mirror of https://github.com/PCSX2/pcsx2.git
636 lines
15 KiB
C++
636 lines
15 KiB
C++
/*
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* Copyright (C) 2011-2013 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "GSDevice.h"
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#include "GSTextureOGL.h"
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#include "GSdx.h"
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#include "GSVertexArrayOGL.h"
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#include "GSUniformBufferOGL.h"
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#include "GSShaderOGL.h"
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#include "GLState.h"
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#ifdef ENABLE_OGL_DEBUG_MEM_BW
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extern uint32 g_texture_upload_byte;
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extern uint32 g_vertex_upload_byte;
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#endif
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class GSBlendStateOGL {
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// Note: You can also select the index of the draw buffer for which to set the blend setting
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// We will keep basic the first try
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bool m_enable;
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GLenum m_equation_RGB;
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GLenum m_equation_A;
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GLenum m_func_sRGB;
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GLenum m_func_dRGB;
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GLenum m_func_sA;
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GLenum m_func_dA;
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bool m_r_msk;
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bool m_b_msk;
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bool m_g_msk;
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bool m_a_msk;
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bool constant_factor;
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public:
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GSBlendStateOGL() : m_enable(false)
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, m_equation_RGB(0)
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, m_equation_A(GL_FUNC_ADD)
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, m_func_sRGB(0)
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, m_func_dRGB(0)
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, m_func_sA(GL_ONE)
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, m_func_dA(GL_ZERO)
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, m_r_msk(GL_TRUE)
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, m_b_msk(GL_TRUE)
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, m_g_msk(GL_TRUE)
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, m_a_msk(GL_TRUE)
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, constant_factor(false)
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{}
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void SetRGB(GLenum op, GLenum src, GLenum dst)
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{
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m_equation_RGB = op;
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m_func_sRGB = src;
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m_func_dRGB = dst;
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if (IsConstant(src) || IsConstant(dst)) constant_factor = true;
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}
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void SetALPHA(GLenum op, GLenum src, GLenum dst)
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{
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m_equation_A = op;
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m_func_sA = src;
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m_func_dA = dst;
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}
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void SetMask(bool r, bool g, bool b, bool a) { m_r_msk = r; m_g_msk = g; m_b_msk = b; m_a_msk = a; }
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void RevertOp()
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{
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if(m_equation_RGB == GL_FUNC_ADD)
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m_equation_RGB = GL_FUNC_REVERSE_SUBTRACT;
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else if(m_equation_RGB == GL_FUNC_REVERSE_SUBTRACT)
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m_equation_RGB = GL_FUNC_ADD;
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}
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void EnableBlend() { m_enable = true;}
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bool IsConstant(GLenum factor) { return ((factor == GL_CONSTANT_COLOR) || (factor == GL_ONE_MINUS_CONSTANT_COLOR)); }
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bool HasConstantFactor() { return constant_factor; }
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void SetupColorMask()
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{
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// FIXME align then SSE
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if (GLState::r_msk != m_r_msk || GLState::g_msk != m_g_msk || GLState::b_msk != m_b_msk || GLState::a_msk != m_a_msk) {
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GLState::r_msk = m_r_msk;
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GLState::g_msk = m_g_msk;
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GLState::b_msk = m_b_msk;
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GLState::a_msk = m_a_msk;
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#ifdef ENABLE_GLES
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gl_ColorMask(m_r_msk, m_g_msk, m_b_msk, m_a_msk);
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#else
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gl_ColorMaski(0, m_r_msk, m_g_msk, m_b_msk, m_a_msk);
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#endif
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}
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}
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void SetupBlend(float factor)
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{
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SetupColorMask();
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if (GLState::blend != m_enable) {
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GLState::blend = m_enable;
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if (m_enable)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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}
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if (m_enable) {
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if (HasConstantFactor()) {
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if (GLState::bf != factor) {
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GLState::bf = factor;
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gl_BlendColor(factor, factor, factor, 0);
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}
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}
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if (GLState::eq_RGB != m_equation_RGB || GLState::eq_A != m_equation_A) {
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GLState::eq_RGB = m_equation_RGB;
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GLState::eq_A = m_equation_A;
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#ifdef ENABLE_GLES
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gl_BlendEquationSeparate(m_equation_RGB, m_equation_A);
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#else
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gl_BlendEquationSeparateiARB(0, m_equation_RGB, m_equation_A);
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#endif
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}
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// FIXME align then SSE
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if (GLState::f_sRGB != m_func_sRGB || GLState::f_dRGB != m_func_dRGB || GLState::f_sA != m_func_sA || GLState::f_dA != m_func_dA) {
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GLState::f_sRGB = m_func_sRGB;
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GLState::f_dRGB = m_func_dRGB;
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GLState::f_sA = m_func_sA;
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GLState::f_dA = m_func_dA;
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#ifdef ENABLE_GLES
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gl_BlendFuncSeparate(m_func_sRGB, m_func_dRGB, m_func_sA, m_func_dA);
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#else
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gl_BlendFuncSeparateiARB(0, m_func_sRGB, m_func_dRGB, m_func_sA, m_func_dA);
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#endif
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}
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}
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}
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};
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class GSDepthStencilOGL {
