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Unified Diff: gpu/command_buffer/service/context_state_impl_autogen.h

Issue 16240016: gpu: Make pack/unpack alignment part of autogenerated state (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Sort states. Created 7 years, 7 months ago
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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
index bd71bddf7e4b7b24faf1aa5f64120e69036654f4..65bc1181508ad29ae980d7d0be4198ff4955d641 100644
--- a/gpu/command_buffer/service/context_state_impl_autogen.h
+++ b/gpu/command_buffer/service/context_state_impl_autogen.h
@@ -52,6 +52,8 @@ void ContextState::Initialize() {
hint_generate_mipmap = GL_DONT_CARE;
hint_fragment_shader_derivative = GL_DONT_CARE;
line_width = 1.0f;
+ pack_alignment = 4;
+ unpack_alignment = 4;
polygon_offset_factor = 0.0f;
polygon_offset_units = 0.0f;
sample_coverage_value = 1.0f;
@@ -115,6 +117,8 @@ void ContextState::InitState() const {
glHint(
GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES, hint_fragment_shader_derivative);
glLineWidth(line_width);
+ glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment);
glPolygonOffset(polygon_offset_factor, polygon_offset_units);
glSampleCoverage(sample_coverage_value, sample_coverage_invert);
glScissor(scissor_x, scissor_y, scissor_width, scissor_height);
@@ -161,13 +165,25 @@ bool ContextState::GetEnabled(GLenum cap) const {
bool ContextState::GetStateAsGLint(
GLenum pname, GLint* params, GLsizei* num_written) const {
switch (pname) {
- case GL_VIEWPORT:
+ case GL_BLEND_COLOR:
*num_written = 4;
if (params) {
- params[0] = static_cast<GLint>(viewport_x);
- params[1] = static_cast<GLint>(viewport_y);
- params[2] = static_cast<GLint>(viewport_width);
- params[3] = static_cast<GLint>(viewport_height);
+ params[0] = static_cast<GLint>(blend_color_red);
+ params[1] = static_cast<GLint>(blend_color_green);
+ params[2] = static_cast<GLint>(blend_color_blue);
+ params[3] = static_cast<GLint>(blend_color_alpha);
+ }
+ return true;
+ case GL_BLEND_EQUATION_RGB:
+ *num_written = 1;
+ if (params) {
+ params[0] = static_cast<GLint>(blend_equation_rgb);
+ }
+ return true;
+ case GL_BLEND_EQUATION_ALPHA:
+ *num_written = 1;
+ if (params) {
+ params[0] = static_cast<GLint>(blend_equation_alpha);
}
return true;
case GL_BLEND_SRC_RGB:
@@ -194,37 +210,25 @@ bool ContextState::GetStateAsGLint(
params[0] = static_cast<GLint>(blend_dest_alpha);
}
return true;
- case GL_LINE_WIDTH:
- *num_written = 1;
- if (params) {
- params[0] = static_cast<GLint>(line_width);
- }
- return true;
- case GL_BLEND_COLOR:
+ case GL_COLOR_CLEAR_VALUE:
*num_written = 4;
if (params) {
- params[0] = static_cast<GLint>(blend_color_red);
- params[1] = static_cast<GLint>(blend_color_green);
- params[2] = static_cast<GLint>(blend_color_blue);
- params[3] = static_cast<GLint>(blend_color_alpha);
- }
- return true;
- case GL_STENCIL_CLEAR_VALUE:
- *num_written = 1;
- if (params) {
- params[0] = static_cast<GLint>(stencil_clear);
+ params[0] = static_cast<GLint>(color_clear_red);
+ params[1] = static_cast<GLint>(color_clear_green);
+ params[2] = static_cast<GLint>(color_clear_blue);
+ params[3] = static_cast<GLint>(color_clear_alpha);
}
return true;
- case GL_GENERATE_MIPMAP_HINT:
+ case GL_DEPTH_CLEAR_VALUE:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(hint_generate_mipmap);
+ params[0] = static_cast<GLint>(depth_clear);
}
return true;
- case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
