Diligent Engine  v.2.4.g
Classes | Public Member Functions | List of all members
Diligent::GLContextState Class Reference

#include <GLContextState.hpp>

Classes

struct  ContextCaps
 

Public Member Functions

 GLContextState (class RenderDeviceGLImpl *pDeviceGL)
 
void SetProgram (const GLObjectWrappers::GLProgramObj &GLProgram)
 
void SetPipeline (const GLObjectWrappers::GLPipelineObj &GLPipeline)
 
void BindVAO (const GLObjectWrappers::GLVertexArrayObj &VAO)
 
void BindFBO (const GLObjectWrappers::GLFrameBufferObj &FBO)
 
void SetActiveTexture (Int32 Index)
 
void BindTexture (Int32 Index, GLenum BindTarget, const GLObjectWrappers::GLTextureObj &Tex)
 
void BindUniformBuffer (Int32 Index, const GLObjectWrappers::GLBufferObj &Buff)
 
void BindBuffer (GLenum BindTarget, const GLObjectWrappers::GLBufferObj &Buff, bool ResetVAO)
 
void BindSampler (Uint32 Index, const GLObjectWrappers::GLSamplerObj &GLSampler)
 
void BindImage (Uint32 Index, class TextureViewGLImpl *pTexView, GLint MipLevel, GLboolean IsLayered, GLint Layer, GLenum Access, GLenum Format)
 
void BindImage (Uint32 Index, class BufferViewGLImpl *pBuffView, GLenum Access, GLenum Format)
 
void BindStorageBlock (Int32 Index, const GLObjectWrappers::GLBufferObj &Buff, GLintptr Offset, GLsizeiptr Size)
 
void EnsureMemoryBarrier (MEMORY_BARRIER RequiredBarriers, class AsyncWritableResource *pRes=nullptr)
 
void SetPendingMemoryBarriers (MEMORY_BARRIER PendingBarriers)
 
void EnableDepthTest (bool bEnable)
 
void EnableDepthWrites (bool bEnable)
 
void SetDepthFunc (COMPARISON_FUNCTION CmpFunc)
 
void EnableStencilTest (bool bEnable)
 
void SetStencilWriteMask (Uint8 StencilWriteMask)
 
void SetStencilRef (GLenum Face, Int32 Ref)
 
void SetStencilFunc (GLenum Face, COMPARISON_FUNCTION Func, Int32 Ref, Uint32 Mask)
 
void SetStencilOp (GLenum Face, STENCIL_OP StencilFailOp, STENCIL_OP StencilDepthFailOp, STENCIL_OP StencilPassOp)
 
void SetFillMode (FILL_MODE FillMode)
 
void SetCullMode (CULL_MODE CullMode)
 
void SetFrontFace (bool FrontCounterClockwise)
 
void SetDepthBias (float DepthBias, float fSlopeScaledDepthBias)
 
void SetDepthClamp (bool bEnableDepthClamp)
 
void EnableScissorTest (bool bEnableScissorTest)
 
void SetBlendFactors (const float *BlendFactors)
 
void SetBlendState (const BlendStateDesc &BSDsc, Uint32 SampleMask)
 
Bool GetDepthWritesEnabled ()
 
Bool GetScissorTestEnabled ()
 
void GetColorWriteMask (Uint32 RTIndex, Uint32 &WriteMask, Bool &bIsIndependent)
 
void SetColorWriteMask (Uint32 RTIndex, Uint32 WriteMask, Bool bIsIndependent)
 
void GetBoundImage (Uint32 Index, GLuint &GLHandle, GLint &MipLevel, GLboolean &IsLayered, GLint &Layer, GLenum &Access, GLenum &Format) const
 
void SetNumPatchVertices (Int32 NumVertices)
 
void Invalidate ()
 
void InvalidateVAO ()
 
void InvalidateFBO ()
 
bool IsValidVAOBound () const
 
void SetCurrentGLContext (GLContext::NativeGLContextType Context)
 
GLContext::NativeGLContextType GetCurrentGLContext () const
 
const ContextCapsGetContextCaps ()
 

Constructor & Destructor Documentation

◆ GLContextState()

Diligent::GLContextState::GLContextState ( class RenderDeviceGLImpl pDeviceGL)

Member Function Documentation

◆ BindBuffer()

void Diligent::GLContextState::BindBuffer ( GLenum  BindTarget,
const GLObjectWrappers::GLBufferObj Buff,
bool  ResetVAO 
)

◆ BindFBO()

void Diligent::GLContextState::BindFBO ( const GLObjectWrappers::GLFrameBufferObj FBO)

◆ BindImage() [1/2]

void Diligent::GLContextState::BindImage ( Uint32  Index,
class BufferViewGLImpl pBuffView,
GLenum  Access,
GLenum  Format 
)

◆ BindImage() [2/2]

void Diligent::GLContextState::BindImage ( Uint32  Index,
class TextureViewGLImpl pTexView,
GLint  MipLevel,
GLboolean  IsLayered,
GLint  Layer,
GLenum  Access,
GLenum  Format 
)

◆ BindSampler()

void Diligent::GLContextState::BindSampler ( Uint32  Index,
const GLObjectWrappers::GLSamplerObj GLSampler 
)

◆ BindStorageBlock()

void Diligent::GLContextState::BindStorageBlock ( Int32  Index,
const GLObjectWrappers::GLBufferObj Buff,
GLintptr  Offset,
GLsizeiptr  Size 
)

