Hash :
bdf2d80f
Author :
Date :
2013-02-28T23:16:20
Add precompiled header support for the libGLESv2 project. TRAC #22518 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1938 736b8ea6-26fd-11df-bfd4-992fa37f6226
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//
// Copyright (c) 2012 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;
};
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_