mirror of https://github.com/PCSX2/pcsx2.git
126 lines
2.5 KiB
C++
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;
|
|
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_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;
|
|
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_vs = false;
|
|
dirty_subroutine_ps = false;
|
|
dirty_ressources = false;
|
|
}
|
|
}
|