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// Copyright 2014 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// This file is auto-generated from
// gpu/command_buffer/build_gles2_cmd_buffer.py
// It's formatted by clang-format using chromium coding style:
// clang-format -i -style=chromium filename
// DO NOT EDIT!
// It is included by context_state.cc
#ifndef GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_
#define GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_
ContextState::EnableFlags::EnableFlags()
: blend(false),
cached_blend(false),
cull_face(false),
cached_cull_face(false),
depth_test(false),
cached_depth_test(false),
dither(true),
cached_dither(true),
polygon_offset_fill(false),
cached_polygon_offset_fill(false),
sample_alpha_to_coverage(false),
cached_sample_alpha_to_coverage(false),
sample_coverage(false),
cached_sample_coverage(false),
scissor_test(false),
cached_scissor_test(false),
stencil_test(false),
cached_stencil_test(false) {
}
void ContextState::Initialize() {
blend_color_red = 0.0f;
blend_color_green = 0.0f;
blend_color_blue = 0.0f;
blend_color_alpha = 0.0f;
blend_equation_rgb = GL_FUNC_ADD;
blend_equation_alpha = GL_FUNC_ADD;
blend_source_rgb = GL_ONE;
blend_dest_rgb = GL_ZERO;
blend_source_alpha = GL_ONE;
blend_dest_alpha = GL_ZERO;
color_clear_red = 0.0f;
color_clear_green = 0.0f;
color_clear_blue = 0.0f;
color_clear_alpha = 0.0f;
depth_clear = 1.0f;
stencil_clear = 0;
color_mask_red = true;
cached_color_mask_red = true;
color_mask_green = true;
cached_color_mask_green = true;
color_mask_blue = true;
cached_color_mask_blue = true;
color_mask_alpha = true;
cached_color_mask_alpha = true;
cull_mode = GL_BACK;
depth_func = GL_LESS;
depth_mask = true;
cached_depth_mask = true;
z_near = 0.0f;
z_far = 1.0f;
front_face = GL_CCW;
hint_generate_mipmap = GL_DONT_CARE;
hint_fragment_shader_derivative = GL_DONT_CARE;
line_width = 1.0f;
pack_alignment = 4;
unpack_alignment = 4;
polygon_offset_factor = 0.0f;
polygon_offset_units = 0.0f;
sample_coverage_value = 1.0f;
sample_coverage_invert = false;
scissor_x = 0;
scissor_y = 0;
scissor_width = 1;
scissor_height = 1;
stencil_front_func = GL_ALWAYS;
stencil_front_ref = 0;
stencil_front_mask = 0xFFFFFFFFU;
stencil_back_func = GL_ALWAYS;
stencil_back_ref = 0;
stencil_back_mask = 0xFFFFFFFFU;
stencil_front_writemask = 0xFFFFFFFFU;
cached_stencil_front_writemask = 0xFFFFFFFFU;
stencil_back_writemask = 0xFFFFFFFFU;
cached_stencil_back_writemask = 0xFFFFFFFFU;
stencil_front_fail_op = GL_KEEP;
stencil_front_z_fail_op = GL_KEEP;
stencil_front_z_pass_op = GL_KEEP;
stencil_back_fail_op = GL_KEEP;
stencil_back_z_fail_op = GL_KEEP;
stencil_back_z_pass_op = GL_KEEP;
viewport_x = 0;
viewport_y = 0;
viewport_width = 1;
viewport_height = 1;
}
void ContextState::InitCapabilities(const ContextState* prev_state) const {
if (prev_state) {
if (prev_state->enable_flags.cached_blend != enable_flags.cached_blend)
EnableDisable(GL_BLEND, enable_flags.cached_blend);
if (prev_state->enable_flags.cached_cull_face !=
enable_flags.cached_cull_face)
EnableDisable(GL_CULL_FACE, enable_flags.cached_cull_face);
if (prev_state->enable_flags.cached_depth_test !=
enable_flags.cached_depth_test)
EnableDisable(GL_DEPTH_TEST, enable_flags.cached_depth_test);
if (prev_state->enable_flags.cached_dither != enable_flags.cached_dither)
EnableDisable(GL_DITHER, enable_flags.cached_dither);
if (prev_state->enable_flags.cached_polygon_offset_fill !=
enable_flags.cached_polygon_offset_fill)
EnableDisable(GL_POLYGON_OFFSET_FILL,
enable_flags.cached_polygon_offset_fill);
if (prev_state->enable_flags.cached_sample_alpha_to_coverage !=
enable_flags.cached_sample_alpha_to_coverage)
EnableDisable(GL_SAMPLE_ALPHA_TO_COVERAGE,
enable_flags.cached_sample_alpha_to_coverage);
if (prev_state->enable_flags.cached_sample_coverage !=
enable_flags.cached_sample_coverage)
EnableDisable(GL_SAMPLE_COVERAGE, enable_flags.cached_sample_coverage);
if (prev_state->enable_flags.cached_scissor_test !=
enable_flags.cached_scissor_test)
EnableDisable(GL_SCISSOR_TEST, enable_flags.cached_scissor_test);
if (prev_state->enable_flags.cached_stencil_test !=
enable_flags.cached_stencil_test)
EnableDisable(GL_STENCIL_TEST, enable_flags.cached_stencil_test);
} else {
EnableDisable(GL_BLEND, enable_flags.cached_blend);
EnableDisable(GL_CULL_FACE, enable_flags.cached_cull_face);
EnableDisable(GL_DEPTH_TEST, enable_flags.cached_depth_test);
EnableDisable(GL_DITHER, enable_flags.cached_dither);
EnableDisable(GL_POLYGON_OFFSET_FILL,
enable_flags.cached_polygon_offset_fill);
