FTEQW
Documentation of the FTE engine source tree.
shader.h File Reference

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Classes

struct  shaderfunc_t
 
struct  tcmod_t
 
struct  deformv_t
 
struct  shaderpass_s
 
struct  skydome_t
 
struct  shaderprogparm_t
 
struct  programpermu_s
 
union  programpermu_s::programhandle_u
 
struct  programshared_s
 
struct  polyoffset_t
 
struct  shader_s
 
struct  shader_s::shader_clutter_s
 
struct  sbuiltin_s
 
struct  plugmaterialloaderfuncs_t
 
struct  fbostate_t
 
struct  sh_config_t
 
struct  sh_defaultsamplers_s
 
struct  shader_field_names_s
 

Typedefs

typedef void() shader_gen_t(struct shaderparsestate_s *ps, const char *name, const void *args)
 
typedef struct shaderpass_s shaderpass_t
 
typedef struct programshared_s program_t
 

Enumerations

enum  shadertype_t {
  SHADER_BSP , SHADER_BSP_VERTEX , SHADER_BSP_FLARE , SHADER_MD3 ,
  SHADER_2D
}
 
enum  {
  SBITS_SRCBLEND_NONE = 0x00000000 , SBITS_SRCBLEND_ZERO = 0x00000001 , SBITS_SRCBLEND_ONE = 0x00000002 , SBITS_SRCBLEND_DST_COLOR = 0x00000003 ,
  SBITS_SRCBLEND_ONE_MINUS_DST_COLOR = 0x00000004 , SBITS_SRCBLEND_SRC_ALPHA = 0x00000005 , SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA = 0x00000006 , SBITS_SRCBLEND_DST_ALPHA = 0x00000007 ,
  SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA = 0x00000008 , SBITS_SRCBLEND_SRC_COLOR_INVALID = 0x00000009 , SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID = 0x0000000a , SBITS_SRCBLEND_ALPHA_SATURATE = 0x0000000b ,
  SBITS_DSTBLEND_NONE = 0x00000000 , SBITS_DSTBLEND_ZERO = 0x00000010 , SBITS_DSTBLEND_ONE = 0x00000020 , SBITS_DSTBLEND_DST_COLOR_INVALID = 0x00000030 ,
  SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID = 0x00000040 , SBITS_DSTBLEND_SRC_ALPHA = 0x00000050 , SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA = 0x00000060 , SBITS_DSTBLEND_DST_ALPHA = 0x00000070 ,
  SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA = 0x00000080 , SBITS_DSTBLEND_SRC_COLOR = 0x00000090 , SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR = 0x000000a0 , SBITS_DSTBLEND_ALPHA_SATURATE_INVALID = 0x000000b0 ,
  SBITS_MASK_RED = 0x00000100 , SBITS_MASK_GREEN = 0x00000200 , SBITS_MASK_BLUE = 0x00000400 , SBITS_MASK_ALPHA = 0x00000800 ,
  SBITS_ATEST_NONE = 0x00000000 , SBITS_ATEST_GT0 = 0x00001000 , SBITS_ATEST_LT128 = 0x00002000 , SBITS_ATEST_GE128 = 0x00003000 ,
  SBITS_MISC_DEPTHWRITE = 0x00010000 , SBITS_MISC_NODEPTHTEST = 0x00020000 , SBITS_DEPTHFUNC_CLOSEREQUAL = 0x00000000 , SBITS_DEPTHFUNC_EQUAL = 0x00040000 ,
  SBITS_DEPTHFUNC_CLOSER = 0x00080000 , SBITS_DEPTHFUNC_FURTHER = 0x000c0000 , SBITS_TESSELLATION = 0x00100000 , SBITS_AFFINE = 0x00200000 ,
  SBITS_MISC_FULLRATE = 0x00400000 , SBITS_LINES = 0x80000000
}
 
enum  {
  PERMUTATION_BIT_BUMPMAP , PERMUTATION_BIT_FULLBRIGHT , PERMUTATION_BIT_UPPERLOWER , PERMUTATION_BIT_REFLECTCUBEMASK ,
  PERMUTATION_BIT_SKELETAL , PERMUTATION_BIT_FOG , PERMUTATION_BIT_FRAMEBLEND , PERMUTATION_BIT_LIGHTSTYLES ,
  PERMUTATION_BIT_MAX
}
 
enum  shaderattribs_e {
  VATTR_VERTEX1 =0 , VATTR_VERTEX2 =1 , VATTR_COLOUR =2 , VATTR_TEXCOORD =3 ,
  VATTR_LMCOORD =4 , VATTR_NORMALS =5 , VATTR_SNORMALS =6 , VATTR_TNORMALS =7 ,
  VATTR_BONENUMS =8 , VATTR_BONEWEIGHTS =9 , VATTR_LMCOORD2 =10 , VATTR_LMCOORD3 =11 ,
  VATTR_LMCOORD4 =12 , VATTR_COLOUR2 =13 , VATTR_COLOUR3 =14 , VATTR_COLOUR4 =15 ,
  VATTR_LEG_VERTEX , VATTR_LEG_COLOUR , VATTR_LEG_ELEMENTS , VATTR_LEG_TMU0 ,
  VATTR_LEG_FIRST =VATTR_LEG_VERTEX
}
 
enum  {
  LSHADER_STANDARD =0u , LSHADER_CUBE =1u<<0 , LSHADER_SMAP =1u<<1 , LSHADER_SPOT =1u<<2 ,
  LSHADER_ORTHO =1u<<3 , LSHADER_MODES =1u<<4 , LSHADER_ORTHO =1u<<3 , LSHADER_MODES =1u<<4 ,
  LSHADER_FAKESHADOWS =1u<<10
}
 
enum  {
  bemoverride_crepuscular = LSHADER_MODES , bemoverride_depthonly , bemoverride_depthdark , bemoverride_gbuffer ,
  bemoverride_fog , bemoverride_max
}
 
enum  {
  S_SHADOWMAP = 0 , S_PROJECTIONMAP = 1 , S_DIFFUSE = 2 , S_NORMALMAP = 3 ,
  S_SPECULAR = 4 , S_UPPERMAP = 5 , S_LOWERMAP = 6 , S_FULLBRIGHT = 7 ,
  S_PALETTED = 8 , S_REFLECTCUBE = 9 , S_REFLECTMASK = 10 , S_DISPLACEMENT = 11 ,
  S_OCCLUSION = 12 , S_LIGHTMAP0 = 13 , S_DELUXEMAP0 = 14 , S_LIGHTMAP1 = 15 ,
  S_LIGHTMAP2 = 16 , S_LIGHTMAP3 = 17 , S_DELUXEMAP1 = 18 , S_DELUXEMAP2 = 19 ,
  S_DELUXEMAP3 = 20
}
 
enum  {
  D3D11_BUFF_POS , D3D11_BUFF_COL , D3D11_BUFF_TC , D3D11_BUFF_LMTC ,
  D3D11_BUFF_NORM , D3D11_BUFF_SKEL , D3D11_BUFF_POS2 , D3D11_BUFF_MAX
}
 

