Index: gpu/command_buffer/service/gles2_cmd_decoder.cc |
diff --git a/gpu/command_buffer/service/gles2_cmd_decoder.cc b/gpu/command_buffer/service/gles2_cmd_decoder.cc |
index 605ec14569e6cee22d9f43b4cfb51183d677ac1f..4b75c2e1eb480c1ec4e55c6956e89324ffd78b84 100644 |
--- a/gpu/command_buffer/service/gles2_cmd_decoder.cc |
+++ b/gpu/command_buffer/service/gles2_cmd_decoder.cc |
@@ -278,6 +278,15 @@ |
return true; |
} |
+// Wrapper for glEnable/glDisable that doesn't suck. |
+static void EnableDisable(GLenum pname, bool enable) { |
+ if (enable) { |
+ glEnable(pname); |
+ } else { |
+ glDisable(pname); |
+ } |
+} |
+ |
// This class prevents any GL errors that occur when it is in scope from |
// being reported to the client. |
class ScopedGLErrorSuppressor { |
@@ -652,7 +661,6 @@ |
virtual void ResetAsyncPixelTransferManagerForTest() OVERRIDE; |
virtual void SetAsyncPixelTransferManagerForTest( |
AsyncPixelTransferManager* manager) OVERRIDE; |
- virtual void SetIgnoreCachedStateForTest(bool ignore) OVERRIDE; |
void ProcessFinishedAsyncTransfers(); |
virtual bool GetServiceTextureId(uint32 client_texture_id, |
@@ -1924,7 +1932,7 @@ |
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, targetid); |
const int width = decoder_->offscreen_size_.width(); |
const int height = decoder_->offscreen_size_.height(); |
- decoder->state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false); |
+ glDisable(GL_SCISSOR_TEST); |
decoder->BlitFramebufferHelper(0, |
0, |
width, |
@@ -1946,7 +1954,7 @@ |
"ScopedResolvedFrameBufferBinder::dtor", decoder_->GetErrorState()); |
decoder_->RestoreCurrentFramebufferBindings(); |
if (decoder_->state_.enable_flags.scissor_test) { |
- decoder_->state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, true); |
+ glEnable(GL_SCISSOR_TEST); |
} |
} |
@@ -3062,12 +3070,12 @@ |
if (backbuffer_needs_clear_bits_) { |
glClearColor(0, 0, 0, (GLES2Util::GetChannelsForFormat( |
offscreen_target_color_format_) & 0x0008) != 0 ? 0 : 1); |
- state_.SetDeviceColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
glClearStencil(0); |
glStencilMask(-1); |
glClearDepth(1.0f); |
- state_.SetDeviceDepthMask(GL_TRUE); |
- state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false); |
+ glDepthMask(true); |
+ glDisable(GL_SCISSOR_TEST); |
glClear(backbuffer_needs_clear_bits_); |
backbuffer_needs_clear_bits_ = 0; |
RestoreClearState(); |
@@ -3570,13 +3578,13 @@ |
ScopedFrameBufferBinder binder(this, offscreen_target_frame_buffer_->id()); |
glClearColor(0, 0, 0, (GLES2Util::GetChannelsForFormat( |
offscreen_target_color_format_) & 0x0008) != 0 ? 0 : 1); |
- state_.SetDeviceColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
glClearStencil(0); |
- state_.SetDeviceStencilMaskSeparate(GL_FRONT, -1); |
- state_.SetDeviceStencilMaskSeparate(GL_BACK, -1); |
+ glStencilMaskSeparate(GL_FRONT, -1); |
+ glStencilMaskSeparate(GL_BACK, -1); |
glClearDepth(0); |
- state_.SetDeviceDepthMask(GL_TRUE); |
- state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false); |
+ glDepthMask(GL_TRUE); |
+ glDisable(GL_SCISSOR_TEST); |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
RestoreClearState(); |
} |
@@ -3839,25 +3847,23 @@ |
void GLES2DecoderImpl::ApplyDirtyState() { |
if (framebuffer_state_.clear_state_dirty) { |
- bool have_alpha = BoundFramebufferHasColorAttachmentWithAlpha(true); |
- state_.SetDeviceColorMask(state_.color_mask_red, |
- state_.color_mask_green, |
- state_.color_mask_blue, |
- state_.color_mask_alpha && have_alpha); |
- |
+ glColorMask( |
+ state_.color_mask_red, state_.color_mask_green, state_.color_mask_blue, |
+ state_.color_mask_alpha && |
+ BoundFramebufferHasColorAttachmentWithAlpha(true)); |
bool have_depth = BoundFramebufferHasDepthAttachment(); |
- state_.SetDeviceDepthMask(state_.depth_mask && have_depth); |
- |
+ glDepthMask(state_.depth_mask && have_depth); |
+ EnableDisable(GL_DEPTH_TEST, state_.enable_flags.depth_test && have_depth); |
bool have_stencil = BoundFramebufferHasStencilAttachment(); |
- state_.SetDeviceStencilMaskSeparate( |
+ glStencilMaskSeparate( |
GL_FRONT, have_stencil ? state_.stencil_front_writemask : 0); |
- state_.SetDeviceStencilMaskSeparate( |
+ glStencilMaskSeparate( |
GL_BACK, have_stencil ? state_.stencil_back_writemask : 0); |
- |
- state_.SetDeviceCapabilityState( |
- GL_DEPTH_TEST, state_.enable_flags.depth_test && have_depth); |
- state_.SetDeviceCapabilityState( |
+ EnableDisable( |
GL_STENCIL_TEST, state_.enable_flags.stencil_test && have_stencil); |
+ EnableDisable(GL_CULL_FACE, state_.enable_flags.cull_face); |
+ EnableDisable(GL_SCISSOR_TEST, state_.enable_flags.scissor_test); |
+ EnableDisable(GL_BLEND, state_.enable_flags.blend); |
framebuffer_state_.clear_state_dirty = false; |
} |
} |
@@ -3928,10 +3934,6 @@ |
void GLES2DecoderImpl::RestoreAllAttributes() const { |
state_.RestoreVertexAttribs(); |
-} |
- |
-void GLES2DecoderImpl::SetIgnoreCachedStateForTest(bool ignore) { |
- state_.SetIgnoreCachedStateForTest(ignore); |
} |
void GLES2DecoderImpl::OnFboChanged() const { |
@@ -5027,7 +5029,7 @@ |
(GLES2Util::GetChannelsForFormat( |
framebuffer->GetColorAttachmentFormat()) & 0x0008) != 0 ? 0.0f : |
1.0f); |
- state_.SetDeviceColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
+ glColorMask(true, true, true, true); |
clear_bits |= GL_COLOR_BUFFER_BIT; |
} |
@@ -5041,11 +5043,11 @@ |
if (framebuffer->HasUnclearedAttachment(GL_DEPTH_ATTACHMENT) || |
framebuffer->HasUnclearedAttachment(GL_DEPTH_STENCIL_ATTACHMENT)) { |
glClearDepth(1.0f); |
- state_.SetDeviceDepthMask(GL_TRUE); |
+ glDepthMask(true); |
clear_bits |= GL_DEPTH_BUFFER_BIT; |
} |
- state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false); |
+ glDisable(GL_SCISSOR_TEST); |
glClear(clear_bits); |
framebuffer_manager()->MarkAttachmentsAsCleared( |
@@ -5071,7 +5073,7 @@ |
glClearStencil(state_.stencil_clear); |
glClearDepth(state_.depth_clear); |
if (state_.enable_flags.scissor_test) { |
- state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, true); |
+ glEnable(GL_SCISSOR_TEST); |
} |
} |
@@ -5248,11 +5250,10 @@ |
return; |
} |
- state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false); |
+ glDisable(GL_SCISSOR_TEST); |
BlitFramebufferHelper( |
srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); |
- state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, |
- state_.enable_flags.scissor_test); |
+ EnableDisable(GL_SCISSOR_TEST, state_.enable_flags.scissor_test); |
} |
void GLES2DecoderImpl::RenderbufferStorageMultisampleHelper( |
@@ -5491,11 +5492,11 @@ |
GLboolean scissor_enabled = false; |
glGetBooleanv(GL_SCISSOR_TEST, &scissor_enabled); |
if (scissor_enabled) |
- state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false); |
- |
- GLboolean color_mask[4] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE}; |
+ glDisable(GL_SCISSOR_TEST); |
+ |
+ GLboolean color_mask[4] = {true, true, true, true}; |
glGetBooleanv(GL_COLOR_WRITEMASK, color_mask); |
- state_.SetDeviceColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
+ glColorMask(true, true, true, true); |
GLfloat clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f}; |
glGetFloatv(GL_COLOR_CLEAR_VALUE, clear_color); |
@@ -5524,10 +5525,9 @@ |
// Restore cached state. |
if (scissor_enabled) |
- state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, true); |
- |
- state_.SetDeviceColorMask( |
- color_mask[0], color_mask[1], color_mask[2], color_mask[3]); |
+ glEnable(GL_SCISSOR_TEST); |
+ |
+ glColorMask(color_mask[0], color_mask[1], color_mask[2], color_mask[3]); |
glClearColor(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); |
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, draw_framebuffer); |
glBindFramebufferEXT(GL_READ_FRAMEBUFFER, read_framebuffer); |
@@ -7843,8 +7843,8 @@ |
glClearStencil(0); |
glStencilMask(-1); |
glClearDepth(1.0f); |
- state_.SetDeviceDepthMask(GL_TRUE); |
- state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false); |
+ glDepthMask(true); |
+ glDisable(GL_SCISSOR_TEST); |
glClear(GL_DEPTH_BUFFER_BIT | (have_stencil ? GL_STENCIL_BUFFER_BIT : 0)); |
RestoreClearState(); |
@@ -9170,8 +9170,8 @@ |
ScopedFrameBufferBinder binder(this, |
offscreen_saved_frame_buffer_->id()); |
glClearColor(0, 0, 0, 0); |
- state_.SetDeviceColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
- state_.SetDeviceCapabilityState(GL_SCISSOR_TEST, false); |
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
+ glDisable(GL_SCISSOR_TEST); |
glClear(GL_COLOR_BUFFER_BIT); |
RestoreClearState(); |
} |