blob: b2f0cad26592e9a1bb00a427f20086f4dc986889 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
|
//
// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// angletypes.h : Defines a variety of structures and enum types that are used throughout libGLESv2
#ifndef LIBGLESV2_ANGLETYPES_H_
#define LIBGLESV2_ANGLETYPES_H_
namespace gl
{
enum TextureType
{
TEXTURE_2D,
TEXTURE_CUBE,
TEXTURE_TYPE_COUNT,
TEXTURE_UNKNOWN
};
enum SamplerType
{
SAMPLER_PIXEL,
SAMPLER_VERTEX
};
struct Color
{
float red;
float green;
float blue;
float alpha;
};
struct Rectangle
{
int x;
int y;
int width;
int height;
};
struct RasterizerState
{
bool cullFace;
GLenum cullMode;
GLenum frontFace;
bool polygonOffsetFill;
GLfloat polygonOffsetFactor;
GLfloat polygonOffsetUnits;
bool pointDrawMode;
bool multiSample;
};
struct BlendState
{
bool blend;
GLenum sourceBlendRGB;
GLenum destBlendRGB;
GLenum sourceBlendAlpha;
GLenum destBlendAlpha;
GLenum blendEquationRGB;
GLenum blendEquationAlpha;
bool colorMaskRed;
bool colorMaskGreen;
bool colorMaskBlue;
bool colorMaskAlpha;
bool sampleAlphaToCoverage;
bool dither;
};
struct DepthStencilState
{
bool depthTest;
GLenum depthFunc;
bool depthMask;
bool stencilTest;
GLenum stencilFunc;
GLuint stencilMask;
GLenum stencilFail;
GLenum stencilPassDepthFail;
GLenum stencilPassDepthPass;
GLuint stencilWritemask;
GLenum stencilBackFunc;
GLuint stencilBackMask;
GLenum stencilBackFail;
GLenum stencilBackPassDepthFail;
GLenum stencilBackPassDepthPass;
GLuint stencilBackWritemask;
};
struct SamplerState
{
GLenum minFilter;
GLenum magFilter;
GLenum wrapS;
GLenum wrapT;
float maxAnisotropy;
int lodOffset;
};
struct ClearParameters
{
GLbitfield mask;
Color colorClearValue;
bool colorMaskRed;
bool colorMaskGreen;
bool colorMaskBlue;
bool colorMaskAlpha;
float depthClearValue;
GLint stencilClearValue;
GLuint stencilWriteMask;
};
}
#endif // LIBGLESV2_ANGLETYPES_H_
|