#include <Ultralight/platform/GPUDriver.h>
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uint32_t | viewport_width |
| Viewport width in pixels.
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uint32_t | viewport_height |
| Viewport height in pixels.
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Matrix4x4 | transform |
| Transform matrix– you should multiply this with the screen-space orthographic projection matrix then pass to the vertex shader.
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bool | enable_texturing |
| Whether or not we should enable texturing for the current draw command.
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bool | enable_blend |
| Whether or not we should enable blending for the current draw command.
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ShaderType | shader_type |
| The vertex/pixel shader program pair to use for the current draw command.
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uint32_t | render_buffer_id |
| The render buffer to use for the current draw command.
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uint32_t | texture_1_id |
| The texture id to bind to slot #1. (Will be 0 if none)
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uint32_t | texture_2_id |
| The texture id to bind to slot #2. (Will be 0 if none)
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uint32_t | texture_3_id |
| The texture id to bind to slot #3. (Will be 0 if none)
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float | uniform_scalar [8] |
| The following four members are passed to the pixel shader via uniforms.
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vec4 | uniform_vector [8] |
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uint8_t | clip_size |
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Matrix4x4 | clip [8] |
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bool | enable_scissor |
| Whether or not scissor testing should be used for the current draw command.
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IntRect | scissor_rect |
| The scissor rect to use for scissor testing (units in pixels)
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◆ clip
◆ clip_size
uint8_t ultralight::GPUState::clip_size |
◆ enable_blend
bool ultralight::GPUState::enable_blend |
Whether or not we should enable blending for the current draw command.
If blending is disabled, any drawn pixels should overwrite existing. This is mainly used so we can modify alpha values of the RenderBuffer during scissored clears.
◆ enable_scissor
bool ultralight::GPUState::enable_scissor |
Whether or not scissor testing should be used for the current draw command.
◆ enable_texturing
bool ultralight::GPUState::enable_texturing |
Whether or not we should enable texturing for the current draw command.
◆ render_buffer_id
uint32_t ultralight::GPUState::render_buffer_id |
The render buffer to use for the current draw command.
◆ scissor_rect
IntRect ultralight::GPUState::scissor_rect |
The scissor rect to use for scissor testing (units in pixels)
◆ shader_type
The vertex/pixel shader program pair to use for the current draw command.
◆ texture_1_id
uint32_t ultralight::GPUState::texture_1_id |
The texture id to bind to slot #1. (Will be 0 if none)
◆ texture_2_id
uint32_t ultralight::GPUState::texture_2_id |
The texture id to bind to slot #2. (Will be 0 if none)
◆ texture_3_id
uint32_t ultralight::GPUState::texture_3_id |
The texture id to bind to slot #3. (Will be 0 if none)
◆ transform
Transform matrix– you should multiply this with the screen-space orthographic projection matrix then pass to the vertex shader.
◆ uniform_scalar
float ultralight::GPUState::uniform_scalar[8] |
The following four members are passed to the pixel shader via uniforms.
◆ uniform_vector
vec4 ultralight::GPUState::uniform_vector[8] |
◆ viewport_height
uint32_t ultralight::GPUState::viewport_height |
Viewport height in pixels.
◆ viewport_width
uint32_t ultralight::GPUState::viewport_width |
Viewport width in pixels.
The documentation for this struct was generated from the following file: