pcsx2/plugins/GSdx/GLState.cpp

113 lines
2.2 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;
GLenum eq_RGB;
GLenum f_sRGB;
GLenum f_dRGB;
uint32 wrgba;
float bf;
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[4];
GLuint64 tex_handle[4];
bool dirty_ressources;
GLuint ps;
GLuint gs;
GLuint vs;
GLuint program;
bool dirty_prog;
bool dirty_subroutine_vs;
bool dirty_subroutine_ps;
#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;
f_sRGB = 0;
f_dRGB = 0;
wrgba = 0xF;
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 (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;
dirty_prog = false;
dirty_subroutine_vs = false;
dirty_subroutine_ps = false;
dirty_ressources = false;
}
}