+ case GL_STENCIL_CLEAR_VALUE:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(hint_fragment_shader_derivative);
+ params[0] = static_cast<GLint>(stencil_clear);
}
return true;
case GL_COLOR_WRITEMASK:
@@ -236,89 +240,65 @@ bool ContextState::GetStateAsGLint(
params[3] = static_cast<GLint>(color_mask_alpha);
}
return true;
- case GL_COLOR_CLEAR_VALUE:
- *num_written = 4;
- if (params) {
- params[0] = static_cast<GLint>(color_clear_red);
- params[1] = static_cast<GLint>(color_clear_green);
- params[2] = static_cast<GLint>(color_clear_blue);
- params[3] = static_cast<GLint>(color_clear_alpha);
- }
- return true;
- case GL_DEPTH_RANGE:
- *num_written = 2;
- if (params) {
- params[0] = static_cast<GLint>(z_near);
- params[1] = static_cast<GLint>(z_far);
- }
- return true;
- case GL_DEPTH_CLEAR_VALUE:
+ case GL_CULL_FACE_MODE:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(depth_clear);
+ params[0] = static_cast<GLint>(cull_mode);
}
return true;
- case GL_STENCIL_FAIL:
+ case GL_DEPTH_FUNC:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(stencil_front_fail_op);
+ params[0] = static_cast<GLint>(depth_func);
}
return true;
- case GL_STENCIL_PASS_DEPTH_FAIL:
+ case GL_DEPTH_WRITEMASK:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(stencil_front_z_fail_op);
+ params[0] = static_cast<GLint>(depth_mask);
}
return true;
- case GL_STENCIL_PASS_DEPTH_PASS:
- *num_written = 1;
+ case GL_DEPTH_RANGE:
+ *num_written = 2;
if (params) {
- params[0] = static_cast<GLint>(stencil_front_z_pass_op);
+ params[0] = static_cast<GLint>(z_near);
+ params[1] = static_cast<GLint>(z_far);
}
return true;
- case GL_STENCIL_BACK_FAIL:
+ case GL_FRONT_FACE:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(stencil_back_fail_op);
+ params[0] = static_cast<GLint>(front_face);
}
return true;
- case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
+ case GL_GENERATE_MIPMAP_HINT:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(stencil_back_z_fail_op);
+ params[0] = static_cast<GLint>(hint_generate_mipmap);
}
return true;
- case GL_STENCIL_BACK_PASS_DEPTH_PASS:
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(stencil_back_z_pass_op);
- }
- return true;
- case GL_SCISSOR_BOX:
- *num_written = 4;
- if (params) {
- params[0] = static_cast<GLint>(scissor_x);
- params[1] = static_cast<GLint>(scissor_y);
- params[2] = static_cast<GLint>(scissor_width);
- params[3] = static_cast<GLint>(scissor_height);
+ params[0] = static_cast<GLint>(hint_fragment_shader_derivative);
}
return true;
- case GL_FRONT_FACE:
+ case GL_LINE_WIDTH:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(front_face);
+ params[0] = static_cast<GLint>(line_width);
}
return true;
- case GL_SAMPLE_COVERAGE_VALUE:
+ case GL_PACK_ALIGNMENT:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(sample_coverage_value);
+ params[0] = static_cast<GLint>(pack_alignment);
}
return true;
- case GL_SAMPLE_COVERAGE_INVERT:
+ case GL_UNPACK_ALIGNMENT:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(sample_coverage_invert);
+ params[0] = static_cast<GLint>(unpack_alignment);
}
return true;
case GL_POLYGON_OFFSET_FACTOR:
@@ -333,16 +313,25 @@ bool ContextState::GetStateAsGLint(
params[0] = static_cast<GLint>(polygon_offset_units);
}
return true;
- case GL_CULL_FACE_MODE:
+ case GL_SAMPLE_COVERAGE_VALUE:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(cull_mode);
+ params[0] = static_cast<GLint>(sample_coverage_value);
}
return true;
- case GL_DEPTH_FUNC:
+ case GL_SAMPLE_COVERAGE_INVERT:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(depth_func);
