0ad/source/renderer/backend/gl/Mapping.h
vladislavbelov 5adbe4f1a3 Moves blend state management to DeviceCommandContext. Fixes #6420
Tested By: Langbart
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D4441
This was SVN commit r26228.
2022-01-19 17:28:47 +00:00

48 lines
1.1 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_GL_MAPPING
#define INCLUDED_RENDERER_BACKEND_GL_MAPPING
#include "lib/ogl.h"
#include "renderer/backend/PipelineState.h"
namespace Renderer
{
namespace Backend
{
namespace GL
{
namespace Mapping
{
GLenum FromBlendFactor(BlendFactor blendFactor);
GLenum FromBlendOp(BlendOp blendOp);
} // namespace Mapping
} // namespace GL
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_GL_MAPPING