Project

General

Profile

« Previous | Next » 

Revision e6519ac8

Added by Leszek Koltunski about 6 years ago

Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)

View differences:

src/main/java/org/distorted/library/main/DistortedRenderState.java
19 19

  
20 20
package org.distorted.library.main;
21 21

  
22
import android.opengl.GLES30;
22
import android.opengl.GLES31;
23 23

  
24 24
///////////////////////////////////////////////////////////////////////////////////////////////////
25 25
/**
......
71 71

  
72 72
    mState.depthTest  = 1;
73 73
    mState.depthMask  = 1;
74
    mState.depthFunc  = GLES30.GL_LEQUAL;
74
    mState.depthFunc  = GLES31.GL_LEQUAL;
75 75

  
76 76
    mState.blend      = 1;
77
    mState.blendSrc   = GLES30.GL_SRC_ALPHA;
78
    mState.blendDst   = GLES30.GL_ONE_MINUS_SRC_ALPHA;
77
    mState.blendSrc   = GLES31.GL_SRC_ALPHA;
78
    mState.blendDst   = GLES31.GL_ONE_MINUS_SRC_ALPHA;
79 79

  
80 80
    mState.stencilTest     = 0;
81 81
    mState.stencilMask     = STENCIL_MASK;
82
    mState.stencilFuncFunc = GLES30.GL_NEVER;
82
    mState.stencilFuncFunc = GLES31.GL_NEVER;
83 83
    mState.stencilFuncRef  = 0;
84 84
    mState.stencilFuncMask = STENCIL_MASK;
85
    mState.stencilOpSfail  = GLES30.GL_KEEP;
86
    mState.stencilOpDpfail = GLES30.GL_KEEP;
87
    mState.stencilOpDppass = GLES30.GL_KEEP;
85
    mState.stencilOpSfail  = GLES31.GL_KEEP;
86
    mState.stencilOpDpfail = GLES31.GL_KEEP;
87
    mState.stencilOpDppass = GLES31.GL_KEEP;
88 88

  
89 89
    mClear = 0;
90 90
    }
......
98 98
    cState.colorMaskG = 1;
99 99
    cState.colorMaskB = 1;
100 100
    cState.colorMaskA = 1;
101
    GLES30.glColorMask(true,true,true,true);
101
    GLES31.glColorMask(true,true,true,true);
102 102

  
103 103
    cState.depthTest = 1;
104 104
    cState.depthMask = 1;
105
    cState.depthFunc = GLES30.GL_LEQUAL;
106
    GLES30.glEnable(GLES30.GL_DEPTH_TEST);
107
    GLES30.glDepthMask(true);
108
    GLES30.glDepthFunc(cState.depthFunc);
105
    cState.depthFunc = GLES31.GL_LEQUAL;
106
    GLES31.glEnable(GLES31.GL_DEPTH_TEST);
107
    GLES31.glDepthMask(true);
108
    GLES31.glDepthFunc(cState.depthFunc);
109 109

  
110 110
    cState.stencilTest     = 0;
111 111
    cState.stencilMask     = STENCIL_MASK;
112
    cState.stencilFuncFunc = GLES30.GL_NEVER;
112
    cState.stencilFuncFunc = GLES31.GL_NEVER;
113 113
    cState.stencilFuncRef  = 0;
114 114
    cState.stencilFuncMask = STENCIL_MASK;
115
    cState.stencilOpSfail  = GLES30.GL_KEEP;
116
    cState.stencilOpDpfail = GLES30.GL_KEEP;
117
    cState.stencilOpDppass = GLES30.GL_KEEP;
118
    GLES30.glDisable(GLES30.GL_STENCIL_TEST);
119
    GLES30.glStencilMask(cState.stencilMask);
115
    cState.stencilOpSfail  = GLES31.GL_KEEP;
116
    cState.stencilOpDpfail = GLES31.GL_KEEP;
117
    cState.stencilOpDppass = GLES31.GL_KEEP;
118
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
119
    GLES31.glStencilMask(cState.stencilMask);
120 120

  
121 121
    cState.blend      = 1;
122
    cState.blendSrc   = GLES30.GL_SRC_ALPHA;
123
    cState.blendDst   = GLES30.GL_ONE_MINUS_SRC_ALPHA;
124
    GLES30.glEnable(GLES30.GL_BLEND);
125
    GLES30.glBlendFunc(cState.blendSrc,cState.blendDst);
122
    cState.blendSrc   = GLES31.GL_SRC_ALPHA;
123
    cState.blendDst   = GLES31.GL_ONE_MINUS_SRC_ALPHA;
124
    GLES31.glEnable(GLES31.GL_BLEND);
125
    GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
126 126
    }
127 127

