Move per context GL state to a separate object.
This is in preparation for virutalizing GL contexts. BUG=155557 Review URL: https://chromiumcodereview.appspot.com/11130005 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@161729 0039d316-1c4b-4281-b951-d872f2087c98
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53
gpu/command_buffer/service/context_state.cc
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53
gpu/command_buffer/service/context_state.cc
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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "gpu/command_buffer/service/context_state.h"
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namespace gpu {
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namespace gles2 {
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TextureUnit::TextureUnit()
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: bind_target(GL_TEXTURE_2D) {
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}
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TextureUnit::~TextureUnit() {
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}
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ContextState::ContextState()
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: pack_alignment(4),
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unpack_alignment(4),
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active_texture_unit(0),
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color_clear_red(0),
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color_clear_green(0),
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color_clear_blue(0),
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color_clear_alpha(0),
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color_mask_red(true),
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color_mask_green(true),
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color_mask_blue(true),
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color_mask_alpha(true),
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stencil_clear(0),
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stencil_mask_front(-1),
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stencil_mask_back(-1),
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depth_clear(1.0f),
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depth_mask(true),
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enable_blend(false),
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enable_cull_face(false),
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enable_scissor_test(false),
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enable_depth_test(false),
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enable_stencil_test(false),
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viewport_x(0),
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viewport_y(0),
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viewport_width(0),
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viewport_height(0),
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viewport_max_width(0),
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viewport_max_height(0) {
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}
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ContextState::~ContextState() {
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}
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} // namespace gles2
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} // namespace gpu
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199
gpu/command_buffer/service/context_state.h
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gpu/command_buffer/service/context_state.h
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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// This file contains the ContextState class.
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#ifndef GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_H_
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#define GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_H_
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#include "base/logging.h"
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#include "gpu/command_buffer/service/gl_utils.h"
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#include "gpu/command_buffer/service/buffer_manager.h"
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#include "gpu/command_buffer/service/framebuffer_manager.h"
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#include "gpu/command_buffer/service/program_manager.h"
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#include "gpu/command_buffer/service/query_manager.h"
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#include "gpu/command_buffer/service/renderbuffer_manager.h"
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#include "gpu/command_buffer/service/texture_manager.h"
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#include "gpu/command_buffer/service/vertex_attrib_manager.h"
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#include "gpu/command_buffer/service/vertex_array_manager.h"
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namespace gpu {
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namespace gles2 {
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// State associated with each texture unit.
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struct TextureUnit {
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TextureUnit();
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~TextureUnit();
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// The last target that was bound to this texture unit.
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GLenum bind_target;
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// texture currently bound to this unit's GL_TEXTURE_2D with glBindTexture
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TextureManager::TextureInfo::Ref bound_texture_2d;
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// texture currently bound to this unit's GL_TEXTURE_CUBE_MAP with
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// glBindTexture
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TextureManager::TextureInfo::Ref bound_texture_cube_map;
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// texture currently bound to this unit's GL_TEXTURE_EXTERNAL_OES with
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// glBindTexture
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TextureManager::TextureInfo::Ref bound_texture_external_oes;
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// texture currently bound to this unit's GL_TEXTURE_RECTANGLE_ARB with
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// glBindTexture
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TextureManager::TextureInfo::Ref bound_texture_rectangle_arb;
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TextureManager::TextureInfo::Ref GetInfoForSamplerType(GLenum type) {
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DCHECK(type == GL_SAMPLER_2D || type == GL_SAMPLER_CUBE ||
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type == GL_SAMPLER_EXTERNAL_OES || type == GL_SAMPLER_2D_RECT_ARB);
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switch (type) {
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case GL_SAMPLER_2D:
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return bound_texture_2d;
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case GL_SAMPLER_CUBE:
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return bound_texture_cube_map;
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case GL_SAMPLER_EXTERNAL_OES:
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return bound_texture_external_oes;
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case GL_SAMPLER_2D_RECT_ARB:
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return bound_texture_rectangle_arb;
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}
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NOTREACHED();
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return NULL;
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}
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void Unbind(TextureManager::TextureInfo* texture) {
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if (bound_texture_2d == texture) {
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bound_texture_2d = NULL;
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}
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if (bound_texture_cube_map == texture) {
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bound_texture_cube_map = NULL;
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}
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if (bound_texture_external_oes == texture) {
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bound_texture_external_oes = NULL;
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}
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}
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};
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struct ContextState {
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ContextState();
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~ContextState();
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// pack alignment as last set by glPixelStorei
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GLint pack_alignment;
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// unpack alignment as last set by glPixelStorei
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GLint unpack_alignment;
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// Current active texture by 0 - n index.
