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

Issue 245923008: Optimize GLES2DecoderImpl::ApplyDirtyState. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Rebase on refactored gles2_cmd_decoder_unittest.cc Created 6 years, 7 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
11 // It is included by context_state.cc 11 // It is included by context_state.cc
12 #ifndef GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_ 12 #ifndef GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_
13 #define GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_ 13 #define GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_
14 14
15 ContextState::EnableFlags::EnableFlags() 15 ContextState::EnableFlags::EnableFlags()
16 : blend(false), 16 : blend(false),
17 cached_blend(false),
17 cull_face(false), 18 cull_face(false),
19 cached_cull_face(false),
18 depth_test(false), 20 depth_test(false),
21 cached_depth_test(false),
19 dither(true), 22 dither(true),
23 cached_dither(true),
20 polygon_offset_fill(false), 24 polygon_offset_fill(false),
25 cached_polygon_offset_fill(false),
21 sample_alpha_to_coverage(false), 26 sample_alpha_to_coverage(false),
27 cached_sample_alpha_to_coverage(false),
22 sample_coverage(false), 28 sample_coverage(false),
29 cached_sample_coverage(false),
23 scissor_test(false), 30 scissor_test(false),
24 stencil_test(false) { 31 cached_scissor_test(false),
32 stencil_test(false),
33 cached_stencil_test(false) {
25 } 34 }
26 35
27 void ContextState::Initialize() { 36 void ContextState::Initialize() {
28 blend_color_red = 0.0f; 37 blend_color_red = 0.0f;
29 blend_color_green = 0.0f; 38 blend_color_green = 0.0f;
30 blend_color_blue = 0.0f; 39 blend_color_blue = 0.0f;
31 blend_color_alpha = 0.0f; 40 blend_color_alpha = 0.0f;
32 blend_equation_rgb = GL_FUNC_ADD; 41 blend_equation_rgb = GL_FUNC_ADD;
33 blend_equation_alpha = GL_FUNC_ADD; 42 blend_equation_alpha = GL_FUNC_ADD;
34 blend_source_rgb = GL_ONE; 43 blend_source_rgb = GL_ONE;
35 blend_dest_rgb = GL_ZERO; 44 blend_dest_rgb = GL_ZERO;
36 blend_source_alpha = GL_ONE; 45 blend_source_alpha = GL_ONE;
37 blend_dest_alpha = GL_ZERO; 46 blend_dest_alpha = GL_ZERO;
38 color_clear_red = 0.0f; 47 color_clear_red = 0.0f;
39 color_clear_green = 0.0f; 48 color_clear_green = 0.0f;
40 color_clear_blue = 0.0f; 49 color_clear_blue = 0.0f;
41 color_clear_alpha = 0.0f; 50 color_clear_alpha = 0.0f;
42 depth_clear = 1.0f; 51 depth_clear = 1.0f;
43 stencil_clear = 0; 52 stencil_clear = 0;
44 color_mask_red = true; 53 color_mask_red = true;
54 cached_color_mask_red = true;
45 color_mask_green = true; 55 color_mask_green = true;
56 cached_color_mask_green = true;
46 color_mask_blue = true; 57 color_mask_blue = true;
58 cached_color_mask_blue = true;
47 color_mask_alpha = true; 59 color_mask_alpha = true;
60 cached_color_mask_alpha = true;
48 cull_mode = GL_BACK; 61 cull_mode = GL_BACK;
49 depth_func = GL_LESS; 62 depth_func = GL_LESS;
50 depth_mask = true; 63 depth_mask = true;
64 cached_depth_mask = true;
51 z_near = 0.0f; 65 z_near = 0.0f;
52 z_far = 1.0f; 66 z_far = 1.0f;
53 front_face = GL_CCW; 67 front_face = GL_CCW;
54 hint_generate_mipmap = GL_DONT_CARE; 68 hint_generate_mipmap = GL_DONT_CARE;
55 hint_fragment_shader_derivative = GL_DONT_CARE; 69 hint_fragment_shader_derivative = GL_DONT_CARE;
56 line_width = 1.0f; 70 line_width = 1.0f;
57 pack_alignment = 4; 71 pack_alignment = 4;
