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-rwxr-xr-xgfx/angle/src/libANGLE/State.cpp2014
1 files changed, 2014 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/State.cpp b/gfx/angle/src/libANGLE/State.cpp
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index 000000000..a56bb1c5d
--- /dev/null
+++ b/gfx/angle/src/libANGLE/State.cpp
@@ -0,0 +1,2014 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// State.cpp: Implements the State class, encapsulating raw GL state.
+
+#include "libANGLE/State.h"
+
+#include <limits>
+#include <string.h>
+
+#include "common/BitSetIterator.h"
+#include "common/matrix_utils.h"
+#include "common/mathutil.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/Caps.h"
+#include "libANGLE/Debug.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Query.h"
+#include "libANGLE/VertexArray.h"
+#include "libANGLE/formatutils.h"
+
+namespace
+{
+
+GLenum ActiveQueryType(const GLenum type)
+{
+ return (type == GL_ANY_SAMPLES_PASSED_CONSERVATIVE) ? GL_ANY_SAMPLES_PASSED : type;
+}
+
+} // anonymous namepace
+
+namespace gl
+{
+
+State::State()
+ : mMaxDrawBuffers(0),
+ mMaxCombinedTextureImageUnits(0),
+ mDepthClearValue(0),
+ mStencilClearValue(0),
+ mScissorTest(false),
+ mSampleCoverage(false),
+ mSampleCoverageValue(0),
+ mSampleCoverageInvert(false),
+ mStencilRef(0),
+ mStencilBackRef(0),
+ mLineWidth(0),
+ mGenerateMipmapHint(GL_NONE),
+ mFragmentShaderDerivativeHint(GL_NONE),
+ mBindGeneratesResource(true),
+ mNearZ(0),
+ mFarZ(0),
+ mReadFramebuffer(nullptr),
+ mDrawFramebuffer(nullptr),
+ mProgram(nullptr),
+ mVertexArray(nullptr),
+ mActiveSampler(0),
+ mPrimitiveRestart(false),
+ mMultiSampling(false),
+ mSampleAlphaToOne(false),
+ mFramebufferSRGB(true)
+{
+}
+
+State::~State()
+{
+ reset();
+}
+
+void State::initialize(const Caps &caps,
+ const Extensions &extensions,
+ const Version &clientVersion,
+ bool debug,
+ bool bindGeneratesResource)
+{
+ mMaxDrawBuffers = caps.maxDrawBuffers;
+ mMaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
+
+ setColorClearValue(0.0f, 0.0f, 0.0f, 0.0f);
+
+ mDepthClearValue = 1.0f;
+ mStencilClearValue = 0;
+
+ mRasterizer.rasterizerDiscard = false;
+ mRasterizer.cullFace = false;
+ mRasterizer.cullMode = GL_BACK;
+ mRasterizer.frontFace = GL_CCW;
+ mRasterizer.polygonOffsetFill = false;
+ mRasterizer.polygonOffsetFactor = 0.0f;
+ mRasterizer.polygonOffsetUnits = 0.0f;
+ mRasterizer.pointDrawMode = false;
+ mRasterizer.multiSample = false;
+ mScissorTest = false;
+ mScissor.x = 0;
+ mScissor.y = 0;
+ mScissor.width = 0;
+ mScissor.height = 0;
+
+ mBlend.blend = false;
+ mBlend.sourceBlendRGB = GL_ONE;
+ mBlend.sourceBlendAlpha = GL_ONE;
+ mBlend.destBlendRGB = GL_ZERO;
+ mBlend.destBlendAlpha = GL_ZERO;
+ mBlend.blendEquationRGB = GL_FUNC_ADD;
+ mBlend.blendEquationAlpha = GL_FUNC_ADD;
+ mBlend.sampleAlphaToCoverage = false;
+ mBlend.dither = true;
+
+ mBlendColor.red = 0;
+ mBlendColor.green = 0;
+ mBlendColor.blue = 0;
+ mBlendColor.alpha = 0;
+
+ mDepthStencil.depthTest = false;
+ mDepthStencil.depthFunc = GL_LESS;
+ mDepthStencil.depthMask = true;
+ mDepthStencil.stencilