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Unified Diff: gpu/command_buffer/common/gles2_cmd_utils_implementation_autogen.h

Issue 11301006: automate more GL state handling (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 2 months ago
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Index: gpu/command_buffer/common/gles2_cmd_utils_implementation_autogen.h
diff --git a/gpu/command_buffer/common/gles2_cmd_utils_implementation_autogen.h b/gpu/command_buffer/common/gles2_cmd_utils_implementation_autogen.h
index d15efd1bafae4b3ef1c5bcb2dbb21dc5d20a0b9d..6a4bee015f546a8140414462bc07ccf33bd7621f 100644
--- a/gpu/command_buffer/common/gles2_cmd_utils_implementation_autogen.h
+++ b/gpu/command_buffer/common/gles2_cmd_utils_implementation_autogen.h
@@ -627,10 +627,10 @@ std::string GLES2Util::GetStringBufferUsage(uint32 value) {
std::string GLES2Util::GetStringCapability(uint32 value) {
static EnumToString string_table[] = {
- { GL_DITHER, "GL_DITHER" },
{ GL_BLEND, "GL_BLEND" },
{ GL_CULL_FACE, "GL_CULL_FACE" },
{ GL_DEPTH_TEST, "GL_DEPTH_TEST" },
+ { GL_DITHER, "GL_DITHER" },
{ GL_POLYGON_OFFSET_FILL, "GL_POLYGON_OFFSET_FILL" },
{ GL_SAMPLE_ALPHA_TO_COVERAGE, "GL_SAMPLE_ALPHA_TO_COVERAGE" },
{ GL_SAMPLE_COVERAGE, "GL_SAMPLE_COVERAGE" },
@@ -755,37 +755,18 @@ std::string GLES2Util::GetStringGLState(uint32 value) {
{ GL_ALIASED_POINT_SIZE_RANGE, "GL_ALIASED_POINT_SIZE_RANGE" },
{ GL_ALPHA_BITS, "GL_ALPHA_BITS" },
{ GL_ARRAY_BUFFER_BINDING, "GL_ARRAY_BUFFER_BINDING" },
- { GL_BLEND, "GL_BLEND" },
- { GL_BLEND_COLOR, "GL_BLEND_COLOR" },
- { GL_BLEND_DST_ALPHA, "GL_BLEND_DST_ALPHA" },
- { GL_BLEND_DST_RGB, "GL_BLEND_DST_RGB" },
- { GL_BLEND_EQUATION_ALPHA, "GL_BLEND_EQUATION_ALPHA" },
- { GL_BLEND_EQUATION_RGB, "GL_BLEND_EQUATION_RGB" },
- { GL_BLEND_SRC_ALPHA, "GL_BLEND_SRC_ALPHA" },
- { GL_BLEND_SRC_RGB, "GL_BLEND_SRC_RGB" },
{ GL_BLUE_BITS, "GL_BLUE_BITS" },
- { GL_COLOR_CLEAR_VALUE, "GL_COLOR_CLEAR_VALUE" },
- { GL_COLOR_WRITEMASK, "GL_COLOR_WRITEMASK" },
{ GL_COMPRESSED_TEXTURE_FORMATS, "GL_COMPRESSED_TEXTURE_FORMATS" },
- { GL_CULL_FACE, "GL_CULL_FACE" },
- { GL_CULL_FACE_MODE, "GL_CULL_FACE_MODE" },
{ GL_CURRENT_PROGRAM, "GL_CURRENT_PROGRAM" },
{ GL_DEPTH_BITS, "GL_DEPTH_BITS" },
- { GL_DEPTH_CLEAR_VALUE, "GL_DEPTH_CLEAR_VALUE" },
- { GL_DEPTH_FUNC, "GL_DEPTH_FUNC" },
{ GL_DEPTH_RANGE, "GL_DEPTH_RANGE" },
- { GL_DEPTH_TEST, "GL_DEPTH_TEST" },
- { GL_DEPTH_WRITEMASK, "GL_DEPTH_WRITEMASK" },
- { GL_DITHER, "GL_DITHER" },
{ GL_ELEMENT_ARRAY_BUFFER_BINDING, "GL_ELEMENT_ARRAY_BUFFER_BINDING" },
{ GL_FRAMEBUFFER_BINDING, "GL_FRAMEBUFFER_BINDING" },
