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