58 unpack_alignment = 4; 72 unpack_alignment = 4;
59 polygon_offset_factor = 0.0f; 73 polygon_offset_factor = 0.0f;
60 polygon_offset_units = 0.0f; 74 polygon_offset_units = 0.0f;
61 sample_coverage_value = 1.0f; 75 sample_coverage_value = 1.0f;
62 sample_coverage_invert = false; 76 sample_coverage_invert = false;
63 scissor_x = 0; 77 scissor_x = 0;
64 scissor_y = 0; 78 scissor_y = 0;
65 scissor_width = 1; 79 scissor_width = 1;
66 scissor_height = 1; 80 scissor_height = 1;
67 stencil_front_func = GL_ALWAYS; 81 stencil_front_func = GL_ALWAYS;
68 stencil_front_ref = 0; 82 stencil_front_ref = 0;
69 stencil_front_mask = 0xFFFFFFFFU; 83 stencil_front_mask = 0xFFFFFFFFU;
70 stencil_back_func = GL_ALWAYS; 84 stencil_back_func = GL_ALWAYS;
71 stencil_back_ref = 0; 85 stencil_back_ref = 0;
72 stencil_back_mask = 0xFFFFFFFFU; 86 stencil_back_mask = 0xFFFFFFFFU;
73 stencil_front_writemask = 0xFFFFFFFFU; 87 stencil_front_writemask = 0xFFFFFFFFU;
88 cached_stencil_front_writemask = 0xFFFFFFFFU;
74 stencil_back_writemask = 0xFFFFFFFFU; 89 stencil_back_writemask = 0xFFFFFFFFU;
90 cached_stencil_back_writemask = 0xFFFFFFFFU;
75 stencil_front_fail_op = GL_KEEP; 91 stencil_front_fail_op = GL_KEEP;
76 stencil_front_z_fail_op = GL_KEEP; 92 stencil_front_z_fail_op = GL_KEEP;
77 stencil_front_z_pass_op = GL_KEEP; 93 stencil_front_z_pass_op = GL_KEEP;
78 stencil_back_fail_op = GL_KEEP; 94 stencil_back_fail_op = GL_KEEP;
79 stencil_back_z_fail_op = GL_KEEP; 95 stencil_back_z_fail_op = GL_KEEP;
80 stencil_back_z_pass_op = GL_KEEP; 96 stencil_back_z_pass_op = GL_KEEP;
81 viewport_x = 0; 97 viewport_x = 0;
82 viewport_y = 0; 98 viewport_y = 0;
83 viewport_width = 1; 99 viewport_width = 1;
84 viewport_height = 1; 100 viewport_height = 1;
85 } 101 }
86 102
87 void ContextState::InitCapabilities(const ContextState* prev_state) const { 103 void ContextState::InitCapabilities(const ContextState* prev_state) const {
88 if (prev_state) { 104 if (prev_state) {
89 if (prev_state->enable_flags.blend != enable_flags.blend) 105 if (prev_state->enable_flags.cached_blend != enable_flags.cached_blend)
90 EnableDisable(GL_BLEND, enable_flags.blend); 106 EnableDisable(GL_BLEND, enable_flags.cached_blend);
91 if (prev_state->enable_flags.cull_face != enable_flags.cull_face) 107 if (prev_state->enable_flags.cached_cull_face !=
92 EnableDisable(GL_CULL_FACE, enable_flags.cull_face); 108 enable_flags.cached_cull_face)
93 if (prev_state->enable_flags.depth_test != enable_flags.depth_test) 109 EnableDisable(GL_CULL_FACE, enable_flags.cached_cull_face);
94 EnableDisable(GL_DEPTH_TEST, enable_flags.depth_test); 110 if (prev_state->enable_flags.cached_depth_test !=
95 if (prev_state->enable_flags.dither != enable_flags.dither) 111 enable_flags.cached_depth_test)
96 EnableDisable(GL_DITHER, enable_flags.dither); 112 EnableDisable(GL_DEPTH_TEST, enable_flags.cached_depth_test);
97 if (prev_state->enable_flags.polygon_offset_fill != 113 if (prev_state->enable_flags.cached_dither != enable_flags.cached_dither)
98 enable_flags.polygon_offset_fill) 114 EnableDisable(GL_DITHER, enable_flags.cached_dither);
99 EnableDisable(GL_POLYGON_OFFSET_FILL, enable_flags.polygon_offset_fill); 115 if (prev_state->enable_flags.cached_polygon_offset_fill !=
100 if (prev_state->enable_flags.sample_alpha_to_coverage != 116 enable_flags.cached_polygon_offset_fill)
101 enable_flags.sample_alpha_to_coverage) 117 EnableDisable(GL_POLYGON_OFFSET_FILL,