  
128 128
///////////////////////////////////////////////////////////////////////////////////////////////////
......
140 140
      cState.colorMaskG = 1;
141 141
      cState.colorMaskB = 1;
142 142
      cState.colorMaskA = 1;
143
      GLES30.glColorMask(true,true,true,true);
143
      GLES31.glColorMask(true,true,true,true);
144 144
      }
145 145

  
146 146
    sState.depthMask = cState.depthMask;
......
148 148
    if( cState.depthMask!=1 )
149 149
      {
150 150
      cState.depthMask = 1;
151
      GLES30.glDepthMask(true);
151
      GLES31.glDepthMask(true);
152 152
      }
153 153

  
154 154
    sState.stencilMask = cState.stencilMask;
......
156 156
    if( cState.stencilMask!= STENCIL_MASK )
157 157
      {
158 158
      cState.stencilMask = STENCIL_MASK;
159
      GLES30.glStencilMask(cState.stencilMask);
159
      GLES31.glStencilMask(cState.stencilMask);
160 160
      }
161 161
    }
162 162

  
......
170 170
      cState.colorMaskG = sState.colorMaskG;
171 171
      cState.colorMaskB = sState.colorMaskB;
172 172
      cState.colorMaskA = sState.colorMaskA;
173
      GLES30.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
173
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
174 174
      }
175 175
    if( sState.depthMask!=cState.depthMask )
176 176
      {
177 177
      cState.depthMask = sState.depthMask;
178
      GLES30.glDepthMask(cState.depthMask==1);
178
      GLES31.glDepthMask(cState.depthMask==1);
179 179
      }
180 180
    if( sState.stencilMask!=cState.stencilMask )
181 181
      {
182 182
      cState.stencilMask = sState.stencilMask;
183
      GLES30.glStencilMask(cState.stencilMask);
183
      GLES31.glStencilMask(cState.stencilMask);
184 184
      }
185 185
    }
186 186

  
......
188 188

  
189 189
  static void switchOffDrawing()
190 190
    {
191
    GLES30.glEnable(GLES30.GL_SCISSOR_TEST);
192
    GLES30.glScissor(0,0,0,0);
191
    GLES31.glEnable(GLES31.GL_SCISSOR_TEST);
192
    GLES31.glScissor(0,0,0,0);
193 193
    }
194 194

  
195 195
///////////////////////////////////////////////////////////////////////////////////////////////////
196 196

  
197 197
  static void restoreDrawing()
198 198
    {
199
    GLES30.glDisable(GLES30.GL_SCISSOR_TEST);
199
    GLES31.glDisable(GLES31.GL_SCISSOR_TEST);
200 200
    }
201 201

  
202 202
///////////////////////////////////////////////////////////////////////////////////////////////////
......
209 209
      {
210 210
      cState.stencilTest = 1;
211 211
      //android.util.Log.d("State", "stencil test on");
212
      GLES30.glEnable(GLES30.GL_STENCIL_TEST);
212
      GLES31.glEnable(GLES31.GL_STENCIL_TEST);
213 213
      }
214 214

  
215 215
    sState.stencilFuncFunc = cState.stencilFuncFunc;
216 216
    sState.stencilFuncRef  = cState.stencilFuncRef;
217 217
    sState.stencilFuncMask = cState.stencilFuncMask;
218 218

  
219
    if( cState.stencilFuncFunc!=GLES30.GL_ALWAYS || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
219
    if( cState.stencilFuncFunc!=GLES31.GL_ALWAYS || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
220 220
      {
221
      cState.stencilFuncFunc = GLES30.GL_ALWAYS;
221
      cState.stencilFuncFunc = GLES31.GL_ALWAYS;
222 222
      cState.stencilFuncRef  = 1;
223 223
      cState.stencilFuncMask = STENCIL_MASK;
224 224
      //android.util.Log.d("State", "stencil func on");
225
      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
225
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
226 226
      }
227 227

  
228 228
    sState.stencilOpSfail = cState.stencilOpSfail;
229 229
    sState.stencilOpDpfail= cState.stencilOpDpfail;
230 230
    sState.stencilOpDppass= cState.stencilOpDppass;
231 231

