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authorEmmanuel Gil Peyrot <linkmauve@linkmauve.fr>2016-09-18 02:38:01 +0200
committerEmmanuel Gil Peyrot <linkmauve@linkmauve.fr>2016-09-18 02:38:01 +0200
commitdc8479928c5aee4c6ad6fe4f59006fb604cee701 (patch)
tree569a7f13128450bbab973236615587ff00bced5f /src/video_core/renderer_opengl/gl_state.h
parentTravis: 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.h40
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();