+ params[0] = static_cast<GLint>(sample_coverage_invert);
+ }
+ return true;
+ case GL_SCISSOR_BOX:
+ *num_written = 4;
+ if (params) {
+ params[0] = static_cast<GLint>(scissor_x);
+ params[1] = static_cast<GLint>(scissor_y);
+ params[2] = static_cast<GLint>(scissor_width);
+ params[3] = static_cast<GLint>(scissor_height);
}
return true;
case GL_STENCIL_FUNC:
@@ -381,34 +370,61 @@ bool ContextState::GetStateAsGLint(
params[0] = static_cast<GLint>(stencil_back_mask);
}
return true;
- case GL_DEPTH_WRITEMASK:
+ case GL_STENCIL_WRITEMASK:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(depth_mask);
+ params[0] = static_cast<GLint>(stencil_front_writemask);
}
return true;
- case GL_BLEND_EQUATION_RGB:
+ case GL_STENCIL_BACK_WRITEMASK:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(blend_equation_rgb);
+ params[0] = static_cast<GLint>(stencil_back_writemask);
}
return true;
- case GL_BLEND_EQUATION_ALPHA:
+ case GL_STENCIL_FAIL:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(blend_equation_alpha);
+ params[0] = static_cast<GLint>(stencil_front_fail_op);
}
return true;
- case GL_STENCIL_WRITEMASK:
+ case GL_STENCIL_PASS_DEPTH_FAIL:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(stencil_front_writemask);
+ params[0] = static_cast<GLint>(stencil_front_z_fail_op);
}
return true;
- case GL_STENCIL_BACK_WRITEMASK:
+ case GL_STENCIL_PASS_DEPTH_PASS:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLint>(stencil_back_writemask);
+ params[0] = static_cast<GLint>(stencil_front_z_pass_op);
+ }
+ return true;
+ case GL_STENCIL_BACK_FAIL:
+ *num_written = 1;
+ if (params) {
+ params[0] = static_cast<GLint>(stencil_back_fail_op);
+ }
+ return true;
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
+ *num_written = 1;
+ if (params) {
+ params[0] = static_cast<GLint>(stencil_back_z_fail_op);
+ }
+ return true;
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS:
+ *num_written = 1;
+ if (params) {
+ params[0] = static_cast<GLint>(stencil_back_z_pass_op);
+ }
+ return true;
+ case GL_VIEWPORT:
+ *num_written = 4;
+ if (params) {
+ params[0] = static_cast<GLint>(viewport_x);
+ params[1] = static_cast<GLint>(viewport_y);
+ params[2] = static_cast<GLint>(viewport_width);
+ params[3] = static_cast<GLint>(viewport_height);
}
return true;
case GL_BLEND:
@@ -473,13 +489,25 @@ bool ContextState::GetStateAsGLint(
bool ContextState::GetStateAsGLfloat(
GLenum pname, GLfloat* params, GLsizei* num_written) const {
switch (pname) {
- case GL_VIEWPORT:
+ case GL_BLEND_COLOR:
*num_written = 4;
if (params) {
- params[0] = static_cast<GLfloat>(viewport_x);
- params[1] = static_cast<GLfloat>(viewport_y);
- params[2] = static_cast<GLfloat>(viewport_width);
- params[3] = static_cast<GLfloat>(viewport_height);
+ params[0] = static_cast<GLfloat>(blend_color_red);
+ params[1] = static_cast<GLfloat>(blend_color_green);
+ params[2] = static_cast<GLfloat>(blend_color_blue);
+ params[3] = static_cast<GLfloat>(blend_color_alpha);
+ }
+ return true;
+ case GL_BLEND_EQUATION_RGB:
+ *num_written = 1;
+ if (params) {
+ params[0] = static_cast<GLfloat>(blend_equation_rgb);
+ }
+ return true;
+ case GL_BLEND_EQUATION_ALPHA:
+ *num_written = 1;
+ if (params) {
+ params[0] = static_cast<GLfloat>(blend_equation_alpha);
}
return true;
case GL_BLEND_SRC_RGB:
@@ -506,37 +534,25 @@ bool ContextState::GetStateAsGLfloat(
params[0] = static_cast<GLfloat>(blend_dest_alpha);
}
return true;
- case GL_LINE_WIDTH:
- *num_written = 1;
- if (params) {
