xpos, ypos, width, height, wndFlags );
if( !host.hWnd )
{
MsgDev( D_ERROR, "VID_CreateWindow: couldn't create '%s': %s\n", wndname, SDL_GetError());
// remove MSAA, if it present, because
// window creating may fail on GLX visual choose
if( gl_wgl_msaa_samples->value || glw_state.safe >= 0 )
{
Cvar_Set( "gl_wgl_msaa_samples", "0" );
glw_state.safe++;
GL_SetupAttributes(); // re-choose attributes
// try again
return VID_CreateWindow( width, height, fullscreen );
}
return false;
}
if( fullscreen )
{
if( !VID_SetScreenResolution( width, height ) )
{
return false;
}
}
else
{
VID_RestoreScreenResolution();
}
#if defined(_WIN32) && !defined(XASH_64BIT) // ICO support only for Win32
if( FS_FileExists( GI->iconpath, true ) )
{
HICON ico;
char localPath[MAX_PATH];
Q_snprintf( localPath, sizeof( localPath ), "%s/%s", GI->gamefolder, GI->iconpath );
ico = (HICON)LoadImage( NULL, localPath, IMAGE_ICON, 0, 0, LR_LOADFROMFILE|LR_DEFAULTSIZE );
if( ico )
{
iconLoaded = true;
WIN_SetWindowIcon( ico );
}
}
#endif // _WIN32 && !XASH_64BIT
if( !iconLoaded )
{
Q_strcpy( iconpath, GI->iconpath );
COM_StripExtension( iconpath );
COM_DefaultExtension( iconpath, ".tga" );
icon = FS_LoadImage( iconpath, NULL, 0 );
if( icon )
{
SDL_Surface *surface = SDL_CreateRGBSurfaceFrom( icon->buffer,
icon->width, icon->height, 32, 4 * icon->width,
0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000 );
if( surface )
{
SDL_SetWindowIcon( host.hWnd, surface );
SDL_FreeSurface( surface );
iconLoaded = true;
}
FS_FreeImage( icon );
}
}
#if defined(_WIN32) && !defined(XASH_64BIT) // ICO support only for Win32
if( !iconLoaded )
{
WIN_SetWindowIcon( LoadIcon( host.hInst, MAKEINTRESOURCE( 101 ) ) );
iconLoaded = true;
}
#endif
SDL_ShowWindow( host.hWnd );
if( !glw_state.initialized )
{
if( !GL_CreateContext( ))
return false;
VID_StartupGamma();
}
if( !GL_UpdateContext( ))
return false;
SDL_GL_GetDrawableSize( host.hWnd, &width, &height );
R_ChangeDisplaySettingsFast( width, height );
return true;
}
/*
=================
VID_DestroyWindow
=================
*/
void VID_DestroyWindow( void )
{
GL_DeleteContext();
VID_RestoreScreenResolution();
if( host.hWnd )
{
SDL_DestroyWindow ( host.hWnd );
host.hWnd = NULL;
}
if( glState.fullScreen )
{
glState.fullScreen = false;
}
}
/*
==================
GL_SetupAttributes
==================
*/
static void GL_SetupAttributes( void )
{
int samples;
#if !defined(_WIN32)
SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "1" );
SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "1" );
#endif
SDL_GL_ResetAttributes();
#ifdef XASH_GLES
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_EGL, 1 );
#ifdef XASH_NANOGL
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 1 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
#elif defined( XASH_WES ) || defined( XASH_REGAL )
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 2 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 0 );
#endif
#else // GL1.x
#ifndef XASH_GL_STATIC
if( Sys_CheckParm( "-gldebug" ) )
{
MsgDev( D_NOTE, "Creating an extended GL context for debug...\n" );
SetBits( context_flags, FCONTEXT_DEBUG_ARB );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG );
glw_state.extended = true;
}
#endif // XASH_GL_STATIC