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// In other words, if we call glActiveTexture(GL_TEXTURE2) this value would
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// be 2.
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GLuint active_texture_unit;
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GLfloat color_clear_red;
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GLfloat color_clear_green;
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GLfloat color_clear_blue;
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GLfloat color_clear_alpha;
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GLboolean color_mask_red;
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GLboolean color_mask_green;
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GLboolean color_mask_blue;
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GLboolean color_mask_alpha;
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GLint stencil_clear;
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GLuint stencil_mask_front;
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GLuint stencil_mask_back;
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GLclampf depth_clear;
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GLboolean depth_mask;
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bool enable_blend;
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bool enable_cull_face;
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bool enable_scissor_test;
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bool enable_depth_test;
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bool enable_stencil_test;
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// Cached values of the currently assigned viewport dimensions.
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GLint viewport_x;
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GLint viewport_y;
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GLsizei viewport_width;
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GLsizei viewport_height;
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GLsizei viewport_max_width;
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GLsizei viewport_max_height;
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// The currently bound array buffer. If this is 0 it is illegal to call
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// glVertexAttribPointer.
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BufferManager::BufferInfo::Ref bound_array_buffer;
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// Which textures are bound to texture units through glActiveTexture.
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scoped_array<TextureUnit> texture_units;
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// Class that manages vertex attribs.
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VertexAttribManager::Ref vertex_attrib_manager;
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// The program in use by glUseProgram
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ProgramManager::ProgramInfo::Ref current_program;
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// The currently bound framebuffers
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FramebufferManager::FramebufferInfo::Ref bound_read_framebuffer;
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FramebufferManager::FramebufferInfo::Ref bound_draw_framebuffer;
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// The currently bound renderbuffer
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RenderbufferManager::RenderbufferInfo::Ref bound_renderbuffer;
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QueryManager::Query::Ref current_query;
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GLenum cull_mode;
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GLenum front_face;
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GLenum depth_func;
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GLenum source_blend_rgb;
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GLenum dest_blend_rgb;
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GLenum source_blend_alpha;
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GLenum dest_blend_alpha;
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GLenum blend_equation_rgb;
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GLenum blend_equation_alpha;
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GLfloat blend_color_red;
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GLfloat blend_color_green;
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GLfloat blend_color_blue;
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GLfloat blend_color_alpha;
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GLenum stencil_func;
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GLint stencil_ref;
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GLenum stencil_fail;
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GLenum stencil_pass_depth_fail;
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GLenum stencil_pass_depth_pass;
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GLuint stencil_writemask;
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GLenum stencil_back_func;
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GLint stencil_back_ref;
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GLenum stencil_back_fail;
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GLenum stencil_back_pass_depth_fail;
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GLenum stencil_back_pass_depth_pass;
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GLuint stencil_back_writemask;
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bool polygon_offset_fill;
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GLfloat polygon_offset_factor;
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GLfloat polygon_offset_units;
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bool sample_alpha_to_coverage;
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bool sample_coverage;
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GLclampf sample_coverage_value;
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bool sample_coverage_invert;
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bool dither;
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GLfloat line_width;
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GLenum generate_mipmap_hint;
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GLenum fragment_shader_derivative_hint;
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float z_near;
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float z_far;
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GLint scissor_x;
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GLint scissor_y;
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GLsizei scissor_width;
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GLsizei scissor_height;
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bool pack_reverse_row_order;
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};
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} // namespace gles2
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} // namespace gpu
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#endif // GPU_COMMAND_BUFFER_SERVICE_CONTEXT_STATE_H_
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File diff suppressed because it is too large
Load Diff
@ -2,6 +2,9 @@
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef GPU_COMMAND_BUFFER_SERVICE_VERTEX_ATTRIB_MANAGER_H_
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#define GPU_COMMAND_BUFFER_SERVICE_VERTEX_ATTRIB_MANAGER_H_
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#include <list>
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#include "base/logging.h"
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#include "base/memory/ref_counted.h"
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@ -298,3 +301,6 @@ class GPU_EXPORT VertexAttribManager :
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} // namespace gles2
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} // namespace gpu
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#endif // GPU_COMMAND_BUFFER_SERVICE_VERTEX_ATTRIB_MANAGER_H_
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'command_buffer/service/common_decoder.h',
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'command_buffer/service/context_group.h',
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'command_buffer/service/context_group.cc',
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'command_buffer/service/context_state.h',
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'command_buffer/service/context_state.cc',
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'command_buffer/service/feature_info.h',
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'command_buffer/service/feature_info.cc',
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'command_buffer/service/framebuffer_manager.h',
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