Functions

qboolean Material_RegisterLoader (void *module, plugmaterialloaderfuncs_t *loader)
 
char * Shader_GetShaderBody (shader_t *s, char *fname, size_t fnamesize)
 
void R_UnloadShader (shader_t *shader)
 
int R_GetShaderSizes (shader_t *shader, int *width, int *height, qboolean blocktillloaded)
 
shader_tR_RegisterPic (const char *name, const char *subdirs)
 
shader_t *QDECL R_RegisterShader (const char *name, unsigned int usageflags, const char *shaderscript)
 
shader_tR_RegisterShader_Lightmap (model_t *mod, const char *name)
 
shader_tR_RegisterShader_Vertex (model_t *mod, const char *name)
 
shader_tR_RegisterShader_Flare (model_t *mod, const char *name)
 
shader_t *QDECL R_RegisterSkin (model_t *mod, const char *shadername)
 
shader_tR_RegisterCustom (model_t *mod, const char *name, unsigned int usageflags, shader_gen_t *defaultgen, const void *args)
 
void QDECL R_BuildDefaultTexnums (texnums_t *tn, shader_t *shader, unsigned int imageflags)
 
void QDECL R_BuildLegacyTexnums (shader_t *shader, const char *fallbackname, const char *subpath, unsigned int loadflags, unsigned int imageflags, uploadfmt_t basefmt, size_t width, size_t height, qbyte *mipdata, qbyte *palette)
 
void R_RemapShader (const char *sourcename, const char *destname, float timeoffset)
 
void Shader_TouchTexnums (texnums_t *t)
 
void Shader_TouchTextures (void)
 
cin_tR_ShaderGetCinematic (shader_t *s)
 
cin_tR_ShaderFindCinematic (const char *name)
 
shader_tR_ShaderFind (const char *name)
 
void Shader_DefaultSkin (struct shaderparsestate_s *ps, const char *shortname, const void *args)
 
void Shader_DefaultSkinShell (struct shaderparsestate_s *ps, const char *shortname, const void *args)
 
void Shader_Default2D (struct shaderparsestate_s *ps, const char *shortname, const void *args)
 
void Shader_DefaultBSPLM (struct shaderparsestate_s *ps, const char *shortname, const void *args)
 
void Shader_DefaultBSPQ1 (struct shaderparsestate_s *ps, const char *shortname, const void *args)
 
void Shader_DefaultBSPQ2 (struct shaderparsestate_s *ps, const char *shortname, const void *args)
 
void Shader_DefaultWaterShader (struct shaderparsestate_s *ps, const char *shortname, const void *args)
 
void Shader_DefaultSkybox (struct shaderparsestate_s *ps, const char *shortname, const void *args)
 
void Shader_DefaultCinematic (struct shaderparsestate_s *ps, const char *shortname, const void *args)
 
void Shader_DefaultScript (struct shaderparsestate_s *ps, const char *shortname, const void *args)
 
void Shader_PolygonShader (struct shaderparsestate_s *ps, const char *shortname, const void *args)
 
void Shader_ResetRemaps (void)
 
void Shader_DoReload (void)
 
void Shader_Shutdown (void)
 
qboolean Shader_Init (void)
 
void Shader_NeedReload (qboolean rescanfs)
 
void Shader_WriteOutGenerics_f (void)
 
void Shader_RemapShader_f (void)
 
void Shader_ShowShader_f (void)
 
program_tShader_FindGeneric (char *name, int qrtype)
 
struct programpermu_sShader_LoadPermutation (program_t *prog, unsigned int p)
 
void Shader_ReleaseGeneric (program_t *prog)
 
image_tMod_CubemapForOrigin (model_t *wmodel, vec3_t org)
 
mfog_tMod_FogForOrigin (model_t *wmodel, vec3_t org)
 
qboolean VK_LoadBlob (program_t *prog, void *blobdata, const char *name)
 
void VK_RegisterVulkanCvars (void)
 
void GLBE_Init (void)
 
void GLBE_Shutdown (void)
 
void GLBE_SelectMode (backendmode_t mode)
 
void GLBE_DrawMesh_List (shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
 
void GLBE_DrawMesh_Single (shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags)
 
void GLBE_SubmitBatch (batch_t *batch)
 
batch_tGLBE_GetTempBatch (void)
 
void GLBE_GenBrushModelVBO (model_t *mod)
 
void GLBE_ClearVBO (vbo_t *vbo, qboolean dataonly)
 
void GLBE_UpdateLightmaps (void)
 
void GLBE_DrawWorld (batch_t **worldbatches)
 
qboolean GLBE_LightCullModel (vec3_t org, model_t *model)
 
void GLBE_SelectEntity (entity_t *ent)
 
qboolean GLBE_SelectDLight (dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
 
void GLBE_Scissor (srect_t *rect)
 
void GLBE_SubmitMeshes (batch_t **worldbatches, int start, int stop)
 
void GLBE_RenderToTextureUpdate2d (qboolean destchanged)
 
void GLBE_VBO_Begin (vbobctx_t *ctx, size_t maxsize)
 
void GLBE_VBO_Data (vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
 
void GLBE_VBO_Finish (vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
 
void GLBE_VBO_Destroy (vboarray_t *vearray, void *mem)
 
void GLBE_FBO_Sources (texid_t sourcecolour, texid_t sourcedepth)
 
int GLBE_FBO_Push (fbostate_t *state)
 
void GLBE_FBO_Pop (int oldfbo)
 
void GLBE_FBO_Destroy (fbostate_t *state)
 
