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

Issue 706203003: Update from https://crrev.com/303153 (Closed) Base URL: git@github.com:domokit/mojo.git@master
Patch Set: Created 6 years, 1 month 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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175 EnableDisable(GL_STENCIL_TEST, enable_flags.cached_stencil_test); 175 EnableDisable(GL_STENCIL_TEST, enable_flags.cached_stencil_test);
176 } 176 }
177 } 177 }
178 178
179 void ContextState::InitState(const ContextState* prev_state) const { 179 void ContextState::InitState(const ContextState* prev_state) const {
180 if (prev_state) { 180 if (prev_state) {
181 if ((blend_color_red != prev_state->blend_color_red) || 181 if ((blend_color_red != prev_state->blend_color_red) ||
182 (blend_color_green != prev_state->blend_color_green) || 182 (blend_color_green != prev_state->blend_color_green) ||
183 (blend_color_blue != prev_state->blend_color_blue) || 183 (blend_color_blue != prev_state->blend_color_blue) ||
184 (blend_color_alpha != prev_state->blend_color_alpha)) 184 (blend_color_alpha != prev_state->blend_color_alpha))
185 glBlendColor(blend_color_red, 185 glBlendColor(blend_color_red, blend_color_green, blend_color_blue,
186 blend_color_green,
187 blend_color_blue,
188 blend_color_alpha); 186 blend_color_alpha);
189 if ((blend_equation_rgb != prev_state->blend_equation_rgb) || 187 if ((blend_equation_rgb != prev_state->blend_equation_rgb) ||
190 (blend_equation_alpha != prev_state->blend_equation_alpha)) 188 (blend_equation_alpha != prev_state->blend_equation_alpha))
191 glBlendEquationSeparate(blend_equation_rgb, blend_equation_alpha); 189 glBlendEquationSeparate(blend_equation_rgb, blend_equation_alpha);
192 if ((blend_source_rgb != prev_state->blend_source_rgb) || 190 if ((blend_source_rgb != prev_state->blend_source_rgb) ||
193 (blend_dest_rgb != prev_state->blend_dest_rgb) || 191 (blend_dest_rgb != prev_state->blend_dest_rgb) ||
194 (blend_source_alpha != prev_state->blend_source_alpha) || 192 (blend_source_alpha != prev_state->blend_source_alpha) ||
195 (blend_dest_alpha != prev_state->blend_dest_alpha)) 193 (blend_dest_alpha != prev_state->blend_dest_alpha))
196 glBlendFuncSeparate(blend_source_rgb, 194 glBlendFuncSeparate(blend_source_rgb, blend_dest_rgb, blend_source_alpha,
197 blend_dest_rgb,
198 blend_source_alpha,
199 blend_dest_alpha); 195 blend_dest_alpha);
200 if ((color_clear_red != prev_state->color_clear_red) || 196 if ((color_clear_red != prev_state->color_clear_red) ||
201 (color_clear_green != prev_state->color_clear_green) || 197 (color_clear_green != prev_state->color_clear_green) ||
202 (color_clear_blue != prev_state->color_clear_blue) || 198 (color_clear_blue != prev_state->color_clear_blue) ||
203 (color_clear_alpha != prev_state->color_clear_alpha)) 199 (color_clear_alpha != prev_state->color_clear_alpha))
204 glClearColor(color_clear_red, 200 glClearColor(color_clear_red, color_clear_green, color_clear_blue,
205 color_clear_green,
206 color_clear_blue,
207 color_clear_alpha); 201 color_clear_alpha);
208 if ((depth_clear != prev_state->depth_clear)) 202 if ((depth_clear != prev_state->depth_clear))
209 glClearDepth(depth_clear); 203 glClearDepth(depth_clear);
210 if ((stencil_clear != prev_state->stencil_clear)) 204 if ((stencil_clear != prev_state->stencil_clear))
211 glClearStencil(stencil_clear); 205 glClearStencil(stencil_clear);
212 if ((cached_color_mask_red != prev_state->cached_color_mask_red) || 206 if ((cached_color_mask_red != prev_state->cached_color_mask_red) ||
