mirror of https://github.com/PCSX2/pcsx2.git
104 lines
2.1 KiB
C++
104 lines
2.1 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;
|
|
GSVector2i viewport;
|
|
GSVector4i scissor;
|
|
|
|
bool blend;
|
|
uint16 eq_RGB;
|
|
uint16 f_sRGB;
|
|
uint16 f_dRGB;
|
|
uint8 bf;
|
|
uint32 wrgba;
|
|
|
|
bool depth;
|
|
GLenum depth_func;
|
|
bool depth_mask;
|
|
|
|
bool stencil;
|
|
GLenum stencil_func;
|
|
GLenum stencil_pass;
|
|
|
|
GLuint ubo;
|
|
|
|
GLuint ps_ss;
|
|
|
|
GLuint rt;
|
|
GLuint ds;
|
|
GLuint tex_unit[8];
|
|
GLuint64 tex_handle[8];
|
|
|
|
GLuint ps;
|
|
GLuint gs;
|
|
GLuint vs;
|
|
GLuint program;
|
|
GLuint pipeline;
|
|
|
|
int64 available_vram;
|
|
|
|
void Clear() {
|
|
fbo = 0;
|
|
viewport = GSVector2i(0, 0);
|
|
scissor = GSVector4i(0, 0, 0, 0);
|
|
|
|
blend = false;
|
|
eq_RGB = 0;
|
|
f_sRGB = 0;
|
|
f_dRGB = 0;
|
|
bf = 0;
|
|
wrgba = 0xF;
|
|
|
|
depth = false;
|
|
depth_func = 0;
|
|
depth_mask = true;
|
|
|
|
stencil = false;
|
|
stencil_func = 0;
|
|
stencil_pass = 0xFFFF; // Note 0 is valid (GL_ZERO)
|
|
|
|
ubo = 0;
|
|
|
|
ps_ss = 0;
|
|
|
|
rt = 0;
|
|
ds = 0;
|
|
for (size_t i = 0; i < countof(tex_unit); i++)
|
|
tex_unit[i] = 0;
|
|
for (size_t i = 0; i < countof(tex_handle); i++)
|
|
tex_handle[i] = 0;
|
|
|
|
ps = 0;
|
|
gs = 0;
|
|
vs = 0;
|
|
program = 0;
|
|
pipeline = 0;
|
|
|
|
// Set a max vram limit for texture allocation
|
|
// (256MB are reserved for PBO/IBO/VBO/UBO buffers)
|
|
available_vram = (4096u - 256u) * 1024u * 1024u;
|
|
}
|
|
}
|