  
232
    if( cState.stencilOpSfail!=GLES30.GL_KEEP || cState.stencilOpDpfail!=GLES30.GL_KEEP || cState.stencilOpDppass!=GLES30.GL_REPLACE )
232
    if( cState.stencilOpSfail!=GLES31.GL_KEEP || cState.stencilOpDpfail!=GLES31.GL_KEEP || cState.stencilOpDppass!=GLES31.GL_REPLACE )
233 233
      {
234
      cState.stencilOpSfail = GLES30.GL_KEEP;
235
      cState.stencilOpDpfail= GLES30.GL_KEEP;
236
      cState.stencilOpDppass= GLES30.GL_REPLACE;
234
      cState.stencilOpSfail = GLES31.GL_KEEP;
235
      cState.stencilOpDpfail= GLES31.GL_KEEP;
236
      cState.stencilOpDppass= GLES31.GL_REPLACE;
237 237
      //android.util.Log.d("State", "stencil op on");
238
      GLES30.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
238
      GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
239 239
      }
240 240

  
241 241
    sState.colorMaskR = cState.colorMaskR;
......
250 250
      cState.colorMaskB = 0;
251 251
      cState.colorMaskA = 0;
252 252
      //android.util.Log.d("State", "switch off color writing");
253
      GLES30.glColorMask(false,false,false,false);
253
      GLES31.glColorMask(false,false,false,false);
254 254
      }
255 255

  
256 256
    sState.depthMask = cState.depthMask;
......
259 259
      {
260 260
      cState.depthMask = 1;
261 261
      //android.util.Log.d("State", "switch on depth writing");
262
      GLES30.glDepthMask(true);
262
      GLES31.glDepthMask(true);
263 263
      }
264 264

  
265 265
    sState.stencilMask = cState.stencilMask;
......
268 268
      {
269 269
      cState.stencilMask = STENCIL_MASK;
270 270
      //android.util.Log.d("State", "stencil mask on");
271
      GLES30.glStencilMask(cState.stencilMask);
271
      GLES31.glStencilMask(cState.stencilMask);
272 272
      }
273 273
    }
274 274

  
......
282 282

  
283 283
      if (cState.stencilTest == 0)
284 284
        {
285
        GLES30.glDisable(GLES30.GL_STENCIL_TEST);
285
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
286 286
        }
287 287
      else
288 288
        {
289
        GLES30.glEnable(GLES30.GL_STENCIL_TEST);
289
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
290 290
        }
291 291
      }
292 292
    if( sState.colorMaskR!=cState.colorMaskR || sState.colorMaskG!=cState.colorMaskG || sState.colorMaskB!=cState.colorMaskB || sState.colorMaskA!=cState.colorMaskA)
......
295 295
      cState.colorMaskG = sState.colorMaskG;
296 296
      cState.colorMaskB = sState.colorMaskB;
297 297
      cState.colorMaskA = sState.colorMaskA;
298
      GLES30.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
298
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
299 299
      }
300 300
    if( sState.depthMask!=cState.depthMask )
301 301
      {
302 302
      cState.depthMask = sState.depthMask;
303
      GLES30.glDepthMask(cState.depthMask==1);
303
      GLES31.glDepthMask(cState.depthMask==1);
304 304
      }
305 305
    if( sState.stencilMask!=cState.stencilMask )
306 306
      {
307 307
      cState.stencilMask = sState.stencilMask;
308
      GLES30.glStencilMask(cState.stencilMask);
308
      GLES31.glStencilMask(cState.stencilMask);
309 309
      }
310 310
    }
311 311

  
......
322 322
    if( cState.stencilTest!=1 )
323 323
      {
324 324
      cState.stencilTest = 1;
325
      GLES30.glEnable(GLES30.GL_STENCIL_TEST);
325
      GLES31.glEnable(GLES31.GL_STENCIL_TEST);
326 326
      }
327 327

  
328 328
    sState.stencilFuncFunc = cState.stencilFuncFunc;
329 329
    sState.stencilFuncRef  = cState.stencilFuncRef;
330 330
    sState.stencilFuncMask = cState.stencilFuncMask;
331 331

  
332
    if( cState.stencilFuncFunc!=GLES30.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
332
    if( cState.stencilFuncFunc!=GLES31.GL_EQUAL || cState.stencilFuncRef!=1 || cState.stencilFuncMask!=STENCIL_MASK )
333 333
      {
334
      cState.stencilFuncFunc = GLES30.GL_EQUAL;
334
      cState.stencilFuncFunc = GLES31.GL_EQUAL;
335 335
      cState.stencilFuncRef  = 1;
336 336
      cState.stencilFuncMask = STENCIL_MASK;
337
      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
337
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
338 338
      }
339 339

  
340 340
    sState.stencilMask = cState.stencilMask;
......
342 342
    if( cState.stencilMask!= 0x00 )
343 343
      {
344 344
      cState.stencilMask = 0x00;
345
      GLES30.glStencilMask(cState.stencilMask);
345
      GLES31.glStencilMask(cState.stencilMask);
346 346
      }
347 347

