/* * 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 * */ #pragma once #include "GSdx.h" #include "GSVector.h" namespace GLState { extern GLuint fbo; // frame buffer object extern GSVector2i viewport; extern GSVector4i scissor; extern bool blend; extern uint16 eq_RGB; extern uint16 f_sRGB; extern uint16 f_dRGB; extern uint8 bf; extern uint32 wrgba; extern bool depth; extern GLenum depth_func; extern bool depth_mask; extern bool stencil; extern GLenum stencil_func; extern GLenum stencil_pass; extern GLuint ubo; // uniform buffer object extern GLuint ps_ss; // sampler extern GLuint rt; // render target extern GLuint ds; // Depth-Stencil extern GLuint tex_unit[4]; // shader input texture extern GLuint64 tex_handle[4]; // shader input texture extern GLuint ps; extern GLuint gs; extern GLuint vs; extern GLuint pipeline; extern void Clear(); }