| Index: gpu/command_buffer/service/context_state_impl_autogen.h
|
| diff --git a/gpu/command_buffer/service/context_state_impl_autogen.h b/gpu/command_buffer/service/context_state_impl_autogen.h
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..0c207c76c563191bff10c267b0de9f587c8a0691
|
| --- /dev/null
|
| +++ b/gpu/command_buffer/service/context_state_impl_autogen.h
|
| @@ -0,0 +1,130 @@
|
| +// Copyright (c) 2012 The Chromium Authors. All rights reserved.
|
| +// Use of this source code is governed by a BSD-style license that can be
|
| +// found in the LICENSE file.
|
| +
|
| +// This file is auto-generated from
|
| +// gpu/command_buffer/build_gles2_cmd_buffer.py
|
| +// DO NOT EDIT!
|
| +
|
| +// It is included by context_state.cc
|
| +#ifndef GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_
|
| +#define GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_
|
| +
|
| +ContextState::EnableFlags::EnableFlags()
|
| + : blend(false),
|
| + cull_face(false),
|
| + depth_test(false),
|
| + dither(true),
|
| + polygon_offset_fill(false),
|
| + sample_alpha_to_coverage(false),
|
| + sample_coverage(false),
|
| + scissor_test(false),
|
| + stencil_test(false) {
|
| +}
|
| +
|
| +void ContextState::Initialize() {
|
| + blend_color_red = 0.0f;
|
| + blend_color_green = 0.0f;
|
| + blend_color_blue = 0.0f;
|
| + blend_color_alpha = 0.0f;
|
| + blend_equation_rgb = GL_FUNC_ADD;
|
| + blend_equation_alpha = GL_FUNC_ADD;
|
| + blend_source_rgb = GL_ONE;
|
| + blend_dest_rgb = GL_ZERO;
|
| + blend_source_alpha = GL_ONE;
|
| + blend_dest_alpha = GL_ZERO;
|
| + color_clear_red = 0.0f;
|
| + color_clear_green = 0.0f;
|
| + color_clear_blue = 0.0f;
|
| + color_clear_alpha = 0.0f;
|
| + depth_clear = 1.0f;
|
| + stencil_clear = 0;
|
| + color_mask_red = true;
|
| + color_mask_green = true;
|
| + color_mask_blue = true;
|
| + color_mask_alpha = true;
|
| + cull_mode = GL_BACK;
|
| + depth_func = GL_LESS;
|
| + depth_mask = true;
|
| + z_near = 0.0f;
|
| + z_far = 1.0f;
|
| + front_face = GL_CCW;
|
| + line_width = 1.0f;
|
| + polygon_offset_factor = 0.0f;
|
| + polygon_offset_units = 0.0f;
|
| + sample_coverage_value = 0.0f;
|
| + sample_coverage_invert = false;
|
| + scissor_x = 0.0f;
|
| + scissor_y = 0.0f;
|
| + scissor_width = 1.0f;
|
| + scissor_height = 1.0f;
|
| + stencil_front_func = GL_ALWAYS;
|
| + stencil_front_ref = 0;
|
| + stencil_front_mask = 0xFFFFFFFFU;
|
| + stencil_back_func = GL_ALWAYS;
|
| + stencil_back_ref = 0;
|
| + stencil_back_mask = 0xFFFFFFFFU;
|
| + stencil_front_writemask = 0xFFFFFFFFU;
|
| + stencil_back_writemask = 0xFFFFFFFFU;
|
| + stencil_front_fail_op = GL_KEEP;
|
| + stencil_front_z_fail_op = GL_KEEP;
|
| + stencil_front_z_pass_op = GL_KEEP;
|
| + stencil_back_fail_op = GL_KEEP;
|
| + stencil_back_z_fail_op = GL_KEEP;
|
| + stencil_back_z_pass_op = GL_KEEP;
|
| + viewport_x = 0.0f;
|
| + viewport_y = 0.0f;
|
| + viewport_width = 1.0f;
|
| + viewport_height = 1.0f;
|
| +}
|
| +
|
| +void ContextState::InitCapabilities() {
|
| + EnableDisable(GL_BLEND, enable_flags.blend);
|
| + EnableDisable(GL_CULL_FACE, enable_flags.cull_face);
|
| + EnableDisable(GL_DEPTH_TEST, enable_flags.depth_test);
|
| + EnableDisable(GL_DITHER, enable_flags.dither);
|
| + EnableDisable(GL_POLYGON_OFFSET_FILL, enable_flags.polygon_offset_fill);
|
| + EnableDisable(
|
| + GL_SAMPLE_ALPHA_TO_COVERAGE, enable_flags.sample_alpha_to_coverage);
|
| + EnableDisable(GL_SAMPLE_COVERAGE, enable_flags.sample_coverage);
|
| + EnableDisable(GL_SCISSOR_TEST, enable_flags.scissor_test);
|
| + EnableDisable(GL_STENCIL_TEST, enable_flags.stencil_test);
|
| +}
|
| +
|
| +void ContextState::InitState() {
|
| + glBlendColor(
|
| + blend_color_red, blend_color_green, blend_color_blue, blend_color_alpha);
|
| + glBlendEquationSeparate(blend_equation_rgb, blend_equation_alpha);
|
| + glBlendFuncSeparate(
|
| + blend_source_rgb, blend_dest_rgb, blend_source_alpha, blend_dest_alpha);
|
| + glClearColor(
|
| + color_clear_red, color_clear_green, color_clear_blue, color_clear_alpha);
|
| + glClearDepth(depth_clear);
|
| + glClearStencil(stencil_clear);
|
| + glColorMask(
|
| + color_mask_red, color_mask_green, color_mask_blue, color_mask_alpha);
|
| + glCullFace(cull_mode);
|
| + glDepthFunc(depth_func);
|
| + glDepthMask(depth_mask);
|
| + glDepthRange(z_near, z_far);
|
| + glFrontFace(front_face);
|
| + glLineWidth(line_width);
|
| + glPolygonOffset(polygon_offset_factor, polygon_offset_units);
|
| + glSampleCoverage(sample_coverage_value, sample_coverage_invert);
|
| + glScissor(scissor_x, scissor_y, scissor_width, scissor_height);
|
| + glStencilFuncSeparate(
|
| + GL_FRONT, stencil_front_func, stencil_front_ref, stencil_front_mask);
|
| + glStencilFuncSeparate(
|
| + GL_BACK, stencil_back_func, stencil_back_ref, stencil_back_mask);
|
| + glStencilMaskSeparate(GL_FRONT, stencil_front_writemask);
|
| + glStencilMaskSeparate(GL_BACK, stencil_back_writemask);
|
| + glStencilOpSeparate(
|
| + GL_FRONT, stencil_front_fail_op, stencil_front_z_fail_op,
|
| + stencil_front_z_pass_op);
|
| + glStencilOpSeparate(
|
| + GL_BACK, stencil_back_fail_op, stencil_back_z_fail_op,
|
| + stencil_back_z_pass_op);
|
| + glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
|
| +}
|
| +#endif // GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_
|
| +
|
|
|