if( Sys_CheckParm( "-glcore" ))
{
SetBits( context_flags, FCONTEXT_CORE_PROFILE );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
}
else
{
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY );
}
#endif // XASH_GLES
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
if( glw_state.safe > SAFE_DONTCARE )
{
glw_state.safe = -1;
return;
}
if( glw_state.safe > SAFE_NO )
Msg("Trying safe opengl mode %d\n", glw_state.safe );
if( glw_state.safe >= SAFE_NOACC )
SDL_GL_SetAttribute( SDL_GL_ACCELERATED_VISUAL, 1 );
Msg ("bpp %d\n", glw_state.desktopBitsPixel );
if( glw_state.safe < SAFE_NODEPTH )
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 );
else if( glw_state.safe < 5 )
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 8 );
if( glw_state.safe < SAFE_NOATTRIB )
{
if( glw_state.desktopBitsPixel >= 24 )
{
if( glw_state.desktopBitsPixel == 32 )
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
}
else
{
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 6 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
}
}
if( glw_state.safe >= SAFE_DONTCARE )
return;
SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, gl_stencilbits->value );
switch( (int)gl_wgl_msaa_samples->value )
{
case 2:
case 4:
case 8:
case 16:
samples = gl_wgl_msaa_samples->value;
break;
default:
samples = 0; // don't use, because invalid parameter is passed
}
if( samples )
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);
glConfig.max_multisamples = samples;
}
else
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
glConfig.max_multisamples = 0;
}
}
#ifndef EGL_LIB
#define EGL_LIB NULL
#endif
/*
==================
R_Init_OpenGL
==================
*/
qboolean R_Init_OpenGL( void )
{
SDL_DisplayMode displayMode;
string safe;
SDL_GetCurrentDisplayMode(0, &displayMode);
glw_state.desktopBitsPixel = SDL_BITSPERPIXEL(displayMode.format);
glw_state.desktopWidth = displayMode.w;
glw_state.desktopHeight = displayMode.h;
if( !glw_state.safe && Sys_GetParmFromCmdLine( "-safegl", safe ) )
{
glw_state.safe = Q_atoi( safe );
if( glw_state.safe < SAFE_NOACC || glw_state.safe > SAFE_DONTCARE )
glw_state.safe = SAFE_DONTCARE;
}
if( glw_state.safe < SAFE_NO || glw_state.safe > SAFE_DONTCARE )
return false;
GL_SetupAttributes();
if( SDL_GL_LoadLibrary( EGL_LIB ) )
{
MsgDev( D_ERROR, "Couldn't initialize OpenGL: %s\n", SDL_GetError());
return false;
}
R_InitVideoModes();
// must be initialized before creating window
#ifdef _WIN32
WIN_SetDPIAwareness();
#endif
return VID_SetMode();
}
#ifdef XASH_GLES
void GL_InitExtensionsGLES( void )
{
// intialize wrapper type
#ifdef XASH_NANOGL
glConfig.context = CONTEXT_TYPE_GLES_1_X;
glConfig.wrapper = GLES_WRAPPER_NANOGL;
#elif defined( XASH_WES )
glConfig.context = CONTEXT_TYPE_GLES_2_X;
glConfig.wrapper = GLES_WRAPPER_WES;
#endif
glConfig.hardware_type = GLHW_GENERIC;
// initalize until base opengl functions loaded
GL_SetExtension( GL_DRAW_RANGEELEMENTS_EXT, true );
GL_SetExtension( GL_ARB_MULTITEXTURE, true );
pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &glConfig.max_texture_units );
glConfig.max_texture_coords = glConfig.max_texture_units = 4;
GL_SetExtension( GL_ENV_COMBINE_EXT, true );
GL_SetExtension( GL_DOT3_ARB_EXT, true );
GL_SetExtension( GL_TEXTURE_3D_EXT, false );
