Files
pcsx2/plugins/GSdx/GLState.h
T
gregory.hainaut e80b002929 gsdx ogl: Flush various pending work
* try to use more subroutine on VS&PS, unfortunately hit a driver crash!
* Call Attach/DetachContext through GSDevice so I can unmap currently mapped buffer
* Implement glsl part of GL_ARB_bindless texture, again hit another driver crash!
* various fix of GL_ARB_buffer_storage. Basic benchmark show only improvement on 'cold' case, I guess it will improve smoothness
* try to fix GL_clear_texture, no success so far. It seem the extension is limited to basic texture (aka no depth/stencil)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5752 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-24 20:54:27 +00:00

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/*
* 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
*
*/
#pragma once
#include "GSdx.h"
#include "GSVector.h"
namespace GLState {
extern GLuint fbo; // frame buffer object
extern GLenum draw; // Drawing buffer
extern GSVector2i viewport;
extern GSVector4i scissor;
extern bool blend;
extern GLenum eq_RGB;
extern GLenum eq_A;
extern GLenum f_sRGB;
extern GLenum f_dRGB;
extern GLenum f_sA;
extern GLenum f_dA;
extern bool r_msk;
extern bool g_msk;
extern bool b_msk;
extern bool a_msk;
extern float bf;
extern bool depth;
extern GLenum depth_func;
extern bool depth_mask;
extern bool stencil;
extern GLenum stencil_func;
extern GLenum stencil_pass;
extern GLuint ubo; // uniform buffer object
extern GLuint ps_ss; // sampler
extern GLuint rt; // render target
extern GLuint ds; // Depth-Stencil
extern GLuint tex_unit[2]; // shader input texture
extern GLuint tex; // Generic texture (for tex operation)
extern GLuint64 tex_handle[2]; // shader input texture
extern GLuint ps;
extern GLuint gs;
extern GLuint vs;
extern GLuint program; // monolith program (when sso isn't supported)
extern bool dirty_prog;
extern bool dirty_subroutine_vs;
extern bool dirty_subroutine_ps;
extern bool dirty_ressources;
extern void Clear();
}