213 (cached_color_mask_green != prev_state->cached_color_mask_green) || 207 (cached_color_mask_green != prev_state->cached_color_mask_green) ||
214 (cached_color_mask_blue != prev_state->cached_color_mask_blue) || 208 (cached_color_mask_blue != prev_state->cached_color_mask_blue) ||
215 (cached_color_mask_alpha != prev_state->cached_color_mask_alpha)) 209 (cached_color_mask_alpha != prev_state->cached_color_mask_alpha))
216 glColorMask(cached_color_mask_red, 210 glColorMask(cached_color_mask_red, cached_color_mask_green,
217 cached_color_mask_green, 211 cached_color_mask_blue, cached_color_mask_alpha);
218 cached_color_mask_blue,
219 cached_color_mask_alpha);
220 if ((cull_mode != prev_state->cull_mode)) 212 if ((cull_mode != prev_state->cull_mode))
221 glCullFace(cull_mode); 213 glCullFace(cull_mode);
222 if ((depth_func != prev_state->depth_func)) 214 if ((depth_func != prev_state->depth_func))
223 glDepthFunc(depth_func); 215 glDepthFunc(depth_func);
224 if ((cached_depth_mask != prev_state->cached_depth_mask)) 216 if ((cached_depth_mask != prev_state->cached_depth_mask))
225 glDepthMask(cached_depth_mask); 217 glDepthMask(cached_depth_mask);
226 if ((z_near != prev_state->z_near) || (z_far != prev_state->z_far)) 218 if ((z_near != prev_state->z_near) || (z_far != prev_state->z_far))
227 glDepthRange(z_near, z_far); 219 glDepthRange(z_near, z_far);
228 if ((front_face != prev_state->front_face)) 220 if ((front_face != prev_state->front_face))
229 glFrontFace(front_face); 221 glFrontFace(front_face);
230 if (prev_state->hint_generate_mipmap != hint_generate_mipmap) { 222 if (prev_state->hint_generate_mipmap != hint_generate_mipmap) {
231 glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap); 223 glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap);
232 } 224 }
233 if (feature_info_->feature_flags().oes_standard_derivatives) { 225 if (feature_info_->feature_flags().oes_standard_derivatives) {
234 if (prev_state->hint_fragment_shader_derivative != 226 if (prev_state->hint_fragment_shader_derivative !=
235 hint_fragment_shader_derivative) { 227 hint_fragment_shader_derivative) {
236 glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES, 228 glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES,
237 hint_fragment_shader_derivative); 229 hint_fragment_shader_derivative);
238 } 230 }
239 } 231 }
240 if ((line_width != prev_state->line_width)) 232 if ((line_width != prev_state->line_width))
241 glLineWidth(line_width); 233 glLineWidth(line_width);
242 if (feature_info_->feature_flags().chromium_path_rendering) { 234 if (feature_info_->feature_flags().chromium_path_rendering) {
243 if (memcmp(prev_state->modelview_matrix, 235 if (memcmp(prev_state->modelview_matrix, modelview_matrix,
244 modelview_matrix,
245 sizeof(GLfloat) * 16)) { 236 sizeof(GLfloat) * 16)) {
246 glMatrixLoadfEXT(GL_PATH_MODELVIEW_CHROMIUM, modelview_matrix); 237 glMatrixLoadfEXT(GL_PATH_MODELVIEW_CHROMIUM, modelview_matrix);
247 } 238 }
248 } 239 }
249 if (feature_info_->feature_flags().chromium_path_rendering) { 240 if (feature_info_->feature_flags().chromium_path_rendering) {
250 if (memcmp(prev_state->projection_matrix, 241 if (memcmp(prev_state->projection_matrix, projection_matrix,
251 projection_matrix,
252 sizeof(GLfloat) * 16)) { 242 sizeof(GLfloat) * 16)) {
253 glMatrixLoadfEXT(GL_PATH_PROJECTION_CHROMIUM, projection_matrix); 243 glMatrixLoadfEXT(GL_PATH_PROJECTION_CHROMIUM, projection_matrix);
254 } 244 }
255 } 245 }
256 if (prev_state->pack_alignment != pack_alignment) { 246 if (prev_state->pack_alignment != pack_alignment) {