◆ BindTexture()

void Diligent::GLContextState::BindTexture ( Int32  Index,
GLenum  BindTarget,
const GLObjectWrappers::GLTextureObj Tex 
)

◆ BindUniformBuffer()

void Diligent::GLContextState::BindUniformBuffer ( Int32  Index,
const GLObjectWrappers::GLBufferObj Buff 
)

◆ BindVAO()

void Diligent::GLContextState::BindVAO ( const GLObjectWrappers::GLVertexArrayObj VAO)

◆ EnableDepthTest()

void Diligent::GLContextState::EnableDepthTest ( bool  bEnable)

◆ EnableDepthWrites()

void Diligent::GLContextState::EnableDepthWrites ( bool  bEnable)

◆ EnableScissorTest()

void Diligent::GLContextState::EnableScissorTest ( bool  bEnableScissorTest)

◆ EnableStencilTest()

void Diligent::GLContextState::EnableStencilTest ( bool  bEnable)

◆ EnsureMemoryBarrier()

void Diligent::GLContextState::EnsureMemoryBarrier ( MEMORY_BARRIER  RequiredBarriers,
class AsyncWritableResource pRes = nullptr 
)

◆ GetBoundImage()

void Diligent::GLContextState::GetBoundImage ( Uint32  Index,
GLuint &  GLHandle,
GLint &  MipLevel,
GLboolean &  IsLayered,
GLint &  Layer,
GLenum &  Access,
GLenum &  Format 
) const

◆ GetColorWriteMask()

void Diligent::GLContextState::GetColorWriteMask ( Uint32  RTIndex,
Uint32 WriteMask,
Bool bIsIndependent 
)

◆ GetContextCaps()

const ContextCaps& Diligent::GLContextState::GetContextCaps ( )
inline

◆ GetCurrentGLContext()

GLContext::NativeGLContextType Diligent::GLContextState::GetCurrentGLContext ( ) const
inline

◆ GetDepthWritesEnabled()

Bool Diligent::GLContextState::GetDepthWritesEnabled ( )
inline

◆ GetScissorTestEnabled()

Bool Diligent::GLContextState::GetScissorTestEnabled ( )
inline

◆ Invalidate()

void Diligent::GLContextState::Invalidate ( )

◆ InvalidateFBO()

void Diligent::GLContextState::InvalidateFBO ( )
inline

◆ InvalidateVAO()

void Diligent::GLContextState::InvalidateVAO ( )
inline

◆ IsValidVAOBound()

bool Diligent::GLContextState::IsValidVAOBound ( ) const
inline

◆ SetActiveTexture()

void Diligent::GLContextState::SetActiveTexture ( Int32  Index)

◆ SetBlendFactors()

void Diligent::GLContextState::SetBlendFactors ( const float *  BlendFactors)

◆ SetBlendState()

void Diligent::GLContextState::SetBlendState ( const BlendStateDesc BSDsc,
Uint32  SampleMask 
)

◆ SetColorWriteMask()

void Diligent::GLContextState::SetColorWriteMask ( Uint32  RTIndex,
Uint32  WriteMask,
Bool  bIsIndependent 
)

◆ SetCullMode()

void Diligent::GLContextState::SetCullMode ( CULL_MODE  CullMode)

◆ SetCurrentGLContext()

void Diligent::GLContextState::SetCurrentGLContext ( GLContext::NativeGLContextType  Context)
inline

◆ SetDepthBias()

void Diligent::GLContextState::SetDepthBias ( float  DepthBias,
float  fSlopeScaledDepthBias 
)

◆ SetDepthClamp()

void Diligent::GLContextState::SetDepthClamp ( bool  bEnableDepthClamp)

◆ SetDepthFunc()

void Diligent::GLContextState::SetDepthFunc ( COMPARISON_FUNCTION  CmpFunc)

◆ SetFillMode()

void Diligent::GLContextState::SetFillMode ( FILL_MODE  FillMode)

◆ SetFrontFace()

void Diligent::GLContextState::SetFrontFace ( bool  FrontCounterClockwise)

◆ SetNumPatchVertices()

void Diligent::GLContextState::SetNumPatchVertices ( Int32  NumVertices)

◆ SetPendingMemoryBarriers()

void Diligent::GLContextState::SetPendingMemoryBarriers ( MEMORY_BARRIER  PendingBarriers)

◆ SetPipeline()

void Diligent::GLContextState::SetPipeline ( const GLObjectWrappers::GLPipelineObj GLPipeline)

◆ SetProgram()

void Diligent::GLContextState::SetProgram ( const GLObjectWrappers::GLProgramObj GLProgram)

◆ SetStencilFunc()

void Diligent::GLContextState::SetStencilFunc ( GLenum  Face,
COMPARISON_FUNCTION  Func,
Int32  Ref,
Uint32  Mask 
)

◆ SetStencilOp()

void Diligent::GLContextState::SetStencilOp ( GLenum  Face,
STENCIL_OP  StencilFailOp,
STENCIL_OP  StencilDepthFailOp,
STENCIL_OP  StencilPassOp 
)

◆ SetStencilRef()

void Diligent::GLContextState::SetStencilRef ( GLenum  Face,
Int32  Ref 
)

◆ SetStencilWriteMask()

void Diligent::GLContextState::SetStencilWriteMask ( Uint8  StencilWriteMask)

The documentation for this class was generated from the following files: