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