118 enable_flags.cached_polygon_offset_fill);
119 if (prev_state->enable_flags.cached_sample_alpha_to_coverage !=
120 enable_flags.cached_sample_alpha_to_coverage)
102 EnableDisable(GL_SAMPLE_ALPHA_TO_COVERAGE, 121 EnableDisable(GL_SAMPLE_ALPHA_TO_COVERAGE,
103 enable_flags.sample_alpha_to_coverage); 122 enable_flags.cached_sample_alpha_to_coverage);
104 if (prev_state->enable_flags.sample_coverage != 123 if (prev_state->enable_flags.cached_sample_coverage !=
105 enable_flags.sample_coverage) 124 enable_flags.cached_sample_coverage)
106 EnableDisable(GL_SAMPLE_COVERAGE, enable_flags.sample_coverage); 125 EnableDisable(GL_SAMPLE_COVERAGE, enable_flags.cached_sample_coverage);
107 if (prev_state->enable_flags.scissor_test != enable_flags.scissor_test) 126 if (prev_state->enable_flags.cached_scissor_test !=
108 EnableDisable(GL_SCISSOR_TEST, enable_flags.scissor_test); 127 enable_flags.cached_scissor_test)
109 if (prev_state->enable_flags.stencil_test != enable_flags.stencil_test) 128 EnableDisable(GL_SCISSOR_TEST, enable_flags.cached_scissor_test);
110 EnableDisable(GL_STENCIL_TEST, enable_flags.stencil_test); 129 if (prev_state->enable_flags.cached_stencil_test !=
130 enable_flags.cached_stencil_test)
131 EnableDisable(GL_STENCIL_TEST, enable_flags.cached_stencil_test);
111 } else { 132 } else {
112 EnableDisable(GL_BLEND, enable_flags.blend); 133 EnableDisable(GL_BLEND, enable_flags.cached_blend);
113 EnableDisable(GL_CULL_FACE, enable_flags.cull_face); 134 EnableDisable(GL_CULL_FACE, enable_flags.cached_cull_face);
114 EnableDisable(GL_DEPTH_TEST, enable_flags.depth_test); 135 EnableDisable(GL_DEPTH_TEST, enable_flags.cached_depth_test);
115 EnableDisable(GL_DITHER, enable_flags.dither); 136 EnableDisable(GL_DITHER, enable_flags.cached_dither);
116 EnableDisable(GL_POLYGON_OFFSET_FILL, enable_flags.polygon_offset_fill); 137 EnableDisable(GL_POLYGON_OFFSET_FILL,
138 enable_flags.cached_polygon_offset_fill);
117 EnableDisable(GL_SAMPLE_ALPHA_TO_COVERAGE, 139 EnableDisable(GL_SAMPLE_ALPHA_TO_COVERAGE,
118 enable_flags.sample_alpha_to_coverage); 140 enable_flags.cached_sample_alpha_to_coverage);
119 EnableDisable(GL_SAMPLE_COVERAGE, enable_flags.sample_coverage); 141 EnableDisable(GL_SAMPLE_COVERAGE, enable_flags.cached_sample_coverage);
120 EnableDisable(GL_SCISSOR_TEST, enable_flags.scissor_test); 142 EnableDisable(GL_SCISSOR_TEST, enable_flags.cached_scissor_test);
121 EnableDisable(GL_STENCIL_TEST, enable_flags.stencil_test); 143 EnableDisable(GL_STENCIL_TEST, enable_flags.cached_stencil_test);
122 } 144 }
123 } 145 }
124 146
125 void ContextState::InitState(const ContextState* prev_state) const { 147 void ContextState::InitState(const ContextState* prev_state) const {
126 if (prev_state) { 148 if (prev_state) {
127 if ((blend_color_red != prev_state->blend_color_red) || 149 if ((blend_color_red != prev_state->blend_color_red) ||
128 (blend_color_green != prev_state->blend_color_green) || 150 (blend_color_green != prev_state->blend_color_green) ||
129 (blend_color_blue != prev_state->blend_color_blue) || 151 (blend_color_blue != prev_state->blend_color_blue) ||
130 (blend_color_alpha != prev_state->blend_color_alpha)) 152 (blend_color_alpha != prev_state->blend_color_alpha))
131 glBlendColor(blend_color_red, 153 glBlendColor(blend_color_red,
(...skipping 16 matching lines...) Expand all