257 glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment); 247 glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment);
258 } 248 }
259 if (prev_state->unpack_alignment != unpack_alignment) { 249 if (prev_state->unpack_alignment != unpack_alignment) {
260 glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment); 250 glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment);
261 } 251 }
262 if ((polygon_offset_factor != prev_state->polygon_offset_factor) || 252 if ((polygon_offset_factor != prev_state->polygon_offset_factor) ||
263 (polygon_offset_units != prev_state->polygon_offset_units)) 253 (polygon_offset_units != prev_state->polygon_offset_units))
264 glPolygonOffset(polygon_offset_factor, polygon_offset_units); 254 glPolygonOffset(polygon_offset_factor, polygon_offset_units);
265 if ((sample_coverage_value != prev_state->sample_coverage_value) || 255 if ((sample_coverage_value != prev_state->sample_coverage_value) ||
266 (sample_coverage_invert != prev_state->sample_coverage_invert)) 256 (sample_coverage_invert != prev_state->sample_coverage_invert))
267 glSampleCoverage(sample_coverage_value, sample_coverage_invert); 257 glSampleCoverage(sample_coverage_value, sample_coverage_invert);
268 if ((scissor_x != prev_state->scissor_x) || 258 if ((scissor_x != prev_state->scissor_x) ||
269 (scissor_y != prev_state->scissor_y) || 259 (scissor_y != prev_state->scissor_y) ||
270 (scissor_width != prev_state->scissor_width) || 260 (scissor_width != prev_state->scissor_width) ||
271 (scissor_height != prev_state->scissor_height)) 261 (scissor_height != prev_state->scissor_height))
272 glScissor(scissor_x, scissor_y, scissor_width, scissor_height); 262 glScissor(scissor_x, scissor_y, scissor_width, scissor_height);
273 if ((stencil_front_func != prev_state->stencil_front_func) || 263 if ((stencil_front_func != prev_state->stencil_front_func) ||
274 (stencil_front_ref != prev_state->stencil_front_ref) || 264 (stencil_front_ref != prev_state->stencil_front_ref) ||
275 (stencil_front_mask != prev_state->stencil_front_mask)) 265 (stencil_front_mask != prev_state->stencil_front_mask))
276 glStencilFuncSeparate( 266 glStencilFuncSeparate(GL_FRONT, stencil_front_func, stencil_front_ref,
277 GL_FRONT, stencil_front_func, stencil_front_ref, stencil_front_mask); 267 stencil_front_mask);
278 if ((stencil_back_func != prev_state->stencil_back_func) || 268 if ((stencil_back_func != prev_state->stencil_back_func) ||
279 (stencil_back_ref != prev_state->stencil_back_ref) || 269 (stencil_back_ref != prev_state->stencil_back_ref) ||
280 (stencil_back_mask != prev_state->stencil_back_mask)) 270 (stencil_back_mask != prev_state->stencil_back_mask))
281 glStencilFuncSeparate( 271 glStencilFuncSeparate(GL_BACK, stencil_back_func, stencil_back_ref,
282 GL_BACK, stencil_back_func, stencil_back_ref, stencil_back_mask); 272 stencil_back_mask);
283 if ((cached_stencil_front_writemask != 273 if ((cached_stencil_front_writemask !=
284 prev_state->cached_stencil_front_writemask)) 274 prev_state->cached_stencil_front_writemask))
285 glStencilMaskSeparate(GL_FRONT, cached_stencil_front_writemask); 275 glStencilMaskSeparate(GL_FRONT, cached_stencil_front_writemask);
286 if ((cached_stencil_back_writemask != 276 if ((cached_stencil_back_writemask !=
287 prev_state->cached_stencil_back_writemask)) 277 prev_state->cached_stencil_back_writemask))
288 glStencilMaskSeparate(GL_BACK, cached_stencil_back_writemask); 278 glStencilMaskSeparate(GL_BACK, cached_stencil_back_writemask);
289 if ((stencil_front_fail_op != prev_state->stencil_front_fail_op) || 279 if ((stencil_front_fail_op != prev_state->stencil_front_fail_op) ||