int GLBE_FBO_Update (fbostate_t *state, unsigned int enables, texid_t *destcol, int colourbuffers, texid_t destdepth, int width, int height, int layer)
 
qboolean GLBE_BeginShadowMap (int id, int w, int h, uploadfmt_t encoding, int *restorefbo)
 
void GLBE_EndShadowMap (int restorefbo)
 
void GLBE_SetupForShadowMap (dlight_t *dl, int texwidth, int texheight, float shadowscale)
 
qboolean GLVID_ApplyGammaRamps (unsigned int size, unsigned short *ramps)
 
qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
 
void GLVID_SwapBuffers (void)
 
char * GLVID_GetRGBInfo (int *bytestride, int *truewidth, int *trueheight, enum uploadfmt *fmt)
 
void GLVID_SetCaption (const char *caption)
 
void D3D8BE_Init (void)
 
void D3D8BE_Shutdown (void)
 
void D3D8BE_SelectMode (backendmode_t mode)
 
void D3D8BE_DrawMesh_List (shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
 
void D3D8BE_DrawMesh_Single (shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags)
 
void D3D8BE_SubmitBatch (batch_t *batch)
 
batch_tD3D8BE_GetTempBatch (void)
 
void D3D8BE_GenBrushModelVBO (model_t *mod)
 
void D3D8BE_ClearVBO (vbo_t *vbo, qboolean dataonly)
 
void D3D8BE_UploadAllLightmaps (void)
 
void D3D8BE_DrawWorld (batch_t **worldbatches)
 
qboolean D3D8BE_LightCullModel (vec3_t org, model_t *model)
 
void D3D8BE_SelectEntity (entity_t *ent)
 
qboolean D3D8BE_SelectDLight (dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
 
void D3D8BE_VBO_Begin (vbobctx_t *ctx, size_t maxsize)
 
void D3D8BE_VBO_Data (vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
 
void D3D8BE_VBO_Finish (vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
 
void D3D8BE_VBO_Destroy (vboarray_t *vearray, void *mem)
 
void D3D8BE_Scissor (srect_t *rect)
 
void D3D8Shader_Init (void)
 
void D3D8BE_Reset (qboolean before)
 
void D3D8BE_Set2D (void)
 
void D3D9BE_Init (void)
 
void D3D9BE_Shutdown (void)
 
void D3D9BE_SelectMode (backendmode_t mode)
 
void D3D9BE_DrawMesh_List (shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
 
void D3D9BE_DrawMesh_Single (shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags)
 
void D3D9BE_SubmitBatch (batch_t *batch)
 
batch_tD3D9BE_GetTempBatch (void)
 
void D3D9BE_GenBrushModelVBO (model_t *mod)
 
void D3D9BE_ClearVBO (vbo_t *vbo, qboolean dataonly)
 
void D3D9BE_UploadAllLightmaps (void)
 
void D3D9BE_DrawWorld (batch_t **worldbatches)
 
qboolean D3D9BE_LightCullModel (vec3_t org, model_t *model)
 
void D3D9BE_SelectEntity (entity_t *ent)
 
qboolean D3D9BE_SelectDLight (dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
 
void D3D9BE_VBO_Begin (vbobctx_t *ctx, size_t maxsize)
 
void D3D9BE_VBO_Data (vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
 
void D3D9BE_VBO_Finish (vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
 
void D3D9BE_VBO_Destroy (vboarray_t *vearray, void *mem)
 
void D3D9BE_Scissor (srect_t *rect)
 
void D3D9Shader_Init (void)
 
void D3D9BE_Reset (qboolean before)
 
void D3D9BE_Set2D (void)
 
void D3D9BE_SetViewport (int x, int y, int w, int h)
 
void D3D11BE_Init (void)
 
void D3D11BE_Shutdown (void)
 
void D3D11BE_SelectMode (backendmode_t mode)
 
void D3D11BE_DrawMesh_List (shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
 
void D3D11BE_DrawMesh_Single (shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags)
 
void D3D11BE_SubmitBatch (batch_t *batch)
 
batch_tD3D11BE_GetTempBatch (void)
 
void D3D11BE_GenBrushModelVBO (model_t *mod)
 
void D3D11BE_ClearVBO (vbo_t *vbo, qboolean dataonly)
 
void D3D11BE_UploadAllLightmaps (void)
 
void D3D11BE_DrawWorld (batch_t **worldbatches)
 
qboolean D3D11BE_LightCullModel (vec3_t org, model_t *model)
 
void D3D11BE_SelectEntity (entity_t *ent)
 
qboolean D3D11BE_SelectDLight (dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
 
qboolean D3D11Shader_Init (unsigned int featurelevel)
 
void D3D11BE_Reset (qboolean before)
 
void D3D11BE_Set2D (void)
 
void D3D11_UploadLightmap (lightmapinfo_t *lm)
 
void D3D11BE_VBO_Begin (vbobctx_t *ctx, size_t maxsize)
 
void D3D11BE_VBO_Data (vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
 
void D3D11BE_VBO_Finish (vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
 
void D3D11BE_VBO_Destroy (vboarray_t *vearray, void *mem)
 
void D3D11BE_Scissor (srect_t *rect)
 
qboolean D3D11_BeginShadowMap (int id, int w, int h)
 
void D3D11_EndShadowMap (void)
 
void D3D11BE_SetupForShadowMap (dlight_t *dl, int texwidth, int texheight, float shadowscale)
 
void BE_GenerateProgram (shader_t *shader)
 
void Sh_RegisterCvars (void)
 
void R_EditLights_DrawLights (void)
 
void R_EditLights_DrawInfo (void)
 
void R_EditLights_RegisterCommands (void)
 
void GLBE_PolyOffsetStencilShadow (qboolean foobar)
 
void GLBE_PolyOffsetStencilShadow (void)
 
void GLBE_BaseEntTextures (const qbyte *worldpvs, const int *worldareas)
 
void D3D9BE_BaseEntTextures (const qbyte *worldpvs, const int *worldareas)
 
void D3D11BE_BaseEntTextures (const qbyte *worldpvs, const int *worldareas)
 
void Sh_PreGenerateLights (void)
 
void Sh_DrawLights (qbyte *vis)
 
void Sh_GenerateFakeShadows (void)
 
void Sh_CheckSettings (void)
 