148 (color_clear_blue != prev_state->color_clear_blue) || 170 (color_clear_blue != prev_state->color_clear_blue) ||
149 (color_clear_alpha != prev_state->color_clear_alpha)) 171 (color_clear_alpha != prev_state->color_clear_alpha))
150 glClearColor(color_clear_red, 172 glClearColor(color_clear_red,
151 color_clear_green, 173 color_clear_green,
152 color_clear_blue, 174 color_clear_blue,
153 color_clear_alpha); 175 color_clear_alpha);
154 if ((depth_clear != prev_state->depth_clear)) 176 if ((depth_clear != prev_state->depth_clear))
155 glClearDepth(depth_clear); 177 glClearDepth(depth_clear);
156 if ((stencil_clear != prev_state->stencil_clear)) 178 if ((stencil_clear != prev_state->stencil_clear))
157 glClearStencil(stencil_clear); 179 glClearStencil(stencil_clear);
158 if ((color_mask_red != prev_state->color_mask_red) || 180 if ((cached_color_mask_red != prev_state->cached_color_mask_red) ||
159 (color_mask_green != prev_state->color_mask_green) || 181 (cached_color_mask_green != prev_state->cached_color_mask_green) ||
160 (color_mask_blue != prev_state->color_mask_blue) || 182 (cached_color_mask_blue != prev_state->cached_color_mask_blue) ||
161 (color_mask_alpha != prev_state->color_mask_alpha)) 183 (cached_color_mask_alpha != prev_state->cached_color_mask_alpha))
162 glColorMask( 184 glColorMask(cached_color_mask_red,
163 color_mask_red, color_mask_green, color_mask_blue, color_mask_alpha); 185 cached_color_mask_green,
186 cached_color_mask_blue,
187 cached_color_mask_alpha);
164 if ((cull_mode != prev_state->cull_mode)) 188 if ((cull_mode != prev_state->cull_mode))
165 glCullFace(cull_mode); 189 glCullFace(cull_mode);
166 if ((depth_func != prev_state->depth_func)) 190 if ((depth_func != prev_state->depth_func))
167 glDepthFunc(depth_func); 191 glDepthFunc(depth_func);
168 if ((depth_mask != prev_state->depth_mask)) 192 if ((cached_depth_mask != prev_state->cached_depth_mask))
169 glDepthMask(depth_mask); 193 glDepthMask(cached_depth_mask);
170 if ((z_near != prev_state->z_near) || (z_far != prev_state->z_far)) 194 if ((z_near != prev_state->z_near) || (z_far != prev_state->z_far))
171 glDepthRange(z_near, z_far); 195 glDepthRange(z_near, z_far);
172 if ((front_face != prev_state->front_face)) 196 if ((front_face != prev_state->front_face))
173 glFrontFace(front_face); 197 glFrontFace(front_face);
174 if (prev_state->hint_generate_mipmap != hint_generate_mipmap) 198 if (prev_state->hint_generate_mipmap != hint_generate_mipmap)
175 glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap); 199 glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap);
176 if (feature_info_->feature_flags().oes_standard_derivatives) 200 if (feature_info_->feature_flags().oes_standard_derivatives)
177 if (prev_state->hint_fragment_shader_derivative != 201 if (prev_state->hint_fragment_shader_derivative !=
178 hint_fragment_shader_derivative) 202 hint_fragment_shader_derivative)
179 glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES, 203 glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES,
(...skipping 18 matching lines...) Expand all
198 if ((stencil_front_func != prev_state->stencil_front_func) || 222 if ((stencil_front_func != prev_state->stencil_front_func) ||
199 (stencil_front_ref != prev_state->stencil_front_ref) || 223 (stencil_front_ref != prev_state->stencil_front_ref) ||
200 (stencil_front_mask != prev_state->stencil_front_mask)) 224 (stencil_front_mask != prev_state->stencil_front_mask))
