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Lines Matching refs:iface

32 static void DepthRangef(GGLInterface * iface, GLclampf zNear, GLclampf zFar)
34 GGL_GET_CONTEXT(ctx, iface);
39 static void Viewport(GGLInterface * iface, GLint x, GLint y, GLsizei width, GLsizei height)
41 GGL_GET_CONTEXT(ctx, iface);
48 static void CullFace(GGLInterface * iface, GLenum mode)
50 GGL_GET_CONTEXT(ctx, iface);
57 static void FrontFace(GGLInterface * iface, GLenum mode)
59 GGL_GET_CONTEXT(ctx, iface);
66 static void BlendColor(GGLInterface * iface, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
68 GGL_GET_CONTEXT(ctx, iface);
73 SetShaderVerifyFunctions(iface);
76 static void BlendEquationSeparate(GGLInterface * iface, GLenum modeRGB, GLenum modeAlpha)
78 GGL_GET_CONTEXT(ctx, iface);
87 SetShaderVerifyFunctions(iface);
115 static void BlendFuncSeparate(GGLInterface * iface, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
117 GGL_GET_CONTEXT(ctx, iface);
142 SetShaderVerifyFunctions(iface);
146 static void EnableDisable(GGLInterface * iface, GLenum cap, GLboolean enable)
148 GGL_GET_CONTEXT(ctx, iface);
183 SetShaderVerifyFunctions(iface);
186 void InitializeGGLState(GGLInterface * iface)
189 reinterpret_cast<GGLContext *>(iface)->worker = GGLContext::Worker();
191 iface->DepthRangef = DepthRangef;
192 iface->Viewport = Viewport;
193 iface->CullFace = CullFace;
194 iface->FrontFace = FrontFace;
195 iface->BlendColor = BlendColor;
196 iface->BlendEquationSeparate = BlendEquationSeparate;
197 iface->BlendFuncSeparate = BlendFuncSeparate;
198 iface->EnableDisable = EnableDisable;
200 InitializeBufferFunctions(iface);
201 InitializeRasterFunctions(iface);
202 InitializeScanLineFunctions(iface);
203 InitializeShaderFunctions(iface);
204 InitializeTextureFunctions(iface);
206 iface->EnableDisable(iface, GL_DEPTH_TEST, false);
207 iface->DepthFunc(iface, GL_LESS);
208 iface->ClearColor(iface, 0, 0, 0, 0);
209 iface->ClearDepthf(iface, 1.0f);
211 iface->EnableDisable(iface, GL_STENCIL_TEST, false);
212 iface->StencilFuncSeparate(iface, GL_FRONT_AND_BACK, GL_ALWAYS, 0, 0xff);
213 iface->StencilOpSeparate(iface, GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
215 iface->FrontFace(iface, GL_CCW);
216 iface->CullFace(iface, GL_BACK);
217 iface->EnableDisable(iface, GL_CULL_FACE, false);
219 iface->EnableDisable(iface, GL_BLEND, false);
220 iface->BlendColor(iface, 0, 0, 0, 0);
221 iface->BlendEquationSeparate(iface, GL_FUNC_ADD, GL_FUNC_ADD);
222 iface->BlendFuncSeparate(iface, GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
225 iface->SetSampler(iface, i, NULL);
227 iface->SetBuffer(iface, GL_COLOR_BUFFER_BIT, NULL);
228 iface->SetBuffer(iface, GL_DEPTH_BUFFER_BIT, NULL);
229 iface->SetBuffer(iface, GL_STENCIL_BUFFER_BIT, NULL);
231 SetShaderVerifyFunctions(iface);
249 void UninitializeGGLState(GGLInterface * iface)
252 reinterpret_cast<GGLContext *>(iface)->worker.~Worker();
254 DestroyShaderFunctions(iface);
271 void DestroyGGLInterface(GGLInterface * iface)
273 GGLContext * const ctx = reinterpret_cast<GGLContext *>(iface);
274 UninitializeGGLState(iface);