- { GL_FRONT_FACE, "GL_FRONT_FACE" },
{ GL_GENERATE_MIPMAP_HINT, "GL_GENERATE_MIPMAP_HINT" },
{ GL_GREEN_BITS, "GL_GREEN_BITS" },
{ GL_IMPLEMENTATION_COLOR_READ_FORMAT,
"GL_IMPLEMENTATION_COLOR_READ_FORMAT" },
{ GL_IMPLEMENTATION_COLOR_READ_TYPE, "GL_IMPLEMENTATION_COLOR_READ_TYPE" },
- { GL_LINE_WIDTH, "GL_LINE_WIDTH" },
{ GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,
"GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS" },
{ GL_MAX_CUBE_MAP_TEXTURE_SIZE, "GL_MAX_CUBE_MAP_TEXTURE_SIZE" },
@@ -801,9 +782,6 @@ std::string GLES2Util::GetStringGLState(uint32 value) {
{ GL_NUM_COMPRESSED_TEXTURE_FORMATS, "GL_NUM_COMPRESSED_TEXTURE_FORMATS" },
{ GL_NUM_SHADER_BINARY_FORMATS, "GL_NUM_SHADER_BINARY_FORMATS" },
{ GL_PACK_ALIGNMENT, "GL_PACK_ALIGNMENT" },
- { GL_POLYGON_OFFSET_FACTOR, "GL_POLYGON_OFFSET_FACTOR" },
- { GL_POLYGON_OFFSET_FILL, "GL_POLYGON_OFFSET_FILL" },
- { GL_POLYGON_OFFSET_UNITS, "GL_POLYGON_OFFSET_UNITS" },
{ GL_RED_BITS, "GL_RED_BITS" },
{ GL_RENDERBUFFER_BINDING, "GL_RENDERBUFFER_BINDING" },
{ GL_SAMPLE_BUFFERS, "GL_SAMPLE_BUFFERS" },
@@ -811,27 +789,10 @@ std::string GLES2Util::GetStringGLState(uint32 value) {
{ GL_SAMPLE_COVERAGE_VALUE, "GL_SAMPLE_COVERAGE_VALUE" },
{ GL_SAMPLES, "GL_SAMPLES" },
{ GL_SCISSOR_BOX, "GL_SCISSOR_BOX" },
- { GL_SCISSOR_TEST, "GL_SCISSOR_TEST" },
{ GL_SHADER_BINARY_FORMATS, "GL_SHADER_BINARY_FORMATS" },
{ GL_SHADER_COMPILER, "GL_SHADER_COMPILER" },
- { GL_STENCIL_BACK_FAIL, "GL_STENCIL_BACK_FAIL" },
- { GL_STENCIL_BACK_FUNC, "GL_STENCIL_BACK_FUNC" },
- { GL_STENCIL_BACK_PASS_DEPTH_FAIL, "GL_STENCIL_BACK_PASS_DEPTH_FAIL" },
- { GL_STENCIL_BACK_PASS_DEPTH_PASS, "GL_STENCIL_BACK_PASS_DEPTH_PASS" },
- { GL_STENCIL_BACK_REF, "GL_STENCIL_BACK_REF" },
- { GL_STENCIL_BACK_VALUE_MASK, "GL_STENCIL_BACK_VALUE_MASK" },
- { GL_STENCIL_BACK_WRITEMASK, "GL_STENCIL_BACK_WRITEMASK" },
- { GL_STENCIL_BITS, "GL_STENCIL_BITS" },
- { GL_STENCIL_CLEAR_VALUE, "GL_STENCIL_CLEAR_VALUE" },
- { GL_STENCIL_FAIL, "GL_STENCIL_FAIL" },
- { GL_STENCIL_FUNC, "GL_STENCIL_FUNC" },
- { GL_STENCIL_PASS_DEPTH_FAIL, "GL_STENCIL_PASS_DEPTH_FAIL" },
- { GL_STENCIL_PASS_DEPTH_PASS, "GL_STENCIL_PASS_DEPTH_PASS" },
- { GL_STENCIL_REF, "GL_STENCIL_REF" },
- { GL_STENCIL_TEST, "GL_STENCIL_TEST" },
- { GL_STENCIL_VALUE_MASK, "GL_STENCIL_VALUE_MASK" },
- { GL_STENCIL_WRITEMASK, "GL_STENCIL_WRITEMASK" },
{ GL_SUBPIXEL_BITS, "GL_SUBPIXEL_BITS" },
+ { GL_STENCIL_BITS, "GL_STENCIL_BITS" },
{ GL_TEXTURE_BINDING_2D, "GL_TEXTURE_BINDING_2D" },
{ GL_TEXTURE_BINDING_CUBE_MAP, "GL_TEXTURE_BINDING_CUBE_MAP" },
{ GL_UNPACK_ALIGNMENT, "GL_UNPACK_ALIGNMENT" },
