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Unified 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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Index: gpu/command_buffer/service/context_state_impl_autogen.h
diff --git a/gpu/command_buffer/service/context_state_impl_autogen.h b/gpu/command_buffer/service/context_state_impl_autogen.h
index 1b1e5fe43015499a315fd3f16efb6294f66f4b78..037ac6c1a0bd96d1b767158e35d498cd77155cb3 100644
--- a/gpu/command_buffer/service/context_state_impl_autogen.h
+++ b/gpu/command_buffer/service/context_state_impl_autogen.h
@@ -182,9 +182,7 @@ void ContextState::InitState(const ContextState* prev_state) const {
(blend_color_green != prev_state->blend_color_green) ||
(blend_color_blue != prev_state->blend_color_blue) ||
(blend_color_alpha != prev_state->blend_color_alpha))
- glBlendColor(blend_color_red,
- blend_color_green,
- blend_color_blue,
+ glBlendColor(blend_color_red, blend_color_green, blend_color_blue,
blend_color_alpha);
if ((blend_equation_rgb != prev_state->blend_equation_rgb) ||
(blend_equation_alpha != prev_state->blend_equation_alpha))
@@ -193,17 +191,13 @@ void ContextState::InitState(const ContextState* prev_state) const {
(blend_dest_rgb != prev_state->blend_dest_rgb) ||
(blend_source_alpha != prev_state->blend_source_alpha) ||
(blend_dest_alpha != prev_state->blend_dest_alpha))
- glBlendFuncSeparate(blend_source_rgb,
- blend_dest_rgb,
- blend_source_alpha,
+ glBlendFuncSeparate(blend_source_rgb, blend_dest_rgb, blend_source_alpha,
blend_dest_alpha);
if ((color_clear_red != prev_state->color_clear_red) ||
(color_clear_green != prev_state->color_clear_green) ||
(color_clear_blue != prev_state->color_clear_blue) ||
(color_clear_alpha != prev_state->color_clear_alpha))
- glClearColor(color_clear_red,
- color_clear_green,
- color_clear_blue,
+ glClearColor(color_clear_red, color_clear_green, color_clear_blue,
color_clear_alpha);
if ((depth_clear != prev_state->depth_clear))
glClearDepth(depth_clear);
@@ -213,10 +207,8 @@ void ContextState::InitState(const ContextState* prev_state) const {
(cached_color_mask_green != prev_state->cached_color_mask_green) ||
(cached_color_mask_blue != prev_state->cached_color_mask_blue) ||
(cached_color_mask_alpha != prev_state->cached_color_mask_alpha))
- glColorMask(cached_color_mask_red,
- cached_color_mask_green,
- cached_color_mask_blue,
- cached_color_mask_alpha);
+ glColorMask(cached_color_mask_red, cached_color_mask_green,
+ cached_color_mask_blue, cached_color_mask_alpha);
if ((cull_mode != prev_state->cull_mode))
glCullFace(cull_mode);
if ((depth_func != prev_state->depth_func))
@@ -240,15 +232,13 @@ void ContextState::InitState(const ContextState* prev_state) const {
if ((line_width != prev_state->line_width))
glLineWidth(line_width);
if (feature_info_->feature_flags().chromium_path_rendering) {
- if (memcmp(prev_state->modelview_matrix,
- modelview_matrix,
+ if (memcmp(prev_state->modelview_matrix, modelview_matrix,
sizeof(GLfloat) * 16)) {
glMatrixLoadfEXT(GL_PATH_MODELVIEW_CHROMIUM, modelview_matrix);
}
}
if (feature_info_->feature_flags().chromium_path_rendering) {
- if (memcmp(prev_state->projection_matrix,
- projection_matrix,
+ if (memcmp(prev_state->projection_matrix, projection_matrix,
sizeof(GLfloat) * 16)) {
glMatrixLoadfEXT(GL_PATH_PROJECTION_CHROMIUM, projection_matrix);
}
@@ -273,13 +263,13 @@ void ContextState::InitState(const ContextState* prev_state) const {
if ((stencil_front_func != prev_state->stencil_front_func) ||
(stencil_front_ref != prev_state->stencil_front_ref) ||
(stencil_front_mask != prev_state->stencil_front_mask))
- glStencilFuncSeparate(
- GL_FRONT, stencil_front_func, stencil_front_ref, stencil_front_mask);
+ glStencilFuncSeparate(GL_FRONT, stencil_front_func, stencil_front_ref,
+ stencil_front_mask);
if ((stencil_back_func != prev_state->stencil_back_func) ||
