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Namespaces | Functions
DeviceCommandContext.cpp File Reference
#include "precompiled.h"
#include "DeviceCommandContext.h"
#include "ps/CLogger.h"
#include "renderer/backend/gl/Buffer.h"
#include "renderer/backend/gl/Device.h"
#include "renderer/backend/gl/Framebuffer.h"
#include "renderer/backend/gl/Mapping.h"
#include "renderer/backend/gl/PipelineState.h"
#include "renderer/backend/gl/ShaderProgram.h"
#include "renderer/backend/gl/Texture.h"
#include <algorithm>
#include <cstring>
#include <limits>
Include dependency graph for DeviceCommandContext.cpp:

Namespaces

 Renderer
 
 Renderer::Backend
 
 Renderer::Backend::GL
 
 Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}
 

Functions

bool Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::operator== (const SStencilOpState &lhs, const SStencilOpState &rhs)
 
bool Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::operator!= (const SStencilOpState &lhs, const SStencilOpState &rhs)
 
bool Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::operator== (const CDeviceCommandContext::Rect &lhs, const CDeviceCommandContext::Rect &rhs)
 
bool Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::operator!= (const CDeviceCommandContext::Rect &lhs, const CDeviceCommandContext::Rect &rhs)
 
void Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::ApplyDepthMask (const bool depthWriteEnabled)
 
void Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::ApplyColorMask (const uint8_t colorWriteMask)
 
void Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::ApplyStencilMask (const uint32_t stencilWriteMask)
 
GLenum Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::BufferTypeToGLTarget (const CBuffer::Type type)
 
void Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::UploadDynamicBufferRegionImpl (const GLenum target, const uint32_t bufferSize, const uint32_t dataOffset, const uint32_t dataSize, const CDeviceCommandContext::UploadBufferFunction &uploadFunction)
 
void Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::InvalidateFramebuffer (CFramebuffer *framebuffer, const bool color, const bool depthStencil)
 In case we don't need a framebuffer content (because of the following clear or overwriting by a shader) we might give a hint to a driver via glInvalidateFramebuffer. More...