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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#include "stdafx.h"
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#include "GLState.h"
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namespace GLState {
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GLuint fbo = 0;
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GLenum draw = GL_NONE;
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GSVector2i viewport(0, 0);
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GSVector4i scissor(0, 0, 0, 0);
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bool blend = false;
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GLenum eq_RGB = 0;
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GLenum eq_A = 0;
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GLenum f_sRGB = 0;
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GLenum f_dRGB = 0;
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GLenum f_sA = 0;
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GLenum f_dA = 0;
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bool r_msk = true;
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bool g_msk = true;
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bool b_msk = true;
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bool a_msk = true;
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float bf = 0.0;
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bool depth = false;
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GLenum depth_func = 0;
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bool depth_mask = false;
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bool stencil = false;
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GLenum stencil_func = 0;
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GLenum stencil_pass = 0;
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GLuint ubo = 0;
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GLuint ps_ss = 0;
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GLuint rt = 0;
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GLuint ds = 0;
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GLuint tex_unit[2] = {0, 0};
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GLuint tex = 0;
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2013-08-17 08:57:52 +00:00
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GLuint64 tex_handle[2] = { 0, 0};
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bool dirty_ressources = false;
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2013-08-05 20:25:25 +00:00
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GLuint ps = 0;
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GLuint gs = 0;
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GLuint vs = 0;
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GLuint program = 0;
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2013-08-10 19:43:59 +00:00
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bool dirty_prog = false;
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2013-10-24 20:54:27 +00:00
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bool dirty_subroutine_vs = false;
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2013-08-10 19:43:59 +00:00
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bool dirty_subroutine_ps = false;
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2013-08-05 20:25:25 +00:00
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#if 0
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struct {
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GSVertexBufferStateOGL* vb;
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GSDepthStencilOGL* dss;
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GSBlendStateOGL* bs;
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float bf; // blend factor
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} m_state;
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#endif
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void Clear() {
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fbo = 0;
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draw = GL_NONE;
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viewport = GSVector2i(0, 0);
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scissor = GSVector4i(0, 0, 0, 0);
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blend = false;
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eq_RGB = 0;
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eq_A = 0;
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f_sRGB = 0;
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f_dRGB = 0;
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f_sA = 0;
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f_dA = 0;
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r_msk = true;
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g_msk = true;
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b_msk = true;
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a_msk = true;
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bf = 0.0;
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depth = false;
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depth_func = 0;
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depth_mask = false;
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stencil = false;
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stencil_func = 0;
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stencil_pass = 0;
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ubo = 0;
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ps_ss = 0;
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rt = 0;
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ds = 0;
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tex_unit[0] = 0;
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tex_unit[1] = 0;
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tex = 0;
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2013-08-17 08:57:52 +00:00
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tex_handle[0] = 0;
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tex_handle[1] = 0;
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2013-08-05 20:25:25 +00:00
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ps = 0;
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gs = 0;
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vs = 0;
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program = 0;
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2013-08-10 19:43:59 +00:00
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dirty_prog = false;
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2013-10-24 20:54:27 +00:00
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dirty_subroutine_vs = false;
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2013-08-10 19:43:59 +00:00
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dirty_subroutine_ps = false;
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2013-08-17 08:57:52 +00:00
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dirty_ressources = false;
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2013-08-05 20:25:25 +00:00
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}
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}
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