EnableDisable(GL_SAMPLE_ALPHA_TO_COVERAGE,
enable_flags.cached_sample_alpha_to_coverage);
EnableDisable(GL_SAMPLE_COVERAGE, enable_flags.cached_sample_coverage);
EnableDisable(GL_SCISSOR_TEST, enable_flags.cached_scissor_test);
EnableDisable(GL_STENCIL_TEST, enable_flags.cached_stencil_test);
}
}
void ContextState::InitState(const ContextState* prev_state) const {
if (prev_state) {
if ((blend_color_red != prev_state->blend_color_red) ||
(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,
blend_color_alpha);
if ((blend_equation_rgb != prev_state->blend_equation_rgb) ||
(blend_equation_alpha != prev_state->blend_equation_alpha))
glBlendEquationSeparate(blend_equation_rgb, blend_equation_alpha);
if ((blend_source_rgb != prev_state->blend_source_rgb) ||
(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,
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,
color_clear_alpha);
if ((depth_clear != prev_state->depth_clear))
glClearDepth(depth_clear);
if ((stencil_clear != prev_state->stencil_clear))
glClearStencil(stencil_clear);
if ((cached_color_mask_red != prev_state->cached_color_mask_red) ||
(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);
if ((cull_mode != prev_state->cull_mode))
glCullFace(cull_mode);
if ((depth_func != prev_state->depth_func))
glDepthFunc(depth_func);
if ((cached_depth_mask != prev_state->cached_depth_mask))
glDepthMask(cached_depth_mask);
if ((z_near != prev_state->z_near) || (z_far != prev_state->z_far))
glDepthRange(z_near, z_far);
if ((front_face != prev_state->front_face))
glFrontFace(front_face);
if (prev_state->hint_generate_mipmap != hint_generate_mipmap)
glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap);
if (feature_info_->feature_flags().oes_standard_derivatives)
if (prev_state->hint_fragment_shader_derivative !=
hint_fragment_shader_derivative)
glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES,
hint_fragment_shader_derivative);
if ((line_width != prev_state->line_width))
glLineWidth(line_width);
if (prev_state->pack_alignment != pack_alignment)
glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment);
if (prev_state->unpack_alignment != unpack_alignment)
glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment);
if ((polygon_offset_factor != prev_state->polygon_offset_factor) ||
(polygon_offset_units != prev_state->polygon_offset_units))
glPolygonOffset(polygon_offset_factor, polygon_offset_units);
if ((sample_coverage_value != prev_state->sample_coverage_value) ||
(sample_coverage_invert != prev_state->sample_coverage_invert))
glSampleCoverage(sample_coverage_value, sample_coverage_invert);
if ((scissor_x != prev_state->scissor_x) ||
(scissor_y != prev_state->scissor_y) ||
(scissor_width != prev_state->scissor_width) ||
(scissor_height != prev_state->scissor_height))
glScissor(scissor_x, scissor_y, scissor_width, scissor_height);
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);
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);
if ((cached_stencil_front_writemask !=
prev_state->cached_stencil_front_writemask))
glStencilMaskSeparate(GL_FRONT, cached_stencil_front_writemask);
if ((cached_stencil_back_writemask !=
prev_state->cached_stencil_back_writemask))
glStencilMaskSeparate(GL_BACK, cached_stencil_back_writemask);
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);
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,
stencil_back_z_pass_op);
if ((viewport_x != prev_state->viewport_x) ||
(viewport_y != prev_state->viewport_y) ||
(viewport_width != prev_state->viewport_width) ||
(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,
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,
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);
glCullFace(cull_mode);
glDepthFunc(depth_func);
glDepthMask(cached_depth_mask);
glDepthRange(z_near, z_far);
glFrontFace(front_face);
glHint(GL_GENERATE_MIPMAP_HINT, hint_generate_mipmap);
if (feature_info_->feature_flags().oes_standard_derivatives)
glHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES,
hint_fragment_shader_derivative);
glLineWidth(line_width);
glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment);
glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_alignment);
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);
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,
stencil_back_z_pass_op);
glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
}
}
bool ContextState::GetEnabled(GLenum cap) const {
switch (cap) {
case GL_BLEND:
return enable_flags.blend;
case GL_CULL_FACE:
return enable_flags.cull_face;
case GL_DEPTH_TEST:
