#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: