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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "gpu/command_buffer/service/context_state.h" | 5 #include "gpu/command_buffer/service/context_state.h" |
6 | 6 |
7 #include <cmath> | 7 #include <cmath> |
8 | 8 |
9 #include "gpu/command_buffer/common/gles2_cmd_utils.h" | 9 #include "gpu/command_buffer/common/gles2_cmd_utils.h" |
10 #include "gpu/command_buffer/service/buffer_manager.h" | 10 #include "gpu/command_buffer/service/buffer_manager.h" |
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178 void ContextState::RestoreActiveTextureUnitBinding(unsigned int target) const { | 178 void ContextState::RestoreActiveTextureUnitBinding(unsigned int target) const { |
179 DCHECK_LT(active_texture_unit, texture_units.size()); | 179 DCHECK_LT(active_texture_unit, texture_units.size()); |
180 const TextureUnit& texture_unit = texture_units[active_texture_unit]; | 180 const TextureUnit& texture_unit = texture_units[active_texture_unit]; |
181 if (TargetIsSupported(feature_info_, target)) | 181 if (TargetIsSupported(feature_info_, target)) |
182 glBindTexture(target, GetServiceId(texture_unit, target)); | 182 glBindTexture(target, GetServiceId(texture_unit, target)); |
183 } | 183 } |
184 | 184 |
185 void ContextState::RestoreVertexAttribValues() const { | 185 void ContextState::RestoreVertexAttribValues() const { |
186 for (size_t attrib = 0; attrib < vertex_attrib_manager->num_attribs(); | 186 for (size_t attrib = 0; attrib < vertex_attrib_manager->num_attribs(); |
187 ++attrib) { | 187 ++attrib) { |
188 glVertexAttrib4fv(attrib, attrib_values[attrib].v); | 188 switch (attrib_values[attrib].type) { |
| 189 case Vec4::kFloat: |
| 190 { |
| 191 GLfloat v[4]; |
| 192 for (size_t ii = 0; ii < 4; ++ii) { |
| 193 v[ii] = static_cast<GLfloat>(attrib_values[attrib].v[ii]); |
| 194 } |
| 195 glVertexAttrib4fv(attrib, v); |
| 196 } |
| 197 break; |
| 198 case Vec4::kInt: |
| 199 { |
| 200 GLint v[4]; |
| 201 for (size_t ii = 0; ii < 4; ++ii) { |
| 202 v[ii] = static_cast<GLint>(attrib_values[attrib].v[ii]); |
| 203 } |
| 204 glVertexAttribI4iv(attrib, v); |
| 205 } |
| 206 break; |
| 207 case Vec4::kUInt: |
| 208 { |
| 209 GLuint v[4]; |
| 210 for (size_t ii = 0; ii < 4; ++ii) { |
| 211 v[ii] = static_cast<GLuint>(attrib_values[attrib].v[ii]); |
| 212 } |
| 213 glVertexAttribI4uiv(attrib, v); |
| 214 } |
| 215 break; |
| 216 } |
189 } | 217 } |
190 } | 218 } |
191 | 219 |
192 void ContextState::RestoreVertexAttribArrays( | 220 void ContextState::RestoreVertexAttribArrays( |
193 const scoped_refptr<VertexAttribManager> attrib_manager) const { | 221 const scoped_refptr<VertexAttribManager> attrib_manager) const { |
194 // This is expected to be called only for VAO with service_id 0, | 222 // This is expected to be called only for VAO with service_id 0, |
195 // either to restore the default VAO or a virtual VAO with service_id 0. | 223 // either to restore the default VAO or a virtual VAO with service_id 0. |
196 GLuint vao_service_id = attrib_manager->service_id(); | 224 GLuint vao_service_id = attrib_manager->service_id(); |
197 DCHECK(vao_service_id == 0); | 225 DCHECK(vao_service_id == 0); |
198 | 226 |
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297 | 325 |
298 // Include the auto-generated part of this file. We split this because it means | 326 // Include the auto-generated part of this file. We split this because it means |
299 // we can easily edit the non-auto generated parts right here in this file | 327 // we can easily edit the non-auto generated parts right here in this file |
300 // instead of having to edit some template or the code generator. | 328 // instead of having to edit some template or the code generator. |
301 #include "gpu/command_buffer/service/context_state_impl_autogen.h" | 329 #include "gpu/command_buffer/service/context_state_impl_autogen.h" |
302 | 330 |
303 } // namespace gles2 | 331 } // namespace gles2 |
304 } // namespace gpu | 332 } // namespace gpu |
305 | 333 |
306 | 334 |
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