201 glStencilFuncSeparate( 225 glStencilFuncSeparate(
202 GL_FRONT, stencil_front_func, stencil_front_ref, stencil_front_mask); 226 GL_FRONT, stencil_front_func, stencil_front_ref, stencil_front_mask);
203 if ((stencil_back_func != prev_state->stencil_back_func) || 227 if ((stencil_back_func != prev_state->stencil_back_func) ||
204 (stencil_back_ref != prev_state->stencil_back_ref) || 228 (stencil_back_ref != prev_state->stencil_back_ref) ||
205 (stencil_back_mask != prev_state->stencil_back_mask)) 229 (stencil_back_mask != prev_state->stencil_back_mask))
206 glStencilFuncSeparate( 230 glStencilFuncSeparate(
207 GL_BACK, stencil_back_func, stencil_back_ref, stencil_back_mask); 231 GL_BACK, stencil_back_func, stencil_back_ref, stencil_back_mask);
208 if ((stencil_front_writemask != prev_state->stencil_front_writemask)) 232 if ((cached_stencil_front_writemask !=
209 glStencilMaskSeparate(GL_FRONT, stencil_front_writemask); 233 prev_state->cached_stencil_front_writemask))
210 if ((stencil_back_writemask != prev_state->stencil_back_writemask)) 234 glStencilMaskSeparate(GL_FRONT, cached_stencil_front_writemask);
211 glStencilMaskSeparate(GL_BACK, stencil_back_writemask); 235 if ((cached_stencil_back_writemask !=
236 prev_state->cached_stencil_back_writemask))
237 glStencilMaskSeparate(GL_BACK, cached_stencil_back_writemask);
212 if ((stencil_front_fail_op != prev_state->stencil_front_fail_op) || 238 if ((stencil_front_fail_op != prev_state->stencil_front_fail_op) ||
213 (stencil_front_z_fail_op != prev_state->stencil_front_z_fail_op) || 239 (stencil_front_z_fail_op != prev_state->stencil_front_z_fail_op) ||
214 (stencil_front_z_pass_op != prev_state->stencil_front_z_pass_op)) 240 (stencil_front_z_pass_op != prev_state->stencil_front_z_pass_op))
215 glStencilOpSeparate(GL_FRONT, 241 glStencilOpSeparate(GL_FRONT,
216 stencil_front_fail_op, 242 stencil_front_fail_op,
217 stencil_front_z_fail_op, 243 stencil_front_z_fail_op,
218 stencil_front_z_pass_op); 244 stencil_front_z_pass_op);
219 if ((stencil_back_fail_op != prev_state->stencil_back_fail_op) || 245 if ((stencil_back_fail_op != prev_state->stencil_back_fail_op) ||
220 (stencil_back_z_fail_op != prev_state->stencil_back_z_fail_op) || 246 (stencil_back_z_fail_op != prev_state->stencil_back_z_fail_op) ||
221 (stencil_back_z_pass_op != prev_state->stencil_back_z_pass_op)) 247 (stencil_back_z_pass_op != prev_state->stencil_back_z_pass_op))
(...skipping 13 matching lines...) Expand all
235 blend_color_alpha); 261 blend_color_alpha);
236 glBlendEquationSeparate(blend_equation_rgb, blend_equation_alpha); 262 glBlendEquationSeparate(blend_equation_rgb, blend_equation_alpha);
237 glBlendFuncSeparate( 263 glBlendFuncSeparate(
238 blend_source_rgb, blend_dest_rgb, blend_source_alpha, blend_dest_alpha); 264 blend_source_rgb, blend_dest_rgb, blend_source_alpha, blend_dest_alpha);
239 glClearColor(color_clear_red, 265 glClearColor(color_clear_red,
240 color_clear_green, 266 color_clear_green,
241 color_clear_blue, 267 color_clear_blue,
242 color_clear_alpha); 268 color_clear_alpha);
243 glClearDepth(depth_clear); 269 glClearDepth(depth_clear);
244 glClearStencil(stencil_clear); 270 glClearStencil(stencil_clear);
245 glColorMask( 271 glColorMask(cached_color_mask_red,
246 color_mask_red, color_mask_green, color_mask_blue, color_mask_alpha); 272 cached_color_mask_green,
273 cached_color_mask_blue,
