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Side by Side Diff: gpu/command_buffer/service/context_state_impl_autogen.h

Issue 169603002: Add initial support for NV_path_rendering extension to gpu command buffer (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: rebase Created 6 years, 8 months ago
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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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