2013-08-05 20:25:25 +00:00
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/*
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* Copyright (C) 2011-2013 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "GSdx.h"
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#include "GSVector.h"
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namespace GLState {
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extern GLuint fbo; // frame buffer object
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extern GSVector2i viewport;
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extern GSVector4i scissor;
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extern bool blend;
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extern GLenum eq_RGB;
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extern GLenum f_sRGB;
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extern GLenum f_dRGB;
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2015-05-05 08:26:01 +00:00
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extern uint32 wrgba;
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2013-08-05 20:25:25 +00:00
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extern float bf;
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extern bool depth;
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extern GLenum depth_func;
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extern bool depth_mask;
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extern bool stencil;
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extern GLenum stencil_func;
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extern GLenum stencil_pass;
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extern GLuint ubo; // uniform buffer object
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extern GLuint ps_ss; // sampler
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extern GLuint rt; // render target
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extern GLuint ds; // Depth-Stencil
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2015-04-24 18:53:59 +00:00
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extern GLuint tex_unit[4]; // shader input texture
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extern GLuint64 tex_handle[4]; // shader input texture
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2013-08-05 20:25:25 +00:00
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extern GLuint ps;
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extern GLuint gs;
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extern GLuint vs;
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extern GLuint program; // monolith program (when sso isn't supported)
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2013-08-10 19:43:59 +00:00
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extern bool dirty_prog;
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2013-10-24 20:54:27 +00:00
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extern bool dirty_subroutine_vs;
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2013-08-10 19:43:59 +00:00
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extern bool dirty_subroutine_ps;
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2013-08-17 08:57:52 +00:00
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extern bool dirty_ressources;
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2013-08-05 20:25:25 +00:00
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extern void Clear();
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}
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