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My Project
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#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