GL_SetExtension( GL_SGIS_MIPMAPS_EXT, true ); // gles specs
GL_SetExtension( GL_ARB_VERTEX_BUFFER_OBJECT_EXT, true ); // gles specs
// hardware cubemaps
GL_CheckExtension( "GL_OES_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURECUBEMAP_EXT );
if( GL_Support( GL_TEXTURECUBEMAP_EXT ))
pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size );
GL_SetExtension( GL_ARB_SEAMLESS_CUBEMAP, false );
GL_SetExtension( GL_EXT_POINTPARAMETERS, false );
GL_CheckExtension( "GL_OES_texture_npot", NULL, "gl_texture_npot", GL_ARB_TEXTURE_NPOT_EXT );
GL_SetExtension( GL_TEXTURE_COMPRESSION_EXT, false );
GL_SetExtension( GL_CUSTOM_VERTEX_ARRAY_EXT, false );
GL_SetExtension( GL_CLAMPTOEDGE_EXT, true ); // by gles1 specs
GL_SetExtension( GL_ANISOTROPY_EXT, false );
GL_SetExtension( GL_TEXTURE_LODBIAS, false );
GL_SetExtension( GL_CLAMP_TEXBORDER_EXT, false );
GL_SetExtension( GL_BLEND_MINMAX_EXT, false );
GL_SetExtension( GL_BLEND_SUBTRACT_EXT, false );
GL_SetExtension( GL_SEPARATESTENCIL_EXT, false );
GL_SetExtension( GL_STENCILTWOSIDE_EXT, false );
GL_SetExtension( GL_TEXTURE_ENV_ADD_EXT,false );
GL_SetExtension( GL_SHADER_OBJECTS_EXT, false );
GL_SetExtension( GL_SHADER_GLSL100_EXT, false );
GL_SetExtension( GL_VERTEX_SHADER_EXT,false );
GL_SetExtension( GL_FRAGMENT_SHADER_EXT, false );
GL_SetExtension( GL_SHADOW_EXT, false );
GL_SetExtension( GL_ARB_DEPTH_FLOAT_EXT, false );
GL_SetExtension( GL_OCCLUSION_QUERIES_EXT,false );
GL_CheckExtension( "GL_OES_depth_texture", NULL, "gl_depthtexture", GL_DEPTH_TEXTURE );
glConfig.texRectangle = glConfig.max_2d_rectangle_size = 0; // no rectangle
Cvar_FullSet( "gl_allow_mirrors", "0", CVAR_READ_ONLY); // No support for GLES
}
#else
void GL_InitExtensionsBigGL()
{
// intialize wrapper type
glConfig.context = CONTEXT_TYPE_GL;
glConfig.wrapper = GLES_WRAPPER_NONE;
if( Q_stristr( glConfig.renderer_string, "geforce" ))
glConfig.hardware_type = GLHW_NVIDIA;
else if( Q_stristr( glConfig.renderer_string, "quadro fx" ))
glConfig.hardware_type = GLHW_NVIDIA;
else if( Q_stristr(glConfig.renderer_string, "rv770" ))
glConfig.hardware_type = GLHW_RADEON;
else if( Q_stristr(glConfig.renderer_string, "radeon hd" ))
glConfig.hardware_type = GLHW_RADEON;
else if( Q_stristr( glConfig.renderer_string, "eah4850" ) || Q_stristr( glConfig.renderer_string, "eah4870" ))
glConfig.hardware_type = GLHW_RADEON;
else if( Q_stristr( glConfig.renderer_string, "radeon" ))
glConfig.hardware_type = GLHW_RADEON;
else if( Q_stristr( glConfig.renderer_string, "intel" ))
glConfig.hardware_type = GLHW_INTEL;
else glConfig.hardware_type = GLHW_GENERIC;
// multitexture
glConfig.max_texture_units = glConfig.max_texture_coords = glConfig.max_teximage_units = 1;
GL_CheckExtension( "GL_ARB_multitexture", multitexturefuncs, "gl_arb_multitexture", GL_ARB_MULTITEXTURE );
if( GL_Support( GL_ARB_MULTITEXTURE ))
{
pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &glConfig.max_texture_units );
}
if( glConfig.max_texture_units == 1 )
GL_SetExtension( GL_ARB_MULTITEXTURE, false );
// 3d texture support
GL_CheckExtension( "GL_EXT_texture3D", texture3dextfuncs, "gl_texture_3d", GL_TEXTURE_3D_EXT );
if( GL_Support( GL_TEXTURE_3D_EXT ))
{
pglGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &glConfig.max_3d_texture_size );
