pcsx2/plugins/GSdx/GLState.cpp

126 lines
2.5 KiB
C++

/*
* 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;
GLenum draw = GL_NONE;
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[2] = {0, 0};
GLuint tex = 0;
GLuint64 tex_handle[2] = { 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_ps = false;
#if 0
struct {
GSVertexBufferStateOGL* vb;
GSDepthStencilOGL* dss;
GSBlendStateOGL* bs;
float bf; // blend factor
} m_state;
#endif
void Clear() {
fbo = 0;
draw = GL_NONE;
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;
tex_unit[0] = 0;
tex_unit[1] = 0;
tex = 0;
tex_handle[0] = 0;
tex_handle[1] = 0;
ps = 0;
gs = 0;
vs = 0;
program = 0;
dirty_prog = false;
dirty_subroutine_ps = false;
dirty_ressources = false;
}
}