@@ -841,6 +802,52 @@ std::string GLES2Util::GetStringGLState(uint32 value) {
{ GL_UNPACK_UNPREMULTIPLY_ALPHA_CHROMIUM,
"GL_UNPACK_UNPREMULTIPLY_ALPHA_CHROMIUM" },
{ GL_VIEWPORT, "GL_VIEWPORT" },
+ { GL_BLEND_COLOR, "GL_BLEND_COLOR" },
+ { GL_BLEND_EQUATION_RGB, "GL_BLEND_EQUATION_RGB" },
+ { GL_BLEND_EQUATION_ALPHA, "GL_BLEND_EQUATION_ALPHA" },
+ { GL_BLEND_SRC_RGB, "GL_BLEND_SRC_RGB" },
+ { GL_BLEND_DST_RGB, "GL_BLEND_DST_RGB" },
+ { GL_BLEND_SRC_ALPHA, "GL_BLEND_SRC_ALPHA" },
+ { GL_BLEND_DST_ALPHA, "GL_BLEND_DST_ALPHA" },
+ { GL_COLOR_CLEAR_VALUE, "GL_COLOR_CLEAR_VALUE" },
+ { GL_DEPTH_CLEAR_VALUE, "GL_DEPTH_CLEAR_VALUE" },
+ { GL_STENCIL_CLEAR_VALUE, "GL_STENCIL_CLEAR_VALUE" },
+ { GL_COLOR_WRITEMASK, "GL_COLOR_WRITEMASK" },
+ { GL_CULL_FACE_MODE, "GL_CULL_FACE_MODE" },
+ { GL_DEPTH_FUNC, "GL_DEPTH_FUNC" },
+ { GL_DEPTH_WRITEMASK, "GL_DEPTH_WRITEMASK" },
+ { GL_DEPTH_RANGE, "GL_DEPTH_RANGE" },
+ { GL_FRONT_FACE, "GL_FRONT_FACE" },
+ { GL_LINE_WIDTH, "GL_LINE_WIDTH" },
+ { GL_POLYGON_OFFSET_FACTOR, "GL_POLYGON_OFFSET_FACTOR" },
+ { GL_POLYGON_OFFSET_UNITS, "GL_POLYGON_OFFSET_UNITS" },
+ { GL_SAMPLE_COVERAGE_VALUE, "GL_SAMPLE_COVERAGE_VALUE" },
+ { GL_SAMPLE_COVERAGE_INVERT, "GL_SAMPLE_COVERAGE_INVERT" },
+ { GL_SCISSOR_BOX, "GL_SCISSOR_BOX" },
+ { GL_STENCIL_FUNC, "GL_STENCIL_FUNC" },
+ { GL_STENCIL_REF, "GL_STENCIL_REF" },
+ { GL_STENCIL_VALUE_MASK, "GL_STENCIL_VALUE_MASK" },
+ { GL_STENCIL_BACK_FUNC, "GL_STENCIL_BACK_FUNC" },
+ { GL_STENCIL_BACK_REF, "GL_STENCIL_BACK_REF" },
+ { GL_STENCIL_BACK_VALUE_MASK, "GL_STENCIL_BACK_VALUE_MASK" },
+ { GL_STENCIL_WRITEMASK, "GL_STENCIL_WRITEMASK" },
+ { GL_STENCIL_BACK_WRITEMASK, "GL_STENCIL_BACK_WRITEMASK" },
+ { GL_STENCIL_FAIL, "GL_STENCIL_FAIL" },
+ { GL_STENCIL_PASS_DEPTH_FAIL, "GL_STENCIL_PASS_DEPTH_FAIL" },
+ { GL_STENCIL_PASS_DEPTH_PASS, "GL_STENCIL_PASS_DEPTH_PASS" },
+ { GL_STENCIL_BACK_FAIL, "GL_STENCIL_BACK_FAIL" },
+ { GL_STENCIL_BACK_PASS_DEPTH_FAIL, "GL_STENCIL_BACK_PASS_DEPTH_FAIL" },
+ { GL_STENCIL_BACK_PASS_DEPTH_PASS, "GL_STENCIL_BACK_PASS_DEPTH_PASS" },
+ { GL_VIEWPORT, "GL_VIEWPORT" },
+ { GL_BLEND, "GL_BLEND" },
+ { GL_CULL_FACE, "GL_CULL_FACE" },
+ { GL_DEPTH_TEST, "GL_DEPTH_TEST" },
+ { GL_DITHER, "GL_DITHER" },
+ { GL_POLYGON_OFFSET_FILL, "GL_POLYGON_OFFSET_FILL" },
+ { GL_SAMPLE_ALPHA_TO_COVERAGE, "GL_SAMPLE_ALPHA_TO_COVERAGE" },
+ { GL_SAMPLE_COVERAGE, "GL_SAMPLE_COVERAGE" },
+ { GL_SCISSOR_TEST, "GL_SCISSOR_TEST" },
+ { GL_STENCIL_TEST, "GL_STENCIL_TEST" },
};
return GLES2Util::GetQualifiedEnumString(
string_table, arraysize(string_table), value);
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