return enable_flags.depth_test;
case GL_DITHER:
return enable_flags.dither;
case GL_POLYGON_OFFSET_FILL:
return enable_flags.polygon_offset_fill;
case GL_SAMPLE_ALPHA_TO_COVERAGE:
return enable_flags.sample_alpha_to_coverage;
case GL_SAMPLE_COVERAGE:
return enable_flags.sample_coverage;
case GL_SCISSOR_TEST:
return enable_flags.scissor_test;
case GL_STENCIL_TEST:
return enable_flags.stencil_test;
default:
NOTREACHED();
return false;
}
}
bool ContextState::GetStateAsGLint(GLenum pname,
GLint* params,
GLsizei* num_written) const {
switch (pname) {
case GL_BLEND_COLOR:
*num_written = 4;
if (params) {
params[0] = static_cast<GLint>(blend_color_red);
params[1] = static_cast<GLint>(blend_color_green);
params[2] = static_cast<GLint>(blend_color_blue);
params[3] = static_cast<GLint>(blend_color_alpha);
}
return true;
case GL_BLEND_EQUATION_RGB:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(blend_equation_rgb);
}
return true;
case GL_BLEND_EQUATION_ALPHA:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(blend_equation_alpha);
}
return true;
case GL_BLEND_SRC_RGB:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(blend_source_rgb);
}
return true;
case GL_BLEND_DST_RGB:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(blend_dest_rgb);
}
return true;
case GL_BLEND_SRC_ALPHA:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(blend_source_alpha);
}
return true;
case GL_BLEND_DST_ALPHA:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(blend_dest_alpha);
}
return true;
case GL_COLOR_CLEAR_VALUE:
*num_written = 4;
if (params) {
params[0] = static_cast<GLint>(color_clear_red);
params[1] = static_cast<GLint>(color_clear_green);
params[2] = static_cast<GLint>(color_clear_blue);
params[3] = static_cast<GLint>(color_clear_alpha);
}
return true;
case GL_DEPTH_CLEAR_VALUE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(depth_clear);
}
return true;
case GL_STENCIL_CLEAR_VALUE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_clear);
}
return true;
case GL_COLOR_WRITEMASK:
*num_written = 4;
if (params) {
params[0] = static_cast<GLint>(color_mask_red);
params[1] = static_cast<GLint>(color_mask_green);
params[2] = static_cast<GLint>(color_mask_blue);
params[3] = static_cast<GLint>(color_mask_alpha);
}
return true;
case GL_CULL_FACE_MODE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(cull_mode);
}
return true;
case GL_DEPTH_FUNC:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(depth_func);
}
return true;
case GL_DEPTH_WRITEMASK:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(depth_mask);
}
return true;
case GL_DEPTH_RANGE:
*num_written = 2;
if (params) {
params[0] = static_cast<GLint>(z_near);
params[1] = static_cast<GLint>(z_far);
}
return true;
case GL_FRONT_FACE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(front_face);
}
return true;
case GL_GENERATE_MIPMAP_HINT:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(hint_generate_mipmap);
}
return true;
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(hint_fragment_shader_derivative);
}
return true;
case GL_LINE_WIDTH:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(line_width);
}
return true;
case GL_PACK_ALIGNMENT:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(pack_alignment);
}
return true;
case GL_UNPACK_ALIGNMENT:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(unpack_alignment);
}
return true;
case GL_POLYGON_OFFSET_FACTOR:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(polygon_offset_factor);
}
return true;
case GL_POLYGON_OFFSET_UNITS:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(polygon_offset_units);
}
return true;
case GL_SAMPLE_COVERAGE_VALUE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(sample_coverage_value);
}
return true;
case GL_SAMPLE_COVERAGE_INVERT:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(sample_coverage_invert);
}
return true;
case GL_SCISSOR_BOX:
*num_written = 4;
if (params) {
params[0] = static_cast<GLint>(scissor_x);
params[1] = static_cast<GLint>(scissor_y);
params[2] = static_cast<GLint>(scissor_width);
params[3] = static_cast<GLint>(scissor_height);
}
return true;
case GL_STENCIL_FUNC:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_front_func);
}
return true;
case GL_STENCIL_REF:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_front_ref);
}
return true;
case GL_STENCIL_VALUE_MASK:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_front_mask);
}
return true;
case GL_STENCIL_BACK_FUNC:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_back_func);
}
return true;