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bool m_depth_enable;
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GLenum m_depth_func;
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bool m_depth_mask;
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// Note front face and back might be split but it seems they have same parameter configuration
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bool m_stencil_enable;
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GLenum m_stencil_func;
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GLenum m_stencil_spass_dpass_op;
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public:
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GSDepthStencilOGL() : m_depth_enable(false)
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, m_depth_func(0)
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, m_depth_mask(0)
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, m_stencil_enable(false)
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, m_stencil_func(0)
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, m_stencil_spass_dpass_op(GL_KEEP)
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{
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// Only needed once since m_stencil_mask is constant
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// Control which stencil bitplane are written
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glStencilMask(1);
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}
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void EnableDepth() { m_depth_enable = true; }
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void EnableStencil() { m_stencil_enable = true; }
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void SetDepth(GLenum func, bool mask) { m_depth_func = func; m_depth_mask = mask; }
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void SetStencil(GLenum func, GLenum pass) { m_stencil_func = func; m_stencil_spass_dpass_op = pass; }
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void SetupDepth()
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{
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if (GLState::depth != m_depth_enable) {
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GLState::depth = m_depth_enable;
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if (m_depth_enable)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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}
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if (m_depth_enable) {
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if (GLState::depth_func != m_depth_func) {
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GLState::depth_func = m_depth_func;
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glDepthFunc(m_depth_func);
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}
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if (GLState::depth_mask != m_depth_mask) {
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GLState::depth_mask = m_depth_mask;
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glDepthMask((GLboolean)m_depth_mask);
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}
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}
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}
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void SetupStencil()
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{
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if (GLState::stencil != m_stencil_enable) {
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GLState::stencil = m_stencil_enable;
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if (m_stencil_enable)
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glEnable(GL_STENCIL_TEST);
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else
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glDisable(GL_STENCIL_TEST);
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}
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if (m_stencil_enable) {
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// Note: here the mask control which bitplane is considered by the operation
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if (GLState::stencil_func != m_stencil_func) {
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GLState::stencil_func = m_stencil_func;
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glStencilFunc(m_stencil_func, 1, 1);
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}
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if (GLState::stencil_pass != m_stencil_spass_dpass_op) {
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GLState::stencil_pass = m_stencil_spass_dpass_op;
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glStencilOp(GL_KEEP, GL_KEEP, m_stencil_spass_dpass_op);
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}
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}
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}
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bool IsMaskEnable() { return m_depth_mask != GL_FALSE; }
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};
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class GSDeviceOGL : public GSDevice
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{
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public:
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__aligned(struct, 32) VSConstantBuffer
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{
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GSVector4 Vertex_Scale_Offset;
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GSVector4 TextureScale;
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VSConstantBuffer()
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{
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Vertex_Scale_Offset = GSVector4::zero();
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TextureScale = GSVector4::zero();
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}
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__forceinline bool Update(const VSConstantBuffer* cb)
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{
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GSVector4i* a = (GSVector4i*)this;
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GSVector4i* b = (GSVector4i*)cb;
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if(!((a[0] == b[0]) & (a[1] == b[1])).alltrue())
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{
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a[0] = b[0];
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a[1] = b[1];
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return true;
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}
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return false;
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}
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};
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struct VSSelector
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{
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union
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{
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struct
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{
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uint32 wildhack:1;
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uint32 bppz:2;
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uint32 logz:1;
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// Next param will be handle by subroutine
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uint32 tme:1;
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uint32 fst:1;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x7f;}
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VSSelector() : key(0) {}
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VSSelector(uint32 k) : key(k) {}
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static uint32 size() { return 1 << 6; }
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};
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__aligned(struct, 32) PSConstantBuffer
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{
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GSVector4 FogColor_AREF;
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GSVector4 WH;
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GSVector4 MinF_TA;
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GSVector4i MskFix;
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GSVector4 HalfTexel;
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GSVector4 MinMax;
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GSVector4 TC_OffsetHack;
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PSConstantBuffer()
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{
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FogColor_AREF = GSVector4::zero();
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HalfTexel = GSVector4::zero();
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WH = GSVector4::zero();
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MinMax = GSVector4::zero();
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MinF_TA = GSVector4::zero();
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MskFix = GSVector4i::zero();
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}