  
348 348
    sState.depthMask = cState.depthMask;
......
350 350
    if( cState.depthMask!=0 )
351 351
      {
352 352
      cState.depthMask = 0;
353
      GLES30.glDepthMask(false);
353
      GLES31.glDepthMask(false);
354 354
      }
355 355

  
356 356
    sState.depthTest = cState.depthTest;
......
358 358
    if( cState.depthTest!=0 )
359 359
      {
360 360
      cState.depthTest = 0;
361
      GLES30.glDisable(GLES30.GL_DEPTH_TEST);
361
      GLES31.glDisable(GLES31.GL_DEPTH_TEST);
362 362
      }
363 363
    }
364 364

  
......
376 376

  
377 377
      if (cState.stencilTest == 0)
378 378
        {
379
        GLES30.glDisable(GLES30.GL_STENCIL_TEST);
379
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
380 380
        }
381 381
      else
382 382
        {
383
        GLES30.glEnable(GLES30.GL_STENCIL_TEST);
383
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
384 384
        }
385 385
      }
386 386
    if( sState.stencilFuncFunc!=cState.stencilFuncFunc || sState.stencilFuncRef!=cState.stencilFuncRef || sState.stencilFuncMask!=cState.stencilFuncMask )
......
388 388
      cState.stencilFuncFunc = sState.stencilFuncFunc;
389 389
      cState.stencilFuncRef  = sState.stencilFuncRef ;
390 390
      cState.stencilFuncMask = sState.stencilFuncMask;
391
      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
391
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
392 392
      }
393 393
    if( sState.stencilMask!=cState.stencilMask )
394 394
      {
395 395
      cState.stencilMask = sState.stencilMask;
396
      GLES30.glStencilMask(cState.stencilMask);
396
      GLES31.glStencilMask(cState.stencilMask);
397 397
      }
398 398
    if( sState.depthMask!=cState.depthMask )
399 399
      {
400 400
      cState.depthMask = sState.depthMask;
401
      GLES30.glDepthMask(cState.depthMask==1);
401
      GLES31.glDepthMask(cState.depthMask==1);
402 402
      }
403 403
    if( sState.depthTest!=cState.depthTest )
404 404
      {
......
406 406

  
407 407
      if (cState.depthTest == 0)
408 408
        {
409
        GLES30.glDisable(GLES30.GL_DEPTH_TEST);
409
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
410 410
        }
411 411
      else
412 412
        {
413
        GLES30.glEnable(GLES30.GL_DEPTH_TEST);
413
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
414 414
        }
415 415
      }
416 416
    }
......
430 430
      cState.colorMaskG = mState.colorMaskG;
431 431
      cState.colorMaskB = mState.colorMaskB;
432 432
      cState.colorMaskA = mState.colorMaskA;
433
      GLES30.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
433
      GLES31.glColorMask(cState.colorMaskR==1,cState.colorMaskG==1,cState.colorMaskB==1,cState.colorMaskA==1);
434 434
      }
435 435

  
436 436
    /////////////////////////////////////////////////////
......
442 442
      if (cState.depthTest == 0)
443 443
        {
444 444
        //android.util.Log.d("State", "disabling depth test");
445
        GLES30.glDisable(GLES30.GL_DEPTH_TEST);
445
        GLES31.glDisable(GLES31.GL_DEPTH_TEST);
446 446
        }
447 447
      else
448 448
        {
449 449
        //android.util.Log.d("State", "enable depth test");
450
        GLES30.glEnable(GLES30.GL_DEPTH_TEST);
450
        GLES31.glEnable(GLES31.GL_DEPTH_TEST);
451 451
        }
452 452
      }
453 453

  
......
457 457
      {
458 458
      //android.util.Log.d("State", "setting depth func");
459 459
      cState.depthFunc = mState.depthFunc;
460
      GLES30.glDepthFunc(cState.depthFunc);
460
      GLES31.glDepthFunc(cState.depthFunc);
461 461
      }
462 462

  
463 463
    /////////////////////////////////////////////////////
......
466 466
      {
467 467
      //android.util.Log.d("State", "setting depth mask");
468 468
      cState.depthMask = mState.depthMask;
469
      GLES30.glDepthMask(cState.depthMask==1);
469
      GLES31.glDepthMask(cState.depthMask==1);
470 470
      }
471 471