void SH_FreeShadowMesh (struct shadowmesh_s *sm)
 
void Sh_Shutdown (void)
 
void Sh_Reset (void)
 
qboolean Sh_StencilShadowsActive (void)
 
void CLQ1_AddSpriteQuad (shader_t *shader, vec3_t mid, float radius)
 
void CLQ1_DrawLine (shader_t *shader, vec3_t v1, vec3_t v2, float r, float g, float b, float a)
 
void CLQ1_AddOrientedCube (shader_t *shader, vec3_t mins, vec3_t maxs, float *matrix, float r, float g, float b, float a)
 
void CL_DrawDebugPlane (float *normal, float dist, float r, float g, float b, qboolean enqueue)
 
void CLQ1_AddOrientedCylinder (shader_t *shader, float radius, float height, qboolean capsule, float *matrix, float r, float g, float b, float a)
 
void CLQ1_AddOrientedSphere (shader_t *shader, float radius, float *matrix, float r, float g, float b, float a)
 
void CLQ1_AddOrientedHalfSphere (shader_t *shader, float radius, float gap, float *matrix, float r, float g, float b, float a)
 

Variables

cvar_t r_fog_permutation
 
unsigned int r_numshaders
 
unsigned int r_maxshaders
 
shader_t ** r_shaders
 
int be_maxpasses
 
sh_config_t sh_config
 
const struct sh_defaultsamplers_s sh_defaultsamplers []
 
struct shader_field_names_s shader_field_names []
 
struct shader_field_names_s shader_unif_names []
 
struct shader_field_names_s shader_attr_names []
 
cvar_t r_fastturb
 
cvar_t r_fastsky
 
cvar_t r_skyboxname
 
cvar_t r_skybox_orientation
 

Typedef Documentation

◆ program_t

typedef struct programshared_s program_t

◆ shader_gen_t

typedef void() shader_gen_t(struct shaderparsestate_s *ps, const char *name, const void *args)

◆ shaderpass_t

typedef struct shaderpass_s shaderpass_t

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
SBITS_SRCBLEND_NONE 
SBITS_SRCBLEND_ZERO 
SBITS_SRCBLEND_ONE 
SBITS_SRCBLEND_DST_COLOR 
SBITS_SRCBLEND_ONE_MINUS_DST_COLOR 
SBITS_SRCBLEND_SRC_ALPHA 
SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA 
SBITS_SRCBLEND_DST_ALPHA 
SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA 
SBITS_SRCBLEND_SRC_COLOR_INVALID 
SBITS_SRCBLEND_ONE_MINUS_SRC_COLOR_INVALID 
SBITS_SRCBLEND_ALPHA_SATURATE 
SBITS_DSTBLEND_NONE 
SBITS_DSTBLEND_ZERO 
SBITS_DSTBLEND_ONE 
SBITS_DSTBLEND_DST_COLOR_INVALID 
SBITS_DSTBLEND_ONE_MINUS_DST_COLOR_INVALID 
SBITS_DSTBLEND_SRC_ALPHA 
SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA 
SBITS_DSTBLEND_DST_ALPHA 
SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA 
SBITS_DSTBLEND_SRC_COLOR 
SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR 
SBITS_DSTBLEND_ALPHA_SATURATE_INVALID 
SBITS_MASK_RED 
SBITS_MASK_GREEN 
SBITS_MASK_BLUE 
SBITS_MASK_ALPHA 
SBITS_ATEST_NONE 
SBITS_ATEST_GT0 
SBITS_ATEST_LT128 
SBITS_ATEST_GE128 
SBITS_MISC_DEPTHWRITE 
SBITS_MISC_NODEPTHTEST 
SBITS_DEPTHFUNC_CLOSEREQUAL 
SBITS_DEPTHFUNC_EQUAL 
SBITS_DEPTHFUNC_CLOSER 
SBITS_DEPTHFUNC_FURTHER 
SBITS_TESSELLATION 
SBITS_AFFINE 
SBITS_MISC_FULLRATE 
SBITS_LINES 

◆ anonymous enum

anonymous enum
Enumerator
PERMUTATION_BIT_BUMPMAP 
PERMUTATION_BIT_FULLBRIGHT 
PERMUTATION_BIT_UPPERLOWER 
PERMUTATION_BIT_REFLECTCUBEMASK 
PERMUTATION_BIT_SKELETAL 
PERMUTATION_BIT_FOG 
PERMUTATION_BIT_FRAMEBLEND 
PERMUTATION_BIT_LIGHTSTYLES 
PERMUTATION_BIT_MAX 

◆ anonymous enum

anonymous enum
Enumerator
LSHADER_STANDARD 
LSHADER_CUBE 
LSHADER_SMAP 
LSHADER_SPOT 
LSHADER_ORTHO 
LSHADER_MODES 
LSHADER_ORTHO 
LSHADER_MODES 
LSHADER_FAKESHADOWS 

◆ anonymous enum

anonymous enum
Enumerator
bemoverride_crepuscular 
bemoverride_depthonly 
bemoverride_depthdark 
bemoverride_gbuffer 
bemoverride_fog 
bemoverride_max 

◆ anonymous enum

anonymous enum
Enumerator
S_SHADOWMAP 
S_PROJECTIONMAP 
S_DIFFUSE 
S_NORMALMAP 
S_SPECULAR 
S_UPPERMAP 
S_LOWERMAP 
S_FULLBRIGHT 
S_PALETTED 
S_REFLECTCUBE 
S_REFLECTMASK 
S_DISPLACEMENT 
S_OCCLUSION 
S_LIGHTMAP0 
S_DELUXEMAP0 
S_LIGHTMAP1 
S_LIGHTMAP2 
S_LIGHTMAP3 
S_DELUXEMAP1 
S_DELUXEMAP2 
S_DELUXEMAP3 

◆ anonymous enum

anonymous enum
Enumerator
D3D11_BUFF_POS 
D3D11_BUFF_COL 
D3D11_BUFF_TC 
D3D11_BUFF_LMTC 
D3D11_BUFF_NORM 
D3D11_BUFF_SKEL 
D3D11_BUFF_POS2 
D3D11_BUFF_MAX 