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__forceinline bool Update(const PSConstantBuffer* cb)
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{
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GSVector4i* a = (GSVector4i*)this;
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GSVector4i* b = (GSVector4i*)cb;
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// if WH matches both HalfTexel and TC_OffsetHack do too
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// MinMax depends on WH and MskFix so no need to check it too
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if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3])).alltrue())
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{
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// Note previous check uses SSE already, a plain copy will be faster than any memcpy
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a[0] = b[0];
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a[1] = b[1];
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a[2] = b[2];
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a[3] = b[3];
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return true;
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}
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return false;
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}
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};
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struct PSSelector
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{
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union
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{
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struct
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{
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uint32 fst:1;
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uint32 fmt:3;
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uint32 aem:1;
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uint32 fog:1;
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uint32 clr1:1;
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uint32 fba:1;
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uint32 aout:1;
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uint32 date:2;
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uint32 spritehack:1;
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uint32 tcoffsethack:1;
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uint32 point_sampler:1;
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uint32 iip:1;
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// Next param will be handle by subroutine
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uint32 colclip:2;
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uint32 atst:3;
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uint32 tfx:3;
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uint32 tcc:1;
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uint32 wms:2;
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uint32 wmt:2;
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uint32 ltf:1;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x1fffffff;}
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PSSelector() : key(0) {}
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};
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struct PSSamplerSelector
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{
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union
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{
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struct
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{
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uint32 tau:1;
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uint32 tav:1;
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uint32 ltf:1;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x7;}
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PSSamplerSelector() : key(0) {}
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PSSamplerSelector(uint32 k) : key(k) {}
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static uint32 size() { return 1 << 3; }
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};
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struct OMDepthStencilSelector
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{
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union
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{
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struct
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{
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uint32 ztst:2;
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uint32 zwe:1;
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uint32 date:1;
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uint32 fba:1;
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uint32 alpha_stencil:1;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x3f;}
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OMDepthStencilSelector() : key(0) {}
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OMDepthStencilSelector(uint32 k) : key(k) {}
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static uint32 size() { return 1 << 6; }
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};
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struct OMBlendSelector
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{
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union
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{
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struct
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{
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uint32 abe:1;
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uint32 a:2;
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uint32 b:2;
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uint32 c:2;
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uint32 d:2;
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uint32 wr:1;
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uint32 wg:1;
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uint32 wb:1;
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uint32 wa:1;
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uint32 negative:1;
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};
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struct
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{
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uint32 _pad:1;
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uint32 abcd:8;
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uint32 wrgba:4;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x3fff;}
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OMBlendSelector() : key(0) {}
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bool IsCLR1() const
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{
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return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
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}
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};
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struct D3D9Blend {int bogus, op, src, dst;};
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static const D3D9Blend m_blendMapD3D9[3*3*3*3];
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private:
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uint32 m_msaa; // Level of Msaa
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bool m_free_window;
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GSWnd* m_window;
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GLuint m_fbo; // frame buffer container
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GLuint m_fbo_read; // frame buffer container only for reading
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GSVertexBufferStateOGL* m_va;// state of the vertex buffer/array
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struct {
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GLuint ps[2]; // program object
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GSUniformBufferOGL* cb; // uniform buffer object
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GSBlendStateOGL* bs;
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} m_merge_obj;
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struct {
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GLuint ps[4]; // program object
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GSUniformBufferOGL* cb; // uniform buffer object
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} m_interlace;
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struct {
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GLuint vs; // program object
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GLuint ps[10]; // program object
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GLuint ln; // sampler object
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GLuint pt; // sampler object
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GSDepthStencilOGL* dss;
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GSBlendStateOGL* bs;
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} m_convert;
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struct {
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GLuint ps;
