/* * Copyright (C) 2011-2013 Gregory hainaut * Copyright (C) 2007-2009 Gabest * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GLState.h" namespace GLState { GLuint fbo = 0; GSVector2i viewport(0, 0); GSVector4i scissor(0, 0, 0, 0); bool blend = false; GLenum eq_RGB = 0; GLenum eq_A = 0; GLenum f_sRGB = 0; GLenum f_dRGB = 0; GLenum f_sA = 0; GLenum f_dA = 0; bool r_msk = true; bool g_msk = true; bool b_msk = true; bool a_msk = true; float bf = 0.0; bool depth = false; GLenum depth_func = 0; bool depth_mask = false; bool stencil = false; GLenum stencil_func = 0; GLenum stencil_pass = 0; GLuint ubo = 0; GLuint ps_ss = 0; GLuint rt = 0; GLuint ds = 0; GLuint tex_unit[4] = {0, 0, 0, 0}; GLuint64 tex_handle[4] = { 0, 0, 0, 0}; bool dirty_ressources = false; GLuint ps = 0; GLuint gs = 0; GLuint vs = 0; GLuint program = 0; bool dirty_prog = false; bool dirty_subroutine_vs = false; bool dirty_subroutine_ps = false; #if 0 struct { GSVertexBufferStateOGL* vb; GSDepthStencilOGL* dss; GSBlendStateOGL* bs; float bf; // blend factor } m_state; #endif void Clear() { fbo = 0; viewport = GSVector2i(0, 0); scissor = GSVector4i(0, 0, 0, 0); blend = false; eq_RGB = 0; eq_A = 0; f_sRGB = 0; f_dRGB = 0; f_sA = 0; f_dA = 0; r_msk = true; g_msk = true; b_msk = true; a_msk = true; bf = 0.0; depth = false; depth_func = 0; depth_mask = false; stencil = false; stencil_func = 0; stencil_pass = 0; ubo = 0; ps_ss = 0; rt = 0; ds = 0; for (int i = 0; i < 4; i++) { tex_unit[i] = 0; tex_handle[i] = 0; } ps = 0; gs = 0; vs = 0; program = 0; dirty_prog = false; dirty_subroutine_vs = false; dirty_subroutine_ps = false; dirty_ressources = false; } }