if( glConfig.max_3d_texture_size < 32 )
{
GL_SetExtension( GL_TEXTURE_3D_EXT, false );
Con_Printf( S_ERROR "GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n" );
}
}
// 2d texture array support
GL_CheckExtension( "GL_EXT_texture_array", texture3dextfuncs, "gl_texture_2d_array", GL_TEXTURE_ARRAY_EXT );
if( GL_Support( GL_TEXTURE_ARRAY_EXT ))
pglGetIntegerv( GL_MAX_ARRAY_TEXTURE_LAYERS_EXT, &glConfig.max_2d_texture_layers );
// cubemaps support
GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURE_CUBEMAP_EXT );
if( GL_Support( GL_TEXTURE_CUBEMAP_EXT ))
{
pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size );
// check for seamless cubemaps too
GL_CheckExtension( "GL_ARB_seamless_cube_map", NULL, "gl_texture_cubemap_seamless", GL_ARB_SEAMLESS_CUBEMAP );
}
GL_CheckExtension( "GL_ARB_texture_non_power_of_two", NULL, "gl_texture_npot", GL_ARB_TEXTURE_NPOT_EXT );
GL_CheckExtension( "GL_ARB_texture_compression", texturecompressionfuncs, "gl_dds_hardware_support", GL_TEXTURE_COMPRESSION_EXT );
GL_CheckExtension( "GL_EXT_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT );
if( !GL_Support( GL_CLAMPTOEDGE_EXT ))
GL_CheckExtension( "GL_SGIS_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT );
glConfig.max_texture_anisotropy = 0.0f;
GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, "gl_ext_anisotropic_filter", GL_ANISOTROPY_EXT );
if( GL_Support( GL_ANISOTROPY_EXT ))
pglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.max_texture_anisotropy );
#ifdef _WIN32 // Win32 only drivers?
// g-cont. because lodbias it too glitchy on Intel's cards
if( glConfig.hardware_type != GLHW_INTEL )
#endif
GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, "gl_texture_mipmap_biasing", GL_TEXTURE_LOD_BIAS );
if( GL_Support( GL_TEXTURE_LOD_BIAS ))
pglGetFloatv( GL_MAX_TEXTURE_LOD_BIAS_EXT, &glConfig.max_texture_lod_bias );
GL_CheckExtension( "GL_ARB_texture_border_clamp", NULL, "gl_ext_texborder_clamp", GL_CLAMP_TEXBORDER_EXT );
GL_CheckExtension( "GL_ARB_depth_texture", NULL, "gl_depthtexture", GL_DEPTH_TEXTURE );
GL_CheckExtension( "GL_ARB_texture_float", NULL, "gl_arb_texture_float", GL_ARB_TEXTURE_FLOAT_EXT );
GL_CheckExtension( "GL_ARB_depth_buffer_float", NULL, "gl_arb_depth_float", GL_ARB_DEPTH_FLOAT_EXT );
GL_CheckExtension( "GL_EXT_gpu_shader4", NULL, NULL, GL_EXT_GPU_SHADER4 ); // don't confuse users
GL_CheckExtension( "GL_ARB_shading_language_100", NULL, "gl_glslprogram", GL_SHADER_GLSL100_EXT );
// rectangle textures support
GL_CheckExtension( "GL_ARB_texture_rectangle", NULL, "gl_texture_rectangle", GL_TEXTURE_2D_RECT_EXT );
// this won't work without extended context
if( glw_state.extended )
GL_CheckExtension( "GL_ARB_debug_output", debugoutputfuncs, "gl_debug_output", GL_DEBUG_OUTPUT );
if( GL_Support( GL_SHADER_GLSL100_EXT ))
{
pglGetIntegerv( GL_MAX_TEXTURE_COORDS_ARB, &glConfig.max_texture_coords );
pglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &glConfig.max_teximage_units );
// check for hardware skinning
pglGetIntegerv( GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &glConfig.max_vertex_uniforms );
pglGetIntegerv( GL_MAX_VERTEX_ATTRIBS_ARB, &glConfig.max_vertex_attribs );
#ifdef _WIN32 // Win32 only drivers?
