qzdoom/src/gl/system/gl_interface.h

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#ifndef R_RENDER
#define R_RENDER
#include "basictypes.h"
enum RenderFlags
{
// [BB] Added texture compression flags.
RFL_TEXTURE_COMPRESSION=1,
RFL_TEXTURE_COMPRESSION_S3TC=2,
RFL_SEPARATE_SHADER_OBJECTS = 4, // we need this extension for glProgramUniform. On hardware not supporting it we need some rather clumsy workarounds
RFL_BUFFER_STORAGE = 8, // allows persistently mapped buffers, which are the only efficient way to actually use a dynamic vertex buffer. If this isn't present, a workaround with uniform arrays is used.
RFL_SHADER_STORAGE_BUFFER = 16, // to be used later for a parameter buffer
RFL_BASEINDEX = 32, // currently unused
RFL_COREPROFILE = 64,
RFL_NOBUFFER = 128, // the static buffer makes no sense on GL 3.x AMD and Intel hardware, as long as compatibility mode is on
};
enum TexMode
{
TM_MODULATE = 0, // (r, g, b, a)
TM_MASK = 1, // (1, 1, 1, a)
TM_OPAQUE = 2, // (r, g, b, 1)
TM_INVERSE = 3, // (1-r, 1-g, 1-b, a)
};
struct RenderContext
{
unsigned int flags;
unsigned int maxuniforms;
unsigned int maxuniformblock;
float version;
float glslversion;
int max_texturesize;
char * vendorstring;
int MaxLights() const
{
return maxuniforms>=2048? 128:64;
}
};
extern RenderContext gl;
#endif