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GSUniformBufferOGL *cb;
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} m_fxaa;
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struct {
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GLuint ps;
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GSUniformBufferOGL* cb;
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} m_shaderfx;
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struct {
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GSDepthStencilOGL* dss;
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GSBlendStateOGL* bs;
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GSTexture* t;
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} m_date;
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struct {
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GLuint ps;
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GSUniformBufferOGL *cb;
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} m_shadeboost;
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struct {
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GSDepthStencilOGL* dss;
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GSBlendStateOGL* bs;
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float bf; // blend factor
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} m_state;
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GLuint m_vs[1<<6];
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GLuint m_gs;
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GLuint m_ps_ss[1<<3];
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GSDepthStencilOGL* m_om_dss[1<<6];
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hash_map<uint32, GLuint > m_ps;
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hash_map<uint32, GSBlendStateOGL* > m_om_bs;
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GLuint m_apitrace;
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GLuint m_palette_ss;
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GLuint m_rt_ss;
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GSUniformBufferOGL* m_vs_cb;
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GSUniformBufferOGL* m_ps_cb;
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VSConstantBuffer m_vs_cb_cache;
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PSConstantBuffer m_ps_cb_cache;
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GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
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GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
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void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
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void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
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void DoFXAA(GSTexture* st, GSTexture* dt);
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void DoShadeBoost(GSTexture* st, GSTexture* dt);
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void DoExternalFX(GSTexture* st, GSTexture* dt);
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void OMAttachRt(GLuint rt);
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void OMAttachDs(GLuint ds);
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void OMSetFBO(GLuint fbo);
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public:
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GSShaderOGL* m_shader;
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GSDeviceOGL();
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virtual ~GSDeviceOGL();
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static void CheckDebugLog();
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static void DebugOutputToFile(GLenum gl_source, GLenum gl_type, GLuint id, GLenum gl_severity, GLsizei gl_length, const GLchar *gl_message, const void* userParam);
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bool HasStencil() { return true; }
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bool HasDepth32() { return true; }
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bool Create(GSWnd* wnd);
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bool Reset(int w, int h);
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void Flip();
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void SetVSync(bool enable);
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// Used for opengl multithread hack
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void AttachContext();
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void DetachContext();
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void DrawPrimitive();
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void DrawIndexedPrimitive();
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void DrawIndexedPrimitive(int offset, int count);
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void BeforeDraw();
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void AfterDraw();
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void ClearRenderTarget(GSTexture* t, const GSVector4& c);
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void ClearRenderTarget(GSTexture* t, uint32 c);
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void ClearRenderTarget_ui(GSTexture* t, uint32 c);
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void ClearDepth(GSTexture* t, float c);
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void ClearStencil(GSTexture* t, uint8 c);
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GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0);
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GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0);
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GSTexture* CreateTexture(int w, int h, int format = 0);
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GSTexture* CreateOffscreen(int w, int h, int format = 0);
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void InitPrimDateTexture(int w, int h);
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void RecycleDateTexture();
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void BindDateTexture();
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GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
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void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, bool linear = true);
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true);
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void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
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void EndScene();
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void IASetPrimitiveTopology(GLenum topology);
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void IASetVertexBuffer(const void* vertices, size_t count);
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void IASetIndexBuffer(const void* index, size_t count);
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void PSSetShaderResource(GLuint sr);
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void PSSetShaderResources(GLuint tex[2]);
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void PSSetSamplerState(GLuint ss);
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void OMSetDepthStencilState(GSDepthStencilOGL* dss, uint8 sref);
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void OMSetBlendState(GSBlendStateOGL* bs, float bf);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
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void OMSetWriteBuffer(GLenum buffer = GL_COLOR_ATTACHMENT0);
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void CreateTextureFX();
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GLuint CompileVS(VSSelector sel);
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GLuint CompileGS();
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GLuint CompilePS(PSSelector sel);
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GLuint CreateSampler(bool bilinear, bool tau, bool tav);
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GLuint CreateSampler(PSSamplerSelector sel);
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GSDepthStencilOGL* CreateDepthStencil(OMDepthStencilSelector dssel);
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GSBlendStateOGL* CreateBlend(OMBlendSelector bsel, uint8 afix);
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void SetupIA(const void* vertex, int vertex_count, const uint32* index, int index_count, int prim);
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void SetupVS(VSSelector sel);
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void SetupGS(bool enable);
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void SetupPS(PSSelector sel);
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void SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb);
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void SetupSampler(PSSamplerSelector ssel);
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void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
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GLuint GetSamplerID(PSSamplerSelector ssel);
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GLuint GetPaletteSamplerID();
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void Barrier(GLbitfield b);
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};
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