◆ shaderattribs_e

Enumerator
VATTR_VERTEX1 
VATTR_VERTEX2 
VATTR_COLOUR 
VATTR_TEXCOORD 
VATTR_LMCOORD 
VATTR_NORMALS 
VATTR_SNORMALS 
VATTR_TNORMALS 
VATTR_BONENUMS 
VATTR_BONEWEIGHTS 
VATTR_LMCOORD2 
VATTR_LMCOORD3 
VATTR_LMCOORD4 
VATTR_COLOUR2 
VATTR_COLOUR3 
VATTR_COLOUR4 
VATTR_LEG_VERTEX 
VATTR_LEG_COLOUR 
VATTR_LEG_ELEMENTS 
VATTR_LEG_TMU0 
VATTR_LEG_FIRST 

◆ shadertype_t

Enumerator
SHADER_BSP 
SHADER_BSP_VERTEX 
SHADER_BSP_FLARE 
SHADER_MD3 
SHADER_2D 

Function Documentation

◆ BE_GenerateProgram()

void BE_GenerateProgram ( shader_t shader)

◆ CL_DrawDebugPlane()

void CL_DrawDebugPlane ( float *  normal,
float  dist,
float  r,
float  g,
float  b,
qboolean  enqueue 
)

◆ CLQ1_AddOrientedCube()

void CLQ1_AddOrientedCube ( shader_t shader,
vec3_t  mins,
vec3_t  maxs,
float *  matrix,
float  r,
float  g,
float  b,
float  a 
)

◆ CLQ1_AddOrientedCylinder()

void CLQ1_AddOrientedCylinder ( shader_t shader,
float  radius,
float  height,
qboolean  capsule,
float *  matrix,
float  r,
float  g,
float  b,
float  a 
)

◆ CLQ1_AddOrientedHalfSphere()

void CLQ1_AddOrientedHalfSphere ( shader_t shader,
float  radius,
float  gap,
float *  matrix,
float  r,
float  g,
float  b,
float  a 
)

◆ CLQ1_AddOrientedSphere()

void CLQ1_AddOrientedSphere ( shader_t shader,
float  radius,
float *  matrix,
float  r,
float  g,
float  b,
float  a 
)

◆ CLQ1_AddSpriteQuad()

void CLQ1_AddSpriteQuad ( shader_t shader,
vec3_t  mid,
float  radius 
)

◆ CLQ1_DrawLine()

void CLQ1_DrawLine ( shader_t shader,
vec3_t  v1,
vec3_t  v2,
float  r,
float  g,
float  b,
float  a 
)

◆ D3D11_BeginShadowMap()

qboolean D3D11_BeginShadowMap ( int  id,
int  w,
int  h 
)

◆ D3D11_EndShadowMap()

void D3D11_EndShadowMap ( void  )

◆ D3D11_UploadLightmap()

void D3D11_UploadLightmap ( lightmapinfo_t lm)

◆ D3D11BE_BaseEntTextures()

void D3D11BE_BaseEntTextures ( const qbyte worldpvs,
const int worldareas 
)

◆ D3D11BE_ClearVBO()

void D3D11BE_ClearVBO ( vbo_t vbo,
qboolean  dataonly 
)

◆ D3D11BE_DrawMesh_List()

void D3D11BE_DrawMesh_List ( shader_t shader,
int  nummeshes,
mesh_t **  mesh,
vbo_t vbo,
texnums_t texnums,
unsigned int  beflags 
)

◆ D3D11BE_DrawMesh_Single()

void D3D11BE_DrawMesh_Single ( shader_t shader,
mesh_t meshchain,
vbo_t vbo,
unsigned int  beflags 
)

◆ D3D11BE_DrawWorld()

void D3D11BE_DrawWorld ( batch_t **  worldbatches)

◆ D3D11BE_GenBrushModelVBO()

void D3D11BE_GenBrushModelVBO ( model_t mod)

◆ D3D11BE_GetTempBatch()

batch_t * D3D11BE_GetTempBatch ( void  )

◆ D3D11BE_Init()

void D3D11BE_Init ( void  )

◆ D3D11BE_LightCullModel()

qboolean D3D11BE_LightCullModel ( vec3_t  org,
model_t model 
)

◆ D3D11BE_Reset()

void D3D11BE_Reset ( qboolean  before)

◆ D3D11BE_Scissor()

void D3D11BE_Scissor ( srect_t rect)

◆ D3D11BE_SelectDLight()

qboolean D3D11BE_SelectDLight ( dlight_t dl,
vec3_t  colour,
vec3_t  axis[3],
unsigned int  lmode 
)

◆ D3D11BE_SelectEntity()

void D3D11BE_SelectEntity ( entity_t ent)

◆ D3D11BE_SelectMode()

void D3D11BE_SelectMode ( backendmode_t  mode)

◆ D3D11BE_Set2D()

void D3D11BE_Set2D ( void  )

◆ D3D11BE_SetupForShadowMap()

void D3D11BE_SetupForShadowMap ( dlight_t dl,
int  texwidth,
int  texheight,
float  shadowscale 
)

◆ D3D11BE_Shutdown()

void D3D11BE_Shutdown ( void  )

◆ D3D11BE_SubmitBatch()

void D3D11BE_SubmitBatch ( batch_t batch)

◆ D3D11BE_UploadAllLightmaps()

void D3D11BE_UploadAllLightmaps ( void  )

◆ D3D11BE_VBO_Begin()

void D3D11BE_VBO_Begin ( vbobctx_t ctx,
size_t  maxsize 
)

◆ D3D11BE_VBO_Data()

void D3D11BE_VBO_Data ( vbobctx_t ctx,
void data,
size_t  size,
vboarray_t varray 
)

◆ D3D11BE_VBO_Destroy()

void D3D11BE_VBO_Destroy ( vboarray_t vearray,
void mem 
)

◆ D3D11BE_VBO_Finish()

void D3D11BE_VBO_Finish ( vbobctx_t ctx,
void edata,
size_t  esize,
vboarray_t earray,
void **  vbomem,
void **  ebomem 
)

◆ D3D11Shader_Init()

qboolean D3D11Shader_Init ( unsigned int  featurelevel)

◆ D3D8BE_ClearVBO()

void D3D8BE_ClearVBO ( vbo_t vbo,
qboolean  dataonly 
)

◆ D3D8BE_DrawMesh_List()

void D3D8BE_DrawMesh_List ( shader_t shader,
int  nummeshes,
mesh_t **  mesh,
vbo_t vbo,
texnums_t texnums,
unsigned int  beflags 
)

