BizHawk/ppsspp/native/gfx_es2/gl_state.cpp

80 lines
1.9 KiB
C++

#include <assert.h>
#include "gl_state.h"
#ifdef _WIN32
#include "GL/wglew.h"
#endif
OpenGLState glstate;
GLExtensions gl_extensions;
int OpenGLState::state_count = 0;
void OpenGLState::Initialize() {
if(initialized) return;
Restore();
initialized = true;
}
void OpenGLState::Restore() {
int count = 0;
blend.restore(); count++;
blendEquation.restore(); count++;
blendFunc.restore(); count++;
blendColor.restore(); count++;
scissorTest.restore(); count++;
scissorRect.restore(); count++;
cullFace.restore(); count++;
cullFaceMode.restore(); count++;
frontFace.restore(); count++;
depthTest.restore(); count++;
depthRange.restore(); count++;
depthFunc.restore(); count++;
depthWrite.restore(); count++;
colorMask.restore(); count++;
viewport.restore(); count++;
stencilTest.restore(); count++;
stencilOp.restore(); count++;
stencilFunc.restore(); count++;
dither.restore(); count++;
assert(count == state_count && "OpenGLState::Restore is missing some states");
}
void CheckGLExtensions() {
static bool done = false;
if (done)
return;
done = true;
memset(&gl_extensions, 0, sizeof(gl_extensions));
const char *extString = (const char *)glGetString(GL_EXTENSIONS);
gl_extensions.OES_packed_depth_stencil = strstr(extString, "GL_OES_packed_depth_stencil") != 0;
gl_extensions.OES_depth24 = strstr(extString, "GL_OES_depth24") != 0;
gl_extensions.OES_depth_texture = strstr(extString, "GL_OES_depth_texture") != 0;
gl_extensions.EXT_discard_framebuffer = strstr(extString, "GL_EXT_discard_framebuffer") != 0;
#ifdef USING_GLES2
gl_extensions.FBO_ARB = true;
gl_extensions.FBO_EXT = false;
#else
gl_extensions.FBO_ARB = strstr(extString, "GL_ARB_framebuffer_object") != 0;
gl_extensions.FBO_EXT = strstr(extString, "GL_EXT_framebuffer_object") != 0;
#endif
}
void OpenGLState::SetVSyncInterval(int interval) {
#ifdef _WIN32
if( wglSwapIntervalEXT )
wglSwapIntervalEXT(interval);
#endif
}