Struct ul_sys::ULGPUState[][src]

#[repr(C)]
pub struct ULGPUState {
Show 16 fields pub viewport_width: c_uint, pub viewport_height: c_uint, pub transform: ULMatrix4x4, pub enable_texturing: bool, pub enable_blend: bool, pub shader_type: c_uchar, pub render_buffer_id: c_uint, pub texture_1_id: c_uint, pub texture_2_id: c_uint, pub texture_3_id: c_uint, pub uniform_scalar: [f32; 8], pub uniform_vector: [ULvec4; 8], pub clip_size: c_uchar, pub clip: [ULMatrix4x4; 8], pub enable_scissor: bool, pub scissor_rect: ULIntRect,
}
Expand description

GPU State description.

Fields

viewport_width: c_uint

Viewport width in pixels

viewport_height: c_uint

Viewport height in pixels

transform: ULMatrix4x4

Transform matrix– you should multiply this with the screen-space orthographic projection matrix then pass to the vertex shader.

enable_texturing: bool

Whether or not we should enable texturing for the current draw command.

enable_blend: bool

Whether or not we should enable blending for the current draw command. If blending is disabled, any drawn pixels should overwrite existing. Mainly used so we can modify alpha values of the RenderBuffer during scissored clears.

shader_type: c_uchar

The vertex/pixel shader program pair to use for the current draw command. You should cast this to ShaderType to get the corresponding enum.

render_buffer_id: c_uint

The render buffer to use for the current draw command.

texture_1_id: c_uint

The texture id to bind to slot #1. (Will be 0 if none)

texture_2_id: c_uint

The texture id to bind to slot #2. (Will be 0 if none)

texture_3_id: c_uint

The texture id to bind to slot #3. (Will be 0 if none)

uniform_scalar: [f32; 8]

The following four members are passed to the pixel shader via uniforms.

uniform_vector: [ULvec4; 8]clip_size: c_ucharclip: [ULMatrix4x4; 8]enable_scissor: bool

Whether or not scissor testing should be used for the current draw command.

scissor_rect: ULIntRect

The scissor rect to use for scissor testing (units in pixels)

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