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| 1 // Copyright 2014 The Chromium Authors. All rights reserved. | 1 // Copyright 2014 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 // This file is auto-generated from | 5 // This file is auto-generated from |
| 6 // gpu/command_buffer/build_gles2_cmd_buffer.py | 6 // gpu/command_buffer/build_gles2_cmd_buffer.py |
| 7 // It's formatted by clang-format using chromium coding style: | 7 // It's formatted by clang-format using chromium coding style: |
| 8 // clang-format -i -style=chromium filename | 8 // clang-format -i -style=chromium filename |
| 9 // DO NOT EDIT! | 9 // DO NOT EDIT! |
| 10 | 10 |
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| 46 color_mask_alpha = true; | 46 color_mask_alpha = true; |
| 47 cull_mode = GL_BACK; | 47 cull_mode = GL_BACK; |
| 48 depth_func = GL_LESS; | 48 depth_func = GL_LESS; |
| 49 depth_mask = true; | 49 depth_mask = true; |
| 50 z_near = 0.0f; | 50 z_near = 0.0f; |
| 51 z_far = 1.0f; | 51 z_far = 1.0f; |
| 52 front_face = GL_CCW; | 52 front_face = GL_CCW; |
| 53 hint_generate_mipmap = GL_DONT_CARE; | 53 hint_generate_mipmap = GL_DONT_CARE; |
| 54 hint_fragment_shader_derivative = GL_DONT_CARE; | 54 hint_fragment_shader_derivative = GL_DONT_CARE; |
| 55 line_width = 1.0f; | 55 line_width = 1.0f; |
| 56 matrix_mode = GL_MODELVIEW; |
| 56 pack_alignment = 4; | 57 pack_alignment = 4; |
| 57 unpack_alignment = 4; | 58 unpack_alignment = 4; |
| 58 polygon_offset_factor = 0.0f; | 59 polygon_offset_factor = 0.0f; |
| 59 polygon_offset_units = 0.0f; | 60 polygon_offset_units = 0.0f; |
| 60 sample_coverage_value = 1.0f; | 61 sample_coverage_value = 1.0f; |
| 61 sample_coverage_invert = false; | 62 sample_coverage_invert = false; |
| 62 scissor_x = 0; | 63 scissor_x = 0; |
| 63 scissor_y = 0; | 64 scissor_y = 0; |
| 64 scissor_width = 1; | 65 scissor_width = 1; |
| 65 scissor_height = 1; | 66 scissor_height = 1; |
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| 111 glCullFace(cull_mode); | 112 glCullFace(cull_mode); |
| 112 glDepthFunc(depth_func); | 113 glDepthFunc(depth_func); |
| 113 glDepthMask(depth_mask); | 114 glDepthMask(depth_mask); |
| 114 glDepthRange(z_near, z_far); | 115 glDepthRange(z_near, z_far); |
| 115 glFrontFace(front_face); | 116 glFrontFace(front_face); |
| 116 glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap); | 117 glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap); |
| 117 if (feature_info_->feature_flags().oes_standard_derivatives) | 118 if (feature_info_->feature_flags().oes_standard_derivatives) |
| 118 glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES, | 119 glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES, |
| 119 hint_fragment_shader_derivative); | 120 hint_fragment_shader_derivative); |
| 120 glLineWidth(line_width); | 121 glLineWidth(line_width); |
| 122 if (feature_info_->feature_flags().nv_path_rendering) |
| 123 glMatrixMode(matrix_mode); |
| 121 glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment); | 124 glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment); |
| 122 glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment); | 125 glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment); |
| 123 glPolygonOffset(polygon_offset_factor, polygon_offset_units); | 126 glPolygonOffset(polygon_offset_factor, polygon_offset_units); |
| 124 glSampleCoverage(sample_coverage_value, sample_coverage_invert); | 127 glSampleCoverage(sample_coverage_value, sample_coverage_invert); |
| 125 glScissor(scissor_x, scissor_y, scissor_width, scissor_height); | 128 glScissor(scissor_x, scissor_y, scissor_width, scissor_height); |
| 126 glStencilFuncSeparate( | 129 glStencilFuncSeparate( |