if( glConfig.hardware_type == GLHW_RADEON && glConfig.max_vertex_uniforms > 512 )
glConfig.max_vertex_uniforms /= 4; // radeon returns not correct info
#endif
}
else
{
// just get from multitexturing
glConfig.max_texture_coords = glConfig.max_teximage_units = glConfig.max_texture_units;
}
pglGetIntegerv( GL_MAX_TEXTURE_SIZE, &glConfig.max_2d_texture_size );
if( glConfig.max_2d_texture_size <= 0 ) glConfig.max_2d_texture_size = 256;
if( GL_Support( GL_TEXTURE_2D_RECT_EXT ))
pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &glConfig.max_2d_rectangle_size );
#ifndef XASH_GL_STATIC
// enable gldebug if allowed
if( GL_Support( GL_DEBUG_OUTPUT ))
{
if( host_developer.value )
{
MsgDev( D_NOTE, "Installing GL_DebugOutput...\n");
pglDebugMessageCallbackARB( GL_DebugOutput, NULL );
// force everything to happen in the main thread instead of in a separate driver thread
pglEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB );
}
// enable all the low priority messages
pglDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, true );
}
#endif
}
#endif
void GL_InitExtensions( void )
{
// initialize gl extensions
GL_CheckExtension( "OpenGL 1.1.0", opengl_110funcs, NULL, GL_OPENGL_110 );
// get our various GL strings
glConfig.vendor_string = pglGetString( GL_VENDOR );
glConfig.renderer_string = pglGetString( GL_RENDERER );
glConfig.version_string = pglGetString( GL_VERSION );
glConfig.extensions_string = pglGetString( GL_EXTENSIONS );
MsgDev( D_INFO, "^3Video^7: %s\n", glConfig.renderer_string );
#ifdef XASH_GLES
GL_InitExtensionsGLES();
#else
GL_InitExtensionsBigGL();
#endif
if( GL_Support( GL_TEXTURE_2D_RECT_EXT ))
pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &glConfig.max_2d_rectangle_size );
Cvar_Get( "gl_max_size", va( "%i", glConfig.max_2d_texture_size ), 0, "opengl texture max dims" );
Cvar_Set( "gl_anisotropy", va( "%f", bound( 0, gl_texture_anisotropy->value, glConfig.max_texture_anisotropy )));
if( GL_Support( GL_TEXTURE_COMPRESSION_EXT ))
Image_AddCmdFlags( IL_DDS_HARDWARE );
// MCD has buffering issues
#ifdef _WIN32
if( Q_strstr( glConfig.renderer_string, "gdi" ))
Cvar_SetValue( "gl_finish", 1 );
#endif
tr.framecount = tr.visframecount = 1;
glw_state.initialized = true;
}
/*
==================
R_ChangeDisplaySettingsFast
Change window size fastly to custom values, without setting vid mode
==================
*/
void R_ChangeDisplaySettingsFast( int width, int height )
{
R_SaveVideoMode( width, height );
SCR_VidInit();
}
rserr_t R_ChangeDisplaySettings( int width, int height, qboolean fullscreen )
{
SDL_DisplayMode displayMode;
SDL_GetCurrentDisplayMode( 0, &displayMode );
MsgDev( D_INFO, "R_ChangeDisplaySettings: Setting video mode to %dx%d %s\n", width, height, fullscreen ? "fullscreen" : "windowed" );
// check our desktop attributes
glw_state.desktopBitsPixel = SDL_BITSPERPIXEL( displayMode.format );
glw_state.desktopWidth = displayMode.w;
glw_state.desktopHeight = displayMode.h;
glState.fullScreen = fullscreen;
if( !host.hWnd )
{
if( !VID_CreateWindow( width, height, fullscreen ) )
return rserr_invalid_mode;
}
else if( fullscreen )
{
if( !VID_SetScreenResolution( width, height ) )
return rserr_invalid_fullscreen;
}
else
{
VID_RestoreScreenResolution();
if( SDL_SetWindowFullscreen( host.hWnd, 0 ) )
return rserr_invalid_fullscreen;
SDL_RestoreWindow( host.hWnd );
#if SDL_VERSION_ATLEAST( 2, 0, 5 )
SDL_SetWindowResizable( host.hWnd, true );
#endif
SDL_SetWindowBordered( host.hWnd, true );
SDL_SetWindowSize( host.hWnd, width, height );
SDL_GL_GetDrawableSize( host.hWnd, &width, &height );
R_ChangeDisplaySettingsFast( width, height );
}
return rserr_ok;
}
/*
==================
VID_SetMode
Set the described video mode
==================
*/
qboolean VID_SetMode( void )
{
qboolean fullscreen = false;
int iScreenWidth, iScreenHeight;
rserr_t err;
iScreenWidth = Cvar_VariableInteger( "width" );
iScreenHeight = Cvar_VariableInteger( "height" );
if( iScreenWidth < VID_MIN_WIDTH ||
iScreenHeight < VID_MIN_HEIGHT ) // trying to get resolution automatically by default
{
#if !defined( DEFAULT_MODE_WIDTH ) || !defined( DEFAULT_MODE_HEIGHT )
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode( 0, &mode );
iScreenWidth = mode.w;
iScreenHeight = mode.h;
#else
iScreenWidth = DEFAULT_MODE_WIDTH;
iScreenHeight = DEFAULT_MODE_HEIGHT;
#endif
if( !FBitSet( vid_fullscreen->flags, FCVAR_CHANGED ) )
Cvar_SetValue( "fullscreen", DEFAULT_FULLSCREEN );
else
ClearBits( vid_fullscreen->flags, FCVAR_CHANGED );
}
SetBits( gl_vsync->flags, FCVAR_CHANGED );
fullscreen = Cvar_VariableInteger("fullscreen") != 0;
if(( err = R_ChangeDisplaySettings( iScreenWidth, iScreenHeight, fullscreen )) == rserr_ok )
{
glConfig.prev_width = iScreenWidth;
glConfig.prev_height = iScreenHeight;
}
else
{
if( err == rserr_invalid_fullscreen )
{
Cvar_SetValue( "fullscreen", 0 );
MsgDev( D_ERROR, "VID_SetMode: fullscreen unavailable in this mode\n" );
Sys_Warn("fullscreen unavailable in this mode!");
if(( err = R_ChangeDisplaySettings( iScreenWidth, iScreenHeight, false )) == rserr_ok )
return true;
}
else if( err == rserr_invalid_mode )
{
MsgDev( D_ERROR, "VID_SetMode: invalid mode\n" );
Sys_Warn( "invalid mode" );
}
// try setting it back to something safe
if(( err = R_ChangeDisplaySettings( glConfig.prev_width, glConfig.prev_height, false )) != rserr_ok )
{
MsgDev( D_ERROR, "VID_SetMode: could not revert to safe mode\n" );
Sys_Warn("could not revert to safe mode!");
return false;
}
}
return true;
}
/*
==================
R_Free_OpenGL
==================
*/
void R_Free_OpenGL( void )
{
GL_DeleteContext ();
VID_DestroyWindow ();
R_FreeVideoModes();
// now all extensions are disabled
memset( glConfig.extension, 0, sizeof( glConfig.extension ));
glw_state.initialized = false;
}
#endif // XASH_DEDICATED