case GL_STENCIL_BACK_REF:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_back_ref);
}
return true;
case GL_STENCIL_BACK_VALUE_MASK:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_back_mask);
}
return true;
case GL_STENCIL_WRITEMASK:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_front_writemask);
}
return true;
case GL_STENCIL_BACK_WRITEMASK:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_back_writemask);
}
return true;
case GL_STENCIL_FAIL:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_front_fail_op);
}
return true;
case GL_STENCIL_PASS_DEPTH_FAIL:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_front_z_fail_op);
}
return true;
case GL_STENCIL_PASS_DEPTH_PASS:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_front_z_pass_op);
}
return true;
case GL_STENCIL_BACK_FAIL:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_back_fail_op);
}
return true;
case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_back_z_fail_op);
}
return true;
case GL_STENCIL_BACK_PASS_DEPTH_PASS:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(stencil_back_z_pass_op);
}
return true;
case GL_VIEWPORT:
*num_written = 4;
if (params) {
params[0] = static_cast<GLint>(viewport_x);
params[1] = static_cast<GLint>(viewport_y);
params[2] = static_cast<GLint>(viewport_width);
params[3] = static_cast<GLint>(viewport_height);
}
return true;
case GL_BLEND:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(enable_flags.blend);
}
return true;
case GL_CULL_FACE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(enable_flags.cull_face);
}
return true;
case GL_DEPTH_TEST:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(enable_flags.depth_test);
}
return true;
case GL_DITHER:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(enable_flags.dither);
}
return true;
case GL_POLYGON_OFFSET_FILL:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(enable_flags.polygon_offset_fill);
}
return true;
case GL_SAMPLE_ALPHA_TO_COVERAGE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(enable_flags.sample_alpha_to_coverage);
}
return true;
case GL_SAMPLE_COVERAGE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(enable_flags.sample_coverage);
}
return true;
case GL_SCISSOR_TEST:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(enable_flags.scissor_test);
}
return true;
case GL_STENCIL_TEST:
*num_written = 1;
if (params) {
params[0] = static_cast<GLint>(enable_flags.stencil_test);
}
return true;
default:
return false;
}
}
bool ContextState::GetStateAsGLfloat(GLenum pname,
GLfloat* params,
GLsizei* num_written) const {
switch (pname) {
case GL_BLEND_COLOR:
*num_written = 4;
if (params) {
params[0] = static_cast<GLfloat>(blend_color_red);
params[1] = static_cast<GLfloat>(blend_color_green);
params[2] = static_cast<GLfloat>(blend_color_blue);
params[3] = static_cast<GLfloat>(blend_color_alpha);
}
return true;
case GL_BLEND_EQUATION_RGB:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(blend_equation_rgb);
}
return true;
case GL_BLEND_EQUATION_ALPHA:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(blend_equation_alpha);
}
return true;
case GL_BLEND_SRC_RGB:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(blend_source_rgb);
}
return true;
case GL_BLEND_DST_RGB:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(blend_dest_rgb);
}
return true;
case GL_BLEND_SRC_ALPHA:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(blend_source_alpha);
}
return true;
case GL_BLEND_DST_ALPHA:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(blend_dest_alpha);
}
return true;
case GL_COLOR_CLEAR_VALUE:
*num_written = 4;
if (params) {
params[0] = static_cast<GLfloat>(color_clear_red);
params[1] = static_cast<GLfloat>(color_clear_green);
params[2] = static_cast<GLfloat>(color_clear_blue);
params[3] = static_cast<GLfloat>(color_clear_alpha);
}
return true;
case GL_DEPTH_CLEAR_VALUE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(depth_clear);
}
return true;
case GL_STENCIL_CLEAR_VALUE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_clear);
}
return true;
case GL_COLOR_WRITEMASK:
*num_written = 4;
if (params) {
params[0] = static_cast<GLfloat>(color_mask_red);
params[1] = static_cast<GLfloat>(color_mask_green);
params[2] = static_cast<GLfloat>(color_mask_blue);
params[3] = static_cast<GLfloat>(color_mask_alpha);
}
return true;
case GL_CULL_FACE_MODE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(cull_mode);
}
return true;
case GL_DEPTH_FUNC:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(depth_func);
}
return true;
case GL_DEPTH_WRITEMASK:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(depth_mask);