(stencil_back_ref != prev_state->stencil_back_ref) ||
(stencil_back_mask != prev_state->stencil_back_mask))
- glStencilFuncSeparate(
- GL_BACK, stencil_back_func, stencil_back_ref, stencil_back_mask);
+ glStencilFuncSeparate(GL_BACK, stencil_back_func, stencil_back_ref,
+ stencil_back_mask);
if ((cached_stencil_front_writemask !=
prev_state->cached_stencil_front_writemask))
glStencilMaskSeparate(GL_FRONT, cached_stencil_front_writemask);
@@ -289,16 +279,12 @@ void ContextState::InitState(const ContextState* prev_state) const {
if ((stencil_front_fail_op != prev_state->stencil_front_fail_op) ||
(stencil_front_z_fail_op != prev_state->stencil_front_z_fail_op) ||
(stencil_front_z_pass_op != prev_state->stencil_front_z_pass_op))
- glStencilOpSeparate(GL_FRONT,
- stencil_front_fail_op,
- stencil_front_z_fail_op,
- stencil_front_z_pass_op);
+ glStencilOpSeparate(GL_FRONT, stencil_front_fail_op,
+ stencil_front_z_fail_op, stencil_front_z_pass_op);
if ((stencil_back_fail_op != prev_state->stencil_back_fail_op) ||
(stencil_back_z_fail_op != prev_state->stencil_back_z_fail_op) ||
(stencil_back_z_pass_op != prev_state->stencil_back_z_pass_op))
- glStencilOpSeparate(GL_BACK,
- stencil_back_fail_op,
- stencil_back_z_fail_op,
+ glStencilOpSeparate(GL_BACK, stencil_back_fail_op, stencil_back_z_fail_op,
stencil_back_z_pass_op);
if ((viewport_x != prev_state->viewport_x) ||
(viewport_y != prev_state->viewport_y) ||
@@ -306,23 +292,17 @@ void ContextState::InitState(const ContextState* prev_state) const {
(viewport_height != prev_state->viewport_height))
glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
} else {
- glBlendColor(blend_color_red,
- blend_color_green,
- blend_color_blue,
+ glBlendColor(blend_color_red, blend_color_green, blend_color_blue,
blend_color_alpha);
glBlendEquationSeparate(blend_equation_rgb, blend_equation_alpha);
- glBlendFuncSeparate(
- blend_source_rgb, blend_dest_rgb, blend_source_alpha, blend_dest_alpha);
- glClearColor(color_clear_red,
- color_clear_green,
- color_clear_blue,
+ glBlendFuncSeparate(blend_source_rgb, blend_dest_rgb, blend_source_alpha,
+ blend_dest_alpha);
+ glClearColor(color_clear_red, color_clear_green, color_clear_blue,
color_clear_alpha);
glClearDepth(depth_clear);
glClearStencil(stencil_clear);
- glColorMask(cached_color_mask_red,
- cached_color_mask_green,
- cached_color_mask_blue,
- cached_color_mask_alpha);
+ glColorMask(cached_color_mask_red, cached_color_mask_green,
+ cached_color_mask_blue, cached_color_mask_alpha);
glCullFace(cull_mode);
glDepthFunc(depth_func);
glDepthMask(cached_depth_mask);
@@ -345,19 +325,15 @@ void ContextState::InitState(const ContextState* prev_state) const {
glPolygonOffset(polygon_offset_factor, polygon_offset_units);
glSampleCoverage(sample_coverage_value, sample_coverage_invert);
glScissor(scissor_x, scissor_y, scissor_width, scissor_height);
- glStencilFuncSeparate(
- GL_FRONT, stencil_front_func, stencil_front_ref, stencil_front_mask);
- glStencilFuncSeparate(
- GL_BACK, stencil_back_func, stencil_back_ref, stencil_back_mask);
+ glStencilFuncSeparate(GL_FRONT, stencil_front_func, stencil_front_ref,
+ stencil_front_mask);
+ glStencilFuncSeparate(GL_BACK, stencil_back_func, stencil_back_ref,
+ stencil_back_mask);
glStencilMaskSeparate(GL_FRONT, cached_stencil_front_writemask);
glStencilMaskSeparate(GL_BACK, cached_stencil_back_writemask);
- glStencilOpSeparate(GL_FRONT,
- stencil_front_fail_op,
- stencil_front_z_fail_op,
- stencil_front_z_pass_op);
- glStencilOpSeparate(GL_BACK,
- stencil_back_fail_op,
- stencil_back_z_fail_op,
+ glStencilOpSeparate(GL_FRONT, stencil_front_fail_op,
+ stencil_front_z_fail_op, stencil_front_z_pass_op);
+ glStencilOpSeparate(GL_BACK, stencil_back_fail_op, stencil_back_z_fail_op,
stencil_back_z_pass_op);
glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
}
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