274 cached_color_mask_alpha);
247 glCullFace(cull_mode); 275 glCullFace(cull_mode);
248 glDepthFunc(depth_func); 276 glDepthFunc(depth_func);
249 glDepthMask(depth_mask); 277 glDepthMask(cached_depth_mask);
250 glDepthRange(z_near, z_far); 278 glDepthRange(z_near, z_far);
251 glFrontFace(front_face); 279 glFrontFace(front_face);
252 glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap); 280 glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap);
253 if (feature_info_->feature_flags().oes_standard_derivatives) 281 if (feature_info_->feature_flags().oes_standard_derivatives)
254 glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES, 282 glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES,
255 hint_fragment_shader_derivative); 283 hint_fragment_shader_derivative);
256 glLineWidth(line_width); 284 glLineWidth(line_width);
257 glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment); 285 glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment);
258 glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment); 286 glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment);
259 glPolygonOffset(polygon_offset_factor, polygon_offset_units); 287 glPolygonOffset(polygon_offset_factor, polygon_offset_units);
260 glSampleCoverage(sample_coverage_value, sample_coverage_invert); 288 glSampleCoverage(sample_coverage_value, sample_coverage_invert);
261 glScissor(scissor_x, scissor_y, scissor_width, scissor_height); 289 glScissor(scissor_x, scissor_y, scissor_width, scissor_height);
262 glStencilFuncSeparate( 290 glStencilFuncSeparate(
263 GL_FRONT, stencil_front_func, stencil_front_ref, stencil_front_mask); 291 GL_FRONT, stencil_front_func, stencil_front_ref, stencil_front_mask);
264 glStencilFuncSeparate( 292 glStencilFuncSeparate(
265 GL_BACK, stencil_back_func, stencil_back_ref, stencil_back_mask); 293 GL_BACK, stencil_back_func, stencil_back_ref, stencil_back_mask);
266 glStencilMaskSeparate(GL_FRONT, stencil_front_writemask); 294 glStencilMaskSeparate(GL_FRONT, cached_stencil_front_writemask);
267 glStencilMaskSeparate(GL_BACK, stencil_back_writemask); 295 glStencilMaskSeparate(GL_BACK, cached_stencil_back_writemask);
268 glStencilOpSeparate(GL_FRONT, 296 glStencilOpSeparate(GL_FRONT,
269 stencil_front_fail_op, 297 stencil_front_fail_op,
270 stencil_front_z_fail_op, 298 stencil_front_z_fail_op,
271 stencil_front_z_pass_op); 299 stencil_front_z_pass_op);
272 glStencilOpSeparate(GL_BACK, 300 glStencilOpSeparate(GL_BACK,
273 stencil_back_fail_op, 301 stencil_back_fail_op,
274 stencil_back_z_fail_op, 302 stencil_back_z_fail_op,
275 stencil_back_z_pass_op); 303 stencil_back_z_pass_op);
276 glViewport(viewport_x, viewport_y, viewport_width, viewport_height); 304 glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
277 } 305 }
(...skipping 667 matching lines...) Expand 10 before | Expand all | Expand 10 after
945 *num_written = 1; 973 *num_written = 1;
946 if (params) { 974 if (params) {
947 params[0] = static_cast<GLfloat>(enable_flags.stencil_test); 975 params[0] = static_cast<GLfloat>(enable_flags.stencil_test);
948 } 976 }
949 return true; 977 return true;
950 default: 978 default:
951 return false; 979 return false;
952 } 980 }
953 } 981 }
954 #endif // GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_ 982 #endif // GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_
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