}
return true;
case GL_DEPTH_RANGE:
*num_written = 2;
if (params) {
params[0] = static_cast<GLfloat>(z_near);
params[1] = static_cast<GLfloat>(z_far);
}
return true;
case GL_FRONT_FACE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(front_face);
}
return true;
case GL_GENERATE_MIPMAP_HINT:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(hint_generate_mipmap);
}
return true;
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(hint_fragment_shader_derivative);
}
return true;
case GL_LINE_WIDTH:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(line_width);
}
return true;
case GL_PACK_ALIGNMENT:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(pack_alignment);
}
return true;
case GL_UNPACK_ALIGNMENT:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(unpack_alignment);
}
return true;
case GL_POLYGON_OFFSET_FACTOR:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(polygon_offset_factor);
}
return true;
case GL_POLYGON_OFFSET_UNITS:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(polygon_offset_units);
}
return true;
case GL_SAMPLE_COVERAGE_VALUE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(sample_coverage_value);
}
return true;
case GL_SAMPLE_COVERAGE_INVERT:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(sample_coverage_invert);
}
return true;
case GL_SCISSOR_BOX:
*num_written = 4;
if (params) {
params[0] = static_cast<GLfloat>(scissor_x);
params[1] = static_cast<GLfloat>(scissor_y);
params[2] = static_cast<GLfloat>(scissor_width);
params[3] = static_cast<GLfloat>(scissor_height);
}
return true;
case GL_STENCIL_FUNC:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_front_func);
}
return true;
case GL_STENCIL_REF:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_front_ref);
}
return true;
case GL_STENCIL_VALUE_MASK:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_front_mask);
}
return true;
case GL_STENCIL_BACK_FUNC:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_back_func);
}
return true;
case GL_STENCIL_BACK_REF:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_back_ref);
}
return true;
case GL_STENCIL_BACK_VALUE_MASK:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_back_mask);
}
return true;
case GL_STENCIL_WRITEMASK:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_front_writemask);
}
return true;
case GL_STENCIL_BACK_WRITEMASK:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_back_writemask);
}
return true;
case GL_STENCIL_FAIL:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_front_fail_op);
}
return true;
case GL_STENCIL_PASS_DEPTH_FAIL:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_front_z_fail_op);
}
return true;
case GL_STENCIL_PASS_DEPTH_PASS:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_front_z_pass_op);
}
return true;
case GL_STENCIL_BACK_FAIL:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_back_fail_op);
}
return true;
case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_back_z_fail_op);
}
return true;
case GL_STENCIL_BACK_PASS_DEPTH_PASS:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(stencil_back_z_pass_op);
}
return true;
case GL_VIEWPORT:
*num_written = 4;
if (params) {
params[0] = static_cast<GLfloat>(viewport_x);
params[1] = static_cast<GLfloat>(viewport_y);
params[2] = static_cast<GLfloat>(viewport_width);
params[3] = static_cast<GLfloat>(viewport_height);
}
return true;
case GL_BLEND:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(enable_flags.blend);
}
return true;
case GL_CULL_FACE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(enable_flags.cull_face);
}
return true;
case GL_DEPTH_TEST:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(enable_flags.depth_test);
}
return true;
case GL_DITHER:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(enable_flags.dither);
}
return true;
case GL_POLYGON_OFFSET_FILL:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(enable_flags.polygon_offset_fill);
}
return true;
case GL_SAMPLE_ALPHA_TO_COVERAGE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(enable_flags.sample_alpha_to_coverage);
}
return true;
case GL_SAMPLE_COVERAGE:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(enable_flags.sample_coverage);
}
return true;
case GL_SCISSOR_TEST:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(enable_flags.scissor_test);
}
return true;
case GL_STENCIL_TEST:
*num_written = 1;
if (params) {
params[0] = static_cast<GLfloat>(enable_flags.stencil_test);
}
return true;
default:
return false;
}
}
#endif // GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_IMPL_AUTOGEN_H_