  
472 472
    /////////////////////////////////////////////////////
......
478 478
      if (cState.blend == 0)
479 479
        {
480 480
        //android.util.Log.d("State", "disabling blending");
481
        GLES30.glDisable(GLES30.GL_BLEND);
481
        GLES31.glDisable(GLES31.GL_BLEND);
482 482
        }
483 483
      else
484 484
        {
485 485
        //android.util.Log.d("State", "enabling blending");
486
        GLES30.glEnable(GLES30.GL_BLEND);
486
        GLES31.glEnable(GLES31.GL_BLEND);
487 487
        }
488 488
      }
489 489

  
......
494 494
      //android.util.Log.d("State", "setting blend function");
495 495
      cState.blendSrc = mState.blendSrc;
496 496
      cState.blendDst = mState.blendDst;
497
      GLES30.glBlendFunc(cState.blendSrc,cState.blendDst);
497
      GLES31.glBlendFunc(cState.blendSrc,cState.blendDst);
498 498
      }
499 499

  
500 500
    /////////////////////////////////////////////////////
......
506 506
      if (cState.stencilTest == 0)
507 507
        {
508 508
        //android.util.Log.d("State", "disabling stencil test");
509
        GLES30.glDisable(GLES30.GL_STENCIL_TEST);
509
        GLES31.glDisable(GLES31.GL_STENCIL_TEST);
510 510
        }
511 511
      else
512 512
        {
513 513
        //android.util.Log.d("State", "enabling stencil test");
514
        GLES30.glEnable(GLES30.GL_STENCIL_TEST);
514
        GLES31.glEnable(GLES31.GL_STENCIL_TEST);
515 515
        }
516 516
      }
517 517

  
......
523 523
      cState.stencilFuncFunc = mState.stencilFuncFunc;
524 524
      cState.stencilFuncRef  = mState.stencilFuncRef ;
525 525
      cState.stencilFuncMask = mState.stencilFuncMask;
526
      GLES30.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
526
      GLES31.glStencilFunc(cState.stencilFuncFunc,cState.stencilFuncRef,cState.stencilFuncMask);
527 527
      }
528 528

  
529 529
    /////////////////////////////////////////////////////
......
534 534
      cState.stencilOpSfail = mState.stencilOpSfail;
535 535
      cState.stencilOpDpfail= mState.stencilOpDpfail;
536 536
      cState.stencilOpDppass= mState.stencilOpDppass;
537
      GLES30.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
537
      GLES31.glStencilOp(cState.stencilOpSfail,cState.stencilOpDpfail,cState.stencilOpDppass);
538 538
      }
539 539

  
540 540
    /////////////////////////////////////////////////////
......
543 543
      {
544 544
      //android.util.Log.d("State", "setting stencil mask");
545 545
      cState.stencilMask = mState.stencilMask;
546
      GLES30.glStencilMask(cState.stencilMask);
546
      GLES31.glStencilMask(cState.stencilMask);
547 547
      }
548 548

  
549 549
    /////////////////////////////////////////////////////
......
551 551
    if( mClear!=0 )
552 552
      {
553 553
      //android.util.Log.d("State", "clearing buffer");
554
      GLES30.glClear(mClear);
554
      GLES31.glClear(mClear);
555 555
      }
556 556
    }
557 557

  
......
583 583

  
584 584
  void glEnable(int test)
585 585
    {
586
         if( test==GLES30.GL_DEPTH_TEST   ) mState.depthTest   = 1;
587
    else if( test==GLES30.GL_STENCIL_TEST ) mState.stencilTest = 1;
588
    else if( test==GLES30.GL_BLEND        ) mState.blend       = 1;
586
         if( test==GLES31.GL_DEPTH_TEST   ) mState.depthTest   = 1;
587
    else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 1;
588
    else if( test==GLES31.GL_BLEND        ) mState.blend       = 1;
589 589
    }
590 590

  
591 591
///////////////////////////////////////////////////////////////////////////////////////////////////
592 592

  
593 593
  void glDisable(int test)
594 594
    {
595
         if( test==GLES30.GL_DEPTH_TEST   ) mState.depthTest   = 0;
596
    else if( test==GLES30.GL_STENCIL_TEST ) mState.stencilTest = 0;
597
    else if( test==GLES30.GL_BLEND        ) mState.blend       = 0;
595
         if( test==GLES31.GL_DEPTH_TEST   ) mState.depthTest   = 0;
596
    else if( test==GLES31.GL_STENCIL_TEST ) mState.stencilTest = 0;
597
    else if( test==GLES31.GL_BLEND        ) mState.blend       = 0;
598 598
    }
599 599

  
600 600
///////////////////////////////////////////////////////////////////////////////////////////////////

Also available in: Unified diff