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https://github.com/PCSX2/pcsx2.git
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This pull request is for the pending reorganization of the folder structure on GSdx, making it better organized and easier to work with. Also remove unused GSTextureFX.cpp file.
66 lines
1.7 KiB
C++
66 lines
1.7 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 "GSdx.h"
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#include "GSVector.h"
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namespace GLState {
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extern GLuint fbo; // frame buffer object
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extern GSVector2i viewport;
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extern GSVector4i scissor;
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extern bool blend;
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extern uint16 eq_RGB;
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extern uint16 f_sRGB;
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extern uint16 f_dRGB;
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extern uint8 bf;
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extern uint32 wrgba;
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extern bool depth;
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extern GLenum depth_func;
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extern bool depth_mask;
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extern bool stencil;
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extern GLenum stencil_func;
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extern GLenum stencil_pass;
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extern GLuint ubo; // uniform buffer object
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extern GLuint ps_ss; // sampler
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extern GLuint rt; // render target
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extern GLuint ds; // Depth-Stencil
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extern GLuint tex_unit[8]; // shader input texture
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extern GLuint64 tex_handle[8]; // shader input texture
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extern GLuint ps;
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extern GLuint gs;
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extern GLuint vs;
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extern GLuint program;
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extern GLuint pipeline;
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extern int64 available_vram;
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extern void Clear();
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}
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