- params[0] = static_cast<GLfloat>(line_width);
- }
- return true;
- case GL_BLEND_COLOR:
+ case GL_COLOR_CLEAR_VALUE:
*num_written = 4;
if (params) {
- params[0] = static_cast<GLfloat>(blend_color_red);
- params[1] = static_cast<GLfloat>(blend_color_green);
- params[2] = static_cast<GLfloat>(blend_color_blue);
- params[3] = static_cast<GLfloat>(blend_color_alpha);
- }
- return true;
- case GL_STENCIL_CLEAR_VALUE:
- *num_written = 1;
- if (params) {
- params[0] = static_cast<GLfloat>(stencil_clear);
+ params[0] = static_cast<GLfloat>(color_clear_red);
+ params[1] = static_cast<GLfloat>(color_clear_green);
+ params[2] = static_cast<GLfloat>(color_clear_blue);
+ params[3] = static_cast<GLfloat>(color_clear_alpha);
}
return true;
- case GL_GENERATE_MIPMAP_HINT:
+ case GL_DEPTH_CLEAR_VALUE:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(hint_generate_mipmap);
+ params[0] = static_cast<GLfloat>(depth_clear);
}
return true;
- case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
+ case GL_STENCIL_CLEAR_VALUE:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(hint_fragment_shader_derivative);
+ params[0] = static_cast<GLfloat>(stencil_clear);
}
return true;
case GL_COLOR_WRITEMASK:
@@ -548,89 +564,65 @@ bool ContextState::GetStateAsGLfloat(
params[3] = static_cast<GLfloat>(color_mask_alpha);
}
return true;
- case GL_COLOR_CLEAR_VALUE:
- *num_written = 4;
- if (params) {
- params[0] = static_cast<GLfloat>(color_clear_red);
- params[1] = static_cast<GLfloat>(color_clear_green);
- params[2] = static_cast<GLfloat>(color_clear_blue);
- params[3] = static_cast<GLfloat>(color_clear_alpha);
- }
- return true;
- case GL_DEPTH_RANGE:
- *num_written = 2;
- if (params) {
- params[0] = static_cast<GLfloat>(z_near);
- params[1] = static_cast<GLfloat>(z_far);
- }
- return true;
- case GL_DEPTH_CLEAR_VALUE:
+ case GL_CULL_FACE_MODE:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(depth_clear);
+ params[0] = static_cast<GLfloat>(cull_mode);
}
return true;
- case GL_STENCIL_FAIL:
+ case GL_DEPTH_FUNC:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(stencil_front_fail_op);
+ params[0] = static_cast<GLfloat>(depth_func);
}
return true;
- case GL_STENCIL_PASS_DEPTH_FAIL:
+ case GL_DEPTH_WRITEMASK:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(stencil_front_z_fail_op);
+ params[0] = static_cast<GLfloat>(depth_mask);
}
return true;
- case GL_STENCIL_PASS_DEPTH_PASS:
- *num_written = 1;
+ case GL_DEPTH_RANGE:
+ *num_written = 2;
if (params) {
- params[0] = static_cast<GLfloat>(stencil_front_z_pass_op);
+ params[0] = static_cast<GLfloat>(z_near);
+ params[1] = static_cast<GLfloat>(z_far);
}
return true;
- case GL_STENCIL_BACK_FAIL:
+ case GL_FRONT_FACE:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(stencil_back_fail_op);
+ params[0] = static_cast<GLfloat>(front_face);
}
return true;
- case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
+ case GL_GENERATE_MIPMAP_HINT:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(stencil_back_z_fail_op);
+ params[0] = static_cast<GLfloat>(hint_generate_mipmap);
}
return true;
- case GL_STENCIL_BACK_PASS_DEPTH_PASS:
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(stencil_back_z_pass_op);
- }
- return true;
- case GL_SCISSOR_BOX:
- *num_written = 4;
- if (params) {
- params[0] = static_cast<GLfloat>(scissor_x);
- params[1] = static_cast<GLfloat>(scissor_y);
- params[2] = static_cast<GLfloat>(scissor_width);
- params[3] = static_cast<GLfloat>(scissor_height);
+ params[0] = static_cast<GLfloat>(hint_fragment_shader_derivative);
