My Project
|
#include <SDL_gpu.h>
Public Attributes | |
void * | context |
GPU_Target * | active_target |
GPU_ShaderBlock | current_shader_block |
GPU_ShaderBlock | default_textured_shader_block |
GPU_ShaderBlock | default_untextured_shader_block |
Uint32 | windowID |
int | window_w |
int | window_h |
int | drawable_w |
int | drawable_h |
int | stored_window_w |
int | stored_window_h |
Uint32 | default_textured_vertex_shader_id |
Uint32 | default_textured_fragment_shader_id |
Uint32 | default_untextured_vertex_shader_id |
Uint32 | default_untextured_fragment_shader_id |
Uint32 | current_shader_program |
Uint32 | default_textured_shader_program |
Uint32 | default_untextured_shader_program |
GPU_BlendMode | shapes_blend_mode |
float | line_thickness |
int | refcount |
void * | data |
GPU_bool | failed |
GPU_bool | use_texturing |
GPU_bool | shapes_use_blending |
Rendering context data. Only GPU_Targets which represent windows will store this.
GPU_Target* GPU_Context::active_target |
Last target used
void* GPU_Context::context |
SDL_GLContext
Uint32 GPU_Context::current_shader_program |
Internal state
Uint32 GPU_Context::default_textured_vertex_shader_id |
Shader handles used in the default shader programs
int GPU_Context::drawable_w |
Drawable region dimensions
int GPU_Context::stored_window_w |
Window dimensions for restoring windowed mode after GPU_SetFullscreen(1,1).
int GPU_Context::window_w |
Actual window dimensions
Uint32 GPU_Context::windowID |
SDL window ID