◆ D3D8BE_DrawMesh_Single()

void D3D8BE_DrawMesh_Single ( shader_t shader,
mesh_t meshchain,
vbo_t vbo,
unsigned int  beflags 
)

◆ D3D8BE_DrawWorld()

void D3D8BE_DrawWorld ( batch_t **  worldbatches)

◆ D3D8BE_GenBrushModelVBO()

void D3D8BE_GenBrushModelVBO ( model_t mod)

◆ D3D8BE_GetTempBatch()

batch_t * D3D8BE_GetTempBatch ( void  )

◆ D3D8BE_Init()

void D3D8BE_Init ( void  )

◆ D3D8BE_LightCullModel()

qboolean D3D8BE_LightCullModel ( vec3_t  org,
model_t model 
)

◆ D3D8BE_Reset()

void D3D8BE_Reset ( qboolean  before)

◆ D3D8BE_Scissor()

void D3D8BE_Scissor ( srect_t rect)

◆ D3D8BE_SelectDLight()

qboolean D3D8BE_SelectDLight ( dlight_t dl,
vec3_t  colour,
vec3_t  axis[3],
unsigned int  lmode 
)

◆ D3D8BE_SelectEntity()

void D3D8BE_SelectEntity ( entity_t ent)

◆ D3D8BE_SelectMode()

void D3D8BE_SelectMode ( backendmode_t  mode)

◆ D3D8BE_Set2D()

void D3D8BE_Set2D ( void  )

◆ D3D8BE_Shutdown()

void D3D8BE_Shutdown ( void  )

◆ D3D8BE_SubmitBatch()

void D3D8BE_SubmitBatch ( batch_t batch)

◆ D3D8BE_UploadAllLightmaps()

void D3D8BE_UploadAllLightmaps ( void  )

◆ D3D8BE_VBO_Begin()

void D3D8BE_VBO_Begin ( vbobctx_t ctx,
size_t  maxsize 
)

◆ D3D8BE_VBO_Data()

void D3D8BE_VBO_Data ( vbobctx_t ctx,
void data,
size_t  size,
vboarray_t varray 
)

◆ D3D8BE_VBO_Destroy()

void D3D8BE_VBO_Destroy ( vboarray_t vearray,
void mem 
)

◆ D3D8BE_VBO_Finish()

void D3D8BE_VBO_Finish ( vbobctx_t ctx,
void edata,
size_t  esize,
vboarray_t earray,
void **  vbomem,
void **  ebomem 
)

◆ D3D8Shader_Init()

void D3D8Shader_Init ( void  )

◆ D3D9BE_BaseEntTextures()

void D3D9BE_BaseEntTextures ( const qbyte worldpvs,
const int worldareas 
)

◆ D3D9BE_ClearVBO()

void D3D9BE_ClearVBO ( vbo_t vbo,
qboolean  dataonly 
)

◆ D3D9BE_DrawMesh_List()

void D3D9BE_DrawMesh_List ( shader_t shader,
int  nummeshes,
mesh_t **  mesh,
vbo_t vbo,
texnums_t texnums,
unsigned int  beflags 
)

◆ D3D9BE_DrawMesh_Single()

void D3D9BE_DrawMesh_Single ( shader_t shader,
mesh_t meshchain,
vbo_t vbo,
unsigned int  beflags 
)

◆ D3D9BE_DrawWorld()

void D3D9BE_DrawWorld ( batch_t **  worldbatches)

◆ D3D9BE_GenBrushModelVBO()

void D3D9BE_GenBrushModelVBO ( model_t mod)

◆ D3D9BE_GetTempBatch()

batch_t * D3D9BE_GetTempBatch ( void  )

◆ D3D9BE_Init()

void D3D9BE_Init ( void  )

◆ D3D9BE_LightCullModel()

qboolean D3D9BE_LightCullModel ( vec3_t  org,
model_t model 
)

◆ D3D9BE_Reset()

void D3D9BE_Reset ( qboolean  before)

◆ D3D9BE_Scissor()

void D3D9BE_Scissor ( srect_t rect)

◆ D3D9BE_SelectDLight()

qboolean D3D9BE_SelectDLight ( dlight_t dl,
vec3_t  colour,
vec3_t  axis[3],
unsigned int  lmode 
)

◆ D3D9BE_SelectEntity()

void D3D9BE_SelectEntity ( entity_t ent)

◆ D3D9BE_SelectMode()

void D3D9BE_SelectMode ( backendmode_t  mode)

◆ D3D9BE_Set2D()

void D3D9BE_Set2D ( void  )

◆ D3D9BE_SetViewport()

void D3D9BE_SetViewport ( int  x,
int  y,
int  w,
int  h 
)

◆ D3D9BE_Shutdown()

void D3D9BE_Shutdown ( void  )

◆ D3D9BE_SubmitBatch()

void D3D9BE_SubmitBatch ( batch_t batch)

◆ D3D9BE_UploadAllLightmaps()

void D3D9BE_UploadAllLightmaps ( void  )

◆ D3D9BE_VBO_Begin()

void D3D9BE_VBO_Begin ( vbobctx_t ctx,
size_t  maxsize 
)

◆ D3D9BE_VBO_Data()

void D3D9BE_VBO_Data ( vbobctx_t ctx,
void data,
size_t  size,
vboarray_t varray 
)

◆ D3D9BE_VBO_Destroy()

void D3D9BE_VBO_Destroy ( vboarray_t vearray,
void mem 
)

◆ D3D9BE_VBO_Finish()

void D3D9BE_VBO_Finish ( vbobctx_t ctx,
void edata,
size_t  esize,
vboarray_t earray,
void **  vbomem,
void **  ebomem 
)

◆ D3D9Shader_Init()

void D3D9Shader_Init ( void  )

◆ GLBE_BaseEntTextures()

void GLBE_BaseEntTextures ( const qbyte worldpvs,
const int worldareas 
)

◆ GLBE_BeginShadowMap()

qboolean GLBE_BeginShadowMap ( int  id,
int  w,
int  h,
uploadfmt_t  encoding,
int restorefbo 
)

◆ GLBE_ClearVBO()

void GLBE_ClearVBO ( vbo_t vbo,
qboolean  dataonly 
)

◆ GLBE_DrawMesh_List()

void GLBE_DrawMesh_List ( shader_t shader,
int  nummeshes,
mesh_t **  mesh,
vbo_t vbo,
texnums_t texnums,
unsigned int  beflags 
)

◆ GLBE_DrawMesh_Single()

void GLBE_DrawMesh_Single ( shader_t shader,
mesh_t meshchain,
vbo_t vbo,
unsigned int  beflags 
)

◆ GLBE_DrawWorld()

void GLBE_DrawWorld ( batch_t **  worldbatches)

◆ GLBE_EndShadowMap()

void GLBE_EndShadowMap ( int  restorefbo)

◆ GLBE_FBO_Destroy()

void GLBE_FBO_Destroy ( fbostate_t state)

◆ GLBE_FBO_Pop()

void GLBE_FBO_Pop ( int  oldfbo)

◆ GLBE_FBO_Push()

int GLBE_FBO_Push ( fbostate_t state)

◆ GLBE_FBO_Sources()

void GLBE_FBO_Sources ( texid_t  sourcecolour,
texid_t  sourcedepth 
)

◆ GLBE_FBO_Update()

int GLBE_FBO_Update ( fbostate_t state,
unsigned int  enables,
texid_t destcol,
int  colourbuffers,
texid_t  destdepth,
int  width,
int  height,
int  layer 
)

◆ GLBE_GenBrushModelVBO()

void GLBE_GenBrushModelVBO ( model_t mod)

◆ GLBE_GetTempBatch()

batch_t * GLBE_GetTempBatch ( void  )

◆ GLBE_Init()

void GLBE_Init ( void  )

◆ GLBE_LightCullModel()

qboolean GLBE_LightCullModel ( vec3_t  org,
model_t model 
)

◆ GLBE_PolyOffsetStencilShadow() [1/2]

void GLBE_PolyOffsetStencilShadow ( qboolean  foobar)

◆ GLBE_PolyOffsetStencilShadow() [2/2]

void GLBE_PolyOffsetStencilShadow ( void  )

◆ GLBE_RenderToTextureUpdate2d()

void GLBE_RenderToTextureUpdate2d ( qboolean  destchanged)

◆ GLBE_Scissor()

void GLBE_Scissor ( srect_t rect)

◆ GLBE_SelectDLight()

qboolean GLBE_SelectDLight ( dlight_t dl,
vec3_t  colour,
vec3_t  axis[3],
unsigned int  lmode 
)

◆ GLBE_SelectEntity()

void GLBE_SelectEntity ( entity_t ent)

◆ GLBE_SelectMode()

void GLBE_SelectMode ( backendmode_t  mode)

◆ GLBE_SetupForShadowMap()

void GLBE_SetupForShadowMap ( dlight_t dl,
int  texwidth,
int  texheight,
float  shadowscale 
)

◆ GLBE_Shutdown()

void GLBE_Shutdown ( void  )

◆ GLBE_SubmitBatch()

void GLBE_SubmitBatch ( batch_t batch)

◆ GLBE_SubmitMeshes()

void GLBE_SubmitMeshes ( batch_t **  worldbatches,
int  start,
int  stop 
)

◆ GLBE_UpdateLightmaps()

void GLBE_UpdateLightmaps ( void  )

◆ GLBE_VBO_Begin()

void GLBE_VBO_Begin ( vbobctx_t ctx,
size_t  maxsize 
)

◆ GLBE_VBO_Data()

void GLBE_VBO_Data ( vbobctx_t ctx,
void data,
size_t  size,
vboarray_t varray 
)

◆ GLBE_VBO_Destroy()

void GLBE_VBO_Destroy ( vboarray_t vearray,
void mem 
)

◆ GLBE_VBO_Finish()

void GLBE_VBO_Finish ( vbobctx_t ctx,
void edata,
size_t  esize,
vboarray_t earray,
void **  vbomem,
void **  ebomem 
)

◆ GLVID_ApplyGammaRamps()

qboolean GLVID_ApplyGammaRamps ( unsigned int  size,
unsigned short *  ramps 
)

◆ GLVID_GetRGBInfo()

char * GLVID_GetRGBInfo ( int bytestride,
int truewidth,
int trueheight,
enum uploadfmt fmt 
)

◆ GLVID_Init()

qboolean GLVID_Init ( rendererstate_t info,
unsigned char *  palette 
)

◆ GLVID_SetCaption()

void GLVID_SetCaption ( const char *  caption)

◆ GLVID_SwapBuffers()

void GLVID_SwapBuffers ( void  )

◆ Material_RegisterLoader()

qboolean Material_RegisterLoader ( void module,
plugmaterialloaderfuncs_t loader 
)

◆ Mod_CubemapForOrigin()

image_t * Mod_CubemapForOrigin ( model_t wmodel,
vec3_t  org 
)

◆ Mod_FogForOrigin()

mfog_t * Mod_FogForOrigin ( model_t wmodel,
vec3_t  org 
)

◆ R_BuildDefaultTexnums()

void QDECL R_BuildDefaultTexnums ( texnums_t tn,
shader_t shader,
unsigned int  imageflags 
)

◆ R_BuildLegacyTexnums()

void QDECL R_BuildLegacyTexnums ( shader_t shader,
const char *  fallbackname,
const char *  subpath,
unsigned int  loadflags,
unsigned int  imageflags,
uploadfmt_t  basefmt,
size_t  width,
size_t  height,
qbyte mipdata,
qbyte palette 
)

◆ R_EditLights_DrawInfo()

void R_EditLights_DrawInfo ( void  )

◆ R_EditLights_DrawLights()

void R_EditLights_DrawLights ( void  )

◆ R_EditLights_RegisterCommands()

void R_EditLights_RegisterCommands ( void  )

◆ R_GetShaderSizes()

int R_GetShaderSizes ( shader_t shader,
int width,
int height,
qboolean  blocktillloaded 
)

◆ R_RegisterCustom()

shader_t * R_RegisterCustom ( model_t mod,
const char *  name,
unsigned int  usageflags,
shader_gen_t defaultgen,
const void args 
)

◆ R_RegisterPic()

shader_t * R_RegisterPic ( const char *  name,
const char *  subdirs 
)

◆ R_RegisterShader()

shader_t *QDECL R_RegisterShader ( const char *  name,
unsigned int  usageflags,
const char *  shaderscript 
)