}
return true;
- case GL_FRONT_FACE:
+ case GL_LINE_WIDTH:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(front_face);
+ params[0] = static_cast<GLfloat>(line_width);
}
return true;
- case GL_SAMPLE_COVERAGE_VALUE:
+ case GL_PACK_ALIGNMENT:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(sample_coverage_value);
+ params[0] = static_cast<GLfloat>(pack_alignment);
}
return true;
- case GL_SAMPLE_COVERAGE_INVERT:
+ case GL_UNPACK_ALIGNMENT:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(sample_coverage_invert);
+ params[0] = static_cast<GLfloat>(unpack_alignment);
}
return true;
case GL_POLYGON_OFFSET_FACTOR:
@@ -645,16 +637,25 @@ bool ContextState::GetStateAsGLfloat(
params[0] = static_cast<GLfloat>(polygon_offset_units);
}
return true;
- case GL_CULL_FACE_MODE:
+ case GL_SAMPLE_COVERAGE_VALUE:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(cull_mode);
+ params[0] = static_cast<GLfloat>(sample_coverage_value);
}
return true;
- case GL_DEPTH_FUNC:
+ case GL_SAMPLE_COVERAGE_INVERT:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(depth_func);
+ params[0] = static_cast<GLfloat>(sample_coverage_invert);
+ }
+ return true;
+ case GL_SCISSOR_BOX:
+ *num_written = 4;
+ if (params) {
+ params[0] = static_cast<GLfloat>(scissor_x);
+ params[1] = static_cast<GLfloat>(scissor_y);
+ params[2] = static_cast<GLfloat>(scissor_width);
+ params[3] = static_cast<GLfloat>(scissor_height);
}
return true;
case GL_STENCIL_FUNC:
@@ -693,34 +694,61 @@ bool ContextState::GetStateAsGLfloat(
params[0] = static_cast<GLfloat>(stencil_back_mask);
}
return true;
- case GL_DEPTH_WRITEMASK:
+ case GL_STENCIL_WRITEMASK:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(depth_mask);
+ params[0] = static_cast<GLfloat>(stencil_front_writemask);
}
return true;
- case GL_BLEND_EQUATION_RGB:
+ case GL_STENCIL_BACK_WRITEMASK:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(blend_equation_rgb);
+ params[0] = static_cast<GLfloat>(stencil_back_writemask);
}
return true;
- case GL_BLEND_EQUATION_ALPHA:
+ case GL_STENCIL_FAIL:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(blend_equation_alpha);
+ params[0] = static_cast<GLfloat>(stencil_front_fail_op);
}
return true;
- case GL_STENCIL_WRITEMASK:
+ case GL_STENCIL_PASS_DEPTH_FAIL:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(stencil_front_writemask);
+ params[0] = static_cast<GLfloat>(stencil_front_z_fail_op);
}
return true;
- case GL_STENCIL_BACK_WRITEMASK:
+ case GL_STENCIL_PASS_DEPTH_PASS:
*num_written = 1;
if (params) {
- params[0] = static_cast<GLfloat>(stencil_back_writemask);
+ params[0] = static_cast<GLfloat>(stencil_front_z_pass_op);
+ }
+ return true;
+ case GL_STENCIL_BACK_FAIL:
+ *num_written = 1;
+ if (params) {
+ params[0] = static_cast<GLfloat>(stencil_back_fail_op);
+ }
+ return true;
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
+ *num_written = 1;
+ if (params) {
+ params[0] = static_cast<GLfloat>(stencil_back_z_fail_op);
+ }
+ return true;
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS:
+ *num_written = 1;
+ if (params) {
+ params[0] = static_cast<GLfloat>(stencil_back_z_pass_op);
+ }
+ return true;
+ case GL_VIEWPORT:
+ *num_written = 4;
+ if (params) {
+ params[0] = static_cast<GLfloat>(viewport_x);
+ params[1] = static_cast<GLfloat>(viewport_y);
+ params[2] = static_cast<GLfloat>(viewport_width);
+ params[3] = static_cast<GLfloat>(viewport_height);
}
return true;
case GL_BLEND:
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