| 127 GL_FRONT, stencil_front_func, stencil_front_ref, stencil_front_mask); | 130 GL_FRONT, stencil_front_func, stencil_front_ref, stencil_front_mask); |
| 128 glStencilFuncSeparate( | 131 glStencilFuncSeparate( |
| 129 GL_BACK, stencil_back_func, stencil_back_ref, stencil_back_mask); | 132 GL_BACK, stencil_back_func, stencil_back_ref, stencil_back_mask); |
| 130 glStencilMaskSeparate(GL_FRONT, stencil_front_writemask); | 133 glStencilMaskSeparate(GL_FRONT, stencil_front_writemask); |
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| 286 if (params) { | 289 if (params) { |
| 287 params[0] = static_cast<GLint>(hint_fragment_shader_derivative); | 290 params[0] = static_cast<GLint>(hint_fragment_shader_derivative); |
| 288 } | 291 } |
| 289 return true; | 292 return true; |
| 290 case GL_LINE_WIDTH: | 293 case GL_LINE_WIDTH: |
| 291 *num_written = 1; | 294 *num_written = 1; |
| 292 if (params) { | 295 if (params) { |
| 293 params[0] = static_cast<GLint>(line_width); | 296 params[0] = static_cast<GLint>(line_width); |
| 294 } | 297 } |
| 295 return true; | 298 return true; |
| 299 case GL_MATRIX_MODE: |
| 300 *num_written = 1; |
| 301 if (params) { |
| 302 params[0] = static_cast<GLint>(matrix_mode); |
| 303 } |
| 304 return true; |
| 296 case GL_PACK_ALIGNMENT: | 305 case GL_PACK_ALIGNMENT: |
| 297 *num_written = 1; | 306 *num_written = 1; |
| 298 if (params) { | 307 if (params) { |
| 299 params[0] = static_cast<GLint>(pack_alignment); | 308 params[0] = static_cast<GLint>(pack_alignment); |
| 300 } | 309 } |
| 301 return true; | 310 return true; |
| 302 case GL_UNPACK_ALIGNMENT: | 311 case GL_UNPACK_ALIGNMENT: |
| 303 *num_written = 1; | 312 *num_written = 1; |
| 304 if (params) { | 313 if (params) { |
| 305 params[0] = static_cast<GLint>(unpack_alignment); | 314 params[0] = static_cast<GLint>(unpack_alignment); |
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| 611 if (params) { | 620 if (params) { |
| 612 params[0] = static_cast<GLfloat>(hint_fragment_shader_derivative); | 621 params[0] = static_cast<GLfloat>(hint_fragment_shader_derivative); |
| 613 } | 622 } |
| 614 return true; | 623 return true; |
| 615 case GL_LINE_WIDTH: | 624 case GL_LINE_WIDTH: |
| 616 *num_written = 1; | 625 *num_written = 1; |
| 617 if (params) { | 626 if (params) { |
| 618 params[0] = static_cast<GLfloat>(line_width); | 627 params[0] = static_cast<GLfloat>(line_width); |
| 619 } | 628 } |
| 620 return true; | 629 return true; |
| 630 case GL_MATRIX_MODE: |
| 631 *num_written = 1; |
| 632 if (params) { |
| 633 params[0] = static_cast<GLfloat>(matrix_mode); |
| 634 } |
| 635 return true; |
| 621 case GL_PACK_ALIGNMENT: | 636 case GL_PACK_ALIGNMENT: |
| 622 *num_written = 1; | 637 *num_written = 1; |
| 623 if (params) { | 638 if (params) { |
| 624 params[0] = static_cast<GLfloat>(pack_alignment); | 639 params[0] = static_cast<GLfloat>(pack_alignment); |
| 625 } | 640 } |
| 626 return true; | 641 return true; |
| 627 case GL_UNPACK_ALIGNMENT: | 642 case GL_UNPACK_ALIGNMENT: |
| 628 *num_written = 1; | 643 *num_written = 1; |
| 629 if (params) { | 644 if (params) { |
| 630 params[0] = static_cast<GLfloat>(unpack_alignment); | 645 params[0] = static_cast<GLfloat>(unpack_alignment); |
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| 808 *num_written = 1; | 823 *num_written = 1; |
| 809 if (params) { | 824 if (params) { |
| 810 params[0] = static_cast<GLfloat>(enable_flags.stencil_test); | 825 params[0] = static_cast<GLfloat>(enable_flags.stencil_test); |
| 811 } | 826 } |
| 812 return true; | 827 return true; |
| 813 default: | 828 default: |
| 814 return false; | 829 return false; |
| 815 } | 830 } |
| 816 } | 831 } |
| 817 #endif // GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_ | 832 #endif // GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_ |
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