◆ R_RegisterShader_Flare()

shader_t * R_RegisterShader_Flare ( model_t mod,
const char *  name 
)

◆ R_RegisterShader_Lightmap()

shader_t * R_RegisterShader_Lightmap ( model_t mod,
const char *  name 
)

◆ R_RegisterShader_Vertex()

shader_t * R_RegisterShader_Vertex ( model_t mod,
const char *  name 
)

◆ R_RegisterSkin()

shader_t *QDECL R_RegisterSkin ( model_t mod,
const char *  shadername 
)

◆ R_RemapShader()

void R_RemapShader ( const char *  sourcename,
const char *  destname,
float  timeoffset 
)

◆ R_ShaderFind()

shader_t * R_ShaderFind ( const char *  name)

◆ R_ShaderFindCinematic()

cin_t * R_ShaderFindCinematic ( const char *  name)

◆ R_ShaderGetCinematic()

cin_t * R_ShaderGetCinematic ( shader_t s)

◆ R_UnloadShader()

void R_UnloadShader ( shader_t shader)

◆ Sh_CheckSettings()

void Sh_CheckSettings ( void  )

◆ Sh_DrawLights()

void Sh_DrawLights ( qbyte vis)

r_lightstylesmooth.ival ||

◆ SH_FreeShadowMesh()

void SH_FreeShadowMesh ( struct shadowmesh_s *  sm)

◆ Sh_GenerateFakeShadows()

void Sh_GenerateFakeShadows ( void  )

◆ Sh_PreGenerateLights()

void Sh_PreGenerateLights ( void  )

◆ Sh_RegisterCvars()

void Sh_RegisterCvars ( void  )

◆ Sh_Reset()

void Sh_Reset ( void  )

◆ Sh_Shutdown()

void Sh_Shutdown ( void  )

◆ Sh_StencilShadowsActive()

qboolean Sh_StencilShadowsActive ( void  )

◆ Shader_Default2D()

void Shader_Default2D ( struct shaderparsestate_s *  ps,
const char *  shortname,
const void args 
)

◆ Shader_DefaultBSPLM()

void Shader_DefaultBSPLM ( struct shaderparsestate_s *  ps,
const char *  shortname,
const void args 
)

◆ Shader_DefaultBSPQ1()

void Shader_DefaultBSPQ1 ( struct shaderparsestate_s *  ps,
const char *  shortname,
const void args 
)

◆ Shader_DefaultBSPQ2()

void Shader_DefaultBSPQ2 ( struct shaderparsestate_s *  ps,
const char *  shortname,
const void args 
)

strncmp(shortname, "warp/", 5) || !strncmp(shortname, "warp33/", 7) || !strncmp(shortname, "warp66/", 7))

◆ Shader_DefaultCinematic()

void Shader_DefaultCinematic ( struct shaderparsestate_s *  ps,
const char *  shortname,
const void args 
)

◆ Shader_DefaultScript()

void Shader_DefaultScript ( struct shaderparsestate_s *  ps,
const char *  shortname,
const void args 
)

◆ Shader_DefaultSkin()

void Shader_DefaultSkin ( struct shaderparsestate_s *  ps,
const char *  shortname,
const void args 
)

◆ Shader_DefaultSkinShell()

void Shader_DefaultSkinShell ( struct shaderparsestate_s *  ps,
const char *  shortname,
const void args 
)

◆ Shader_DefaultSkybox()

void Shader_DefaultSkybox ( struct shaderparsestate_s *  ps,
const char *  shortname,
const void args 
)

◆ Shader_DefaultWaterShader()

void Shader_DefaultWaterShader ( struct shaderparsestate_s *  ps,
const char *  shortname,
const void args 
)

◆ Shader_DoReload()

void Shader_DoReload ( void  )

◆ Shader_FindGeneric()

program_t * Shader_FindGeneric ( char *  name,
int  qrtype 
)

◆ Shader_GetShaderBody()

char * Shader_GetShaderBody ( shader_t s,
char *  fname,
size_t  fnamesize 
)

◆ Shader_Init()

qboolean Shader_Init ( void  )

◆ Shader_LoadPermutation()

struct programpermu_s * Shader_LoadPermutation ( program_t prog,
unsigned int  p 
)

◆ Shader_NeedReload()

void Shader_NeedReload ( qboolean  rescanfs)

◆ Shader_PolygonShader()

void Shader_PolygonShader ( struct shaderparsestate_s *  ps,
const char *  shortname,
const void args 
)

◆ Shader_ReleaseGeneric()

void Shader_ReleaseGeneric ( program_t prog)

◆ Shader_RemapShader_f()

void Shader_RemapShader_f ( void  )

◆ Shader_ResetRemaps()

void Shader_ResetRemaps ( void  )

◆ Shader_ShowShader_f()

void Shader_ShowShader_f ( void  )

◆ Shader_Shutdown()

void Shader_Shutdown ( void  )

◆ Shader_TouchTexnums()

void Shader_TouchTexnums ( texnums_t t)

◆ Shader_TouchTextures()

void Shader_TouchTextures ( void  )

◆ Shader_WriteOutGenerics_f()

void Shader_WriteOutGenerics_f ( void  )

◆ VK_LoadBlob()

qboolean VK_LoadBlob ( program_t prog,
void blobdata,
const char *  name 
)

◆ VK_RegisterVulkanCvars()

void VK_RegisterVulkanCvars ( void  )

Variable Documentation

◆ be_maxpasses

int be_maxpasses
extern

◆ r_fastsky

cvar_t r_fastsky

◆ r_fastturb

cvar_t r_fastturb
extern

◆ r_fog_permutation

cvar_t r_fog_permutation
extern

◆ r_maxshaders

unsigned int r_maxshaders
extern

◆ r_numshaders

unsigned int r_numshaders
extern

◆ r_shaders

shader_t** r_shaders
extern

◆ r_skybox_orientation

cvar_t r_skybox_orientation

◆ r_skyboxname

cvar_t r_skyboxname

◆ sh_config

sh_config_t sh_config
extern

◆ sh_defaultsamplers

const struct sh_defaultsamplers_s sh_defaultsamplers[]

◆ shader_attr_names

struct shader_field_names_s shader_attr_names[]
extern

◆ shader_field_names

struct shader_field_names_s shader_field_names[]
extern

◆ shader_unif_names

struct shader_field_names_s shader_unif_names[]
extern