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author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> | 2016-09-18 02:38:01 +0200 |
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committer | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> | 2016-09-18 02:38:01 +0200 |
commit | dc8479928c5aee4c6ad6fe4f59006fb604cee701 (patch) | |
tree | 569a7f13128450bbab973236615587ff00bced5f /src/video_core/renderer_opengl/gl_state.h | |
parent | Travis: Import Dolphin’s clang-format hook. (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_state.h')
-rw-r--r-- | src/video_core/renderer_opengl/gl_state.h | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h index 13c71b0a6..01dead883 100644 --- a/src/video_core/renderer_opengl/gl_state.h +++ b/src/video_core/renderer_opengl/gl_state.h @@ -9,14 +9,14 @@ class OpenGLState { public: struct { - bool enabled; // GL_CULL_FACE - GLenum mode; // GL_CULL_FACE_MODE + bool enabled; // GL_CULL_FACE + GLenum mode; // GL_CULL_FACE_MODE GLenum front_face; // GL_FRONT_FACE } cull; struct { - bool test_enabled; // GL_DEPTH_TEST - GLenum test_func; // GL_DEPTH_FUNC + bool test_enabled; // GL_DEPTH_TEST + GLenum test_func; // GL_DEPTH_FUNC GLboolean write_mask; // GL_DEPTH_WRITEMASK } depth; @@ -28,24 +28,24 @@ public: } color_mask; // GL_COLOR_WRITEMASK struct { - bool test_enabled; // GL_STENCIL_TEST - GLenum test_func; // GL_STENCIL_FUNC - GLint test_ref; // GL_STENCIL_REF - GLuint test_mask; // GL_STENCIL_VALUE_MASK - GLuint write_mask; // GL_STENCIL_WRITEMASK + bool test_enabled; // GL_STENCIL_TEST + GLenum test_func; // GL_STENCIL_FUNC + GLint test_ref; // GL_STENCIL_REF + GLuint test_mask; // GL_STENCIL_VALUE_MASK + GLuint write_mask; // GL_STENCIL_WRITEMASK GLenum action_stencil_fail; // GL_STENCIL_FAIL - GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL - GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS + GLenum action_depth_fail; // GL_STENCIL_PASS_DEPTH_FAIL + GLenum action_depth_pass; // GL_STENCIL_PASS_DEPTH_PASS } stencil; struct { - bool enabled; // GL_BLEND + bool enabled; // GL_BLEND GLenum rgb_equation; // GL_BLEND_EQUATION_RGB - GLenum a_equation; // GL_BLEND_EQUATION_ALPHA + GLenum a_equation; // GL_BLEND_EQUATION_ALPHA GLenum src_rgb_func; // GL_BLEND_SRC_RGB GLenum dst_rgb_func; // GL_BLEND_DST_RGB - GLenum src_a_func; // GL_BLEND_SRC_ALPHA - GLenum dst_a_func; // GL_BLEND_DST_ALPHA + GLenum src_a_func; // GL_BLEND_SRC_ALPHA + GLenum dst_a_func; // GL_BLEND_DST_ALPHA struct { GLclampf red; @@ -60,7 +60,7 @@ public: // 3 texture units - one for each that is used in PICA fragment shader emulation struct { GLuint texture_2d; // GL_TEXTURE_BINDING_2D - GLuint sampler; // GL_SAMPLER_BINDING + GLuint sampler; // GL_SAMPLER_BINDING } texture_units[3]; struct { @@ -74,10 +74,10 @@ public: struct { GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING - GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING - GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING - GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING - GLuint shader_program; // GL_CURRENT_PROGRAM + GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING + GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING + GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING + GLuint shader_program; // GL_CURRENT_PROGRAM } draw; OpenGLState(); |