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ReactOS Development > Doxygen

GLcontext Struct Reference

#include <mtypes.h>

Data Fields

struct gl_shared_stateShared
GLvisual Visual
GLframebuffer * DrawBuffer
GLframebuffer * ReadBuffer
GLframebuffer * WinSysDrawBuffer
GLframebuffer * WinSysReadBuffer
struct dd_function_table Driver
voidDriverCtx
struct gl_constants Const
GLmatrix _ModelProjectMatrix
GLenum ErrorValue
GLenum RenderMode
GLbitfield NewState
struct gl_list_extensions ListExt
GLboolean NoDither
GLboolean Mesa_DXTn
struct gl_tnl_module TnlModule
API function pointer tables
struct _glapi_tableSave
struct _glapi_tableExec
struct _glapi_tableCurrentDispatch
The various 4x4 matrix stacks
struct gl_matrix_stack ModelviewMatrixStack
struct gl_matrix_stack ProjectionMatrixStack
struct gl_matrix_stack ColorMatrixStack
struct gl_matrix_stack TextureMatrixStack [MAX_TEXTURE_UNITS]
struct gl_matrix_stack ProgramMatrixStack [MAX_PROGRAM_MATRICES]
struct gl_matrix_stackCurrentStack
Display lists
struct gl_dlist_state ListState
GLboolean ExecuteFlag
GLboolean CompileFlag
struct gl_extensions Extensions
State attribute stack (for glPush/PopAttrib)
GLuint AttribStackDepth
struct gl_attrib_nodeAttribStack [MAX_ATTRIB_STACK_DEPTH]
Renderer attribute groups

We define a struct for each attribute group to make pushing and popping attributes easy. Also it's a good organization.

struct gl_accum_attrib Accum
struct gl_colorbuffer_attrib Color
struct gl_current_attrib Current
struct gl_depthbuffer_attrib Depth
struct gl_eval_attrib Eval
struct gl_fog_attrib Fog
struct gl_hint_attrib Hint
struct gl_light_attrib Light
struct gl_line_attrib Line
struct gl_list_attrib List
struct gl_multisample_attrib Multisample
struct gl_pixel_attrib Pixel
struct gl_point_attrib Point
struct gl_polygon_attrib Polygon
GLuint PolygonStipple [32]
struct gl_scissor_attrib Scissor
struct gl_stencil_attrib Stencil
struct gl_texture_attrib Texture
struct gl_transform_attrib Transform
struct gl_viewport_attrib Viewport
Client attribute stack
GLuint ClientAttribStackDepth
struct gl_attrib_nodeClientAttribStack [MAX_CLIENT_ATTRIB_STACK_DEPTH]
Client attribute groups
struct gl_array_attrib Array
struct gl_pixelstore_attrib Pack
struct gl_pixelstore_attrib Unpack
struct gl_pixelstore_attrib DefaultPacking
Other assorted state (not pushed/popped on attribute stack)
struct gl_pixelmaps PixelMaps
struct gl_histogram_attrib Histogram
struct gl_minmax_attrib MinMax
struct gl_convolution_attrib Convolution1D
struct gl_convolution_attrib Convolution2D
struct gl_convolution_attrib Separable2D
struct gl_evaluators EvalMap
struct gl_feedback Feedback
struct gl_selection Select
struct gl_color_table ColorTable [COLORTABLE_MAX]
struct gl_color_table ProxyColorTable [COLORTABLE_MAX]
struct gl_program_state Program
struct gl_vertex_program_state VertexProgram
struct gl_fragment_program_state FragmentProgram
struct gl_ati_fragment_shader_state ATIFragmentShader
struct gl_query_state Query
struct gl_shader_state Shader
Derived state
GLbitfield _TriangleCaps
GLbitfield _ImageTransferState
GLfloat _EyeZDir [3]
GLfloat _ModelViewInvScale
GLboolean _NeedEyeCoords
GLboolean _ForceEyeCoords
GLenum _CurrentProgram
GLuint TextureStateTimestamp
struct gl_shine_tab_ShineTable [2]
struct gl_shine_tab_ShineTabList
For debugging/development only
GLboolean FirstTimeCurrent
Hooks for module contexts.

These will eventually live in the driver or elsewhere.

voidswrast_context
voidswsetup_context
voidswtnl_context
voidswtnl_im
voidacache_context
voidaelt_context

Detailed Description

Mesa rendering context.

This is the central context data structure for Mesa. Almost all OpenGL state is contained in this structure. Think of this as a base class from which device drivers will derive sub classes.

The GLcontext typedef names this structure.

Definition at line 2928 of file mtypes.h.


The documentation for this struct was generated from the following file:

Generated on Sat May 26 2012 06:20:14 for ReactOS by doxygen 1.7.6.1

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