290 (stencil_front_z_fail_op != prev_state->stencil_front_z_fail_op) || 280 (stencil_front_z_fail_op != prev_state->stencil_front_z_fail_op) ||
291 (stencil_front_z_pass_op != prev_state->stencil_front_z_pass_op)) 281 (stencil_front_z_pass_op != prev_state->stencil_front_z_pass_op))
292 glStencilOpSeparate(GL_FRONT, 282 glStencilOpSeparate(GL_FRONT, stencil_front_fail_op,
293 stencil_front_fail_op, 283 stencil_front_z_fail_op, stencil_front_z_pass_op);
294 stencil_front_z_fail_op,
295 stencil_front_z_pass_op);
296 if ((stencil_back_fail_op != prev_state->stencil_back_fail_op) || 284 if ((stencil_back_fail_op != prev_state->stencil_back_fail_op) ||
297 (stencil_back_z_fail_op != prev_state->stencil_back_z_fail_op) || 285 (stencil_back_z_fail_op != prev_state->stencil_back_z_fail_op) ||
298 (stencil_back_z_pass_op != prev_state->stencil_back_z_pass_op)) 286 (stencil_back_z_pass_op != prev_state->stencil_back_z_pass_op))
299 glStencilOpSeparate(GL_BACK, 287 glStencilOpSeparate(GL_BACK, stencil_back_fail_op, stencil_back_z_fail_op,
300 stencil_back_fail_op,
301 stencil_back_z_fail_op,
302 stencil_back_z_pass_op); 288 stencil_back_z_pass_op);
303 if ((viewport_x != prev_state->viewport_x) || 289 if ((viewport_x != prev_state->viewport_x) ||
304 (viewport_y != prev_state->viewport_y) || 290 (viewport_y != prev_state->viewport_y) ||
305 (viewport_width != prev_state->viewport_width) || 291 (viewport_width != prev_state->viewport_width) ||
306 (viewport_height != prev_state->viewport_height)) 292 (viewport_height != prev_state->viewport_height))
307 glViewport(viewport_x, viewport_y, viewport_width, viewport_height); 293 glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
308 } else { 294 } else {
309 glBlendColor(blend_color_red, 295 glBlendColor(blend_color_red, blend_color_green, blend_color_blue,
310 blend_color_green,
311 blend_color_blue,
312 blend_color_alpha); 296 blend_color_alpha);
313 glBlendEquationSeparate(blend_equation_rgb, blend_equation_alpha); 297 glBlendEquationSeparate(blend_equation_rgb, blend_equation_alpha);
314 glBlendFuncSeparate( 298 glBlendFuncSeparate(blend_source_rgb, blend_dest_rgb, blend_source_alpha,
315 blend_source_rgb, blend_dest_rgb, blend_source_alpha, blend_dest_alpha); 299 blend_dest_alpha);
316 glClearColor(color_clear_red, 300 glClearColor(color_clear_red, color_clear_green, color_clear_blue,
317 color_clear_green,
318 color_clear_blue,
319 color_clear_alpha); 301 color_clear_alpha);
320 glClearDepth(depth_clear); 302 glClearDepth(depth_clear);
321 glClearStencil(stencil_clear); 303 glClearStencil(stencil_clear);
322 glColorMask(cached_color_mask_red, 304 glColorMask(cached_color_mask_red, cached_color_mask_green,
323 cached_color_mask_green, 305 cached_color_mask_blue, cached_color_mask_alpha);
324 cached_color_mask_blue,
325 cached_color_mask_alpha);
326 glCullFace(cull_mode); 306 glCullFace(cull_mode);
327 glDepthFunc(depth_func); 307 glDepthFunc(depth_func);
328 glDepthMask(cached_depth_mask); 308 glDepthMask(cached_depth_mask);
329 glDepthRange(z_near, z_far); 309 glDepthRange(z_near, z_far);
330 glFrontFace(front_face); 310 glFrontFace(front_face);
331 glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap); 311 glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap);
332 if (feature_info_->feature_flags().oes_standard_derivatives) { 312 if (feature_info_->feature_flags().oes_standard_derivatives) {
333 glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES, 313 glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES,
334 hint_fragment_shader_derivative); 314 hint_fragment_shader_derivative);
335 } 315 }
336 glLineWidth(line_width); 316 glLineWidth(line_width);
337 if (feature_info_->feature_flags().chromium_path_rendering) { 317 if (feature_info_->feature_flags().chromium_path_rendering) {
338 glMatrixLoadfEXT(GL_PATH_MODELVIEW_CHROMIUM, modelview_matrix); 318 glMatrixLoadfEXT(GL_PATH_MODELVIEW_CHROMIUM, modelview_matrix);
339 } 319 }
340 if (feature_info_->feature_flags().chromium_path_rendering) { 320 if (feature_info_->feature_flags().chromium_path_rendering) {
341 glMatrixLoadfEXT(GL_PATH_PROJECTION_CHROMIUM, projection_matrix); 321 glMatrixLoadfEXT(GL_PATH_PROJECTION_CHROMIUM, projection_matrix);
342 } 322 }
343 glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment); 323 glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment);
344 glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment); 324 glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment);
345 glPolygonOffset(polygon_offset_factor, polygon_offset_units); 325 glPolygonOffset(polygon_offset_factor, polygon_offset_units);
346 glSampleCoverage(sample_coverage_value, sample_coverage_invert); 326 glSampleCoverage(sample_coverage_value, sample_coverage_invert);
347 glScissor(scissor_x, scissor_y, scissor_width, scissor_height); 327 glScissor(scissor_x, scissor_y, scissor_width, scissor_height);
348 glStencilFuncSeparate( 328 glStencilFuncSeparate(GL_FRONT, stencil_front_func, stencil_front_ref,
349 GL_FRONT, stencil_front_func, stencil_front_ref, stencil_front_mask); 329 stencil_front_mask);
350 glStencilFuncSeparate( 330 glStencilFuncSeparate(GL_BACK, stencil_back_func, stencil_back_ref,
351 GL_BACK, stencil_back_func, stencil_back_ref, stencil_back_mask); 331 stencil_back_mask);
352 glStencilMaskSeparate(GL_FRONT, cached_stencil_front_writemask); 332 glStencilMaskSeparate(GL_FRONT, cached_stencil_front_writemask);
353 glStencilMaskSeparate(GL_BACK, cached_stencil_back_writemask); 333 glStencilMaskSeparate(GL_BACK, cached_stencil_back_writemask);
354 glStencilOpSeparate(GL_FRONT, 334 glStencilOpSeparate(GL_FRONT, stencil_front_fail_op,
355 stencil_front_fail_op, 335 stencil_front_z_fail_op, stencil_front_z_pass_op);
356 stencil_front_z_fail_op, 336 glStencilOpSeparate(GL_BACK, stencil_back_fail_op, stencil_back_z_fail_op,
357 stencil_front_z_pass_op);
358 glStencilOpSeparate(GL_BACK,
359 stencil_back_fail_op,
360 stencil_back_z_fail_op,
361 stencil_back_z_pass_op); 337 stencil_back_z_pass_op);
362 glViewport(viewport_x, viewport_y, viewport_width, viewport_height); 338 glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
363 } 339 }
364 } 340 }
365 bool ContextState::GetEnabled(GLenum cap) const { 341 bool ContextState::GetEnabled(GLenum cap) const {
366 switch (cap) { 342 switch (cap) {
367 case GL_BLEND: 343 case GL_BLEND:
368 return enable_flags.blend; 344 return enable_flags.blend;
369 case GL_CULL_FACE: 345 case GL_CULL_FACE:
370 return enable_flags.cull_face; 346 return enable_flags.cull_face;
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1059 *num_written = 1; 1035 *num_written = 1;
1060 if (params) { 1036 if (params) {
1061 params[0] = static_cast<GLfloat>(enable_flags.stencil_test); 1037 params[0] = static_cast<GLfloat>(enable_flags.stencil_test);
1062 } 1038 }
1063 return true; 1039 return true;
1064 default: 1040 default:
1065 return false; 1041 return false;
1066 } 1042 }
1067 } 1043 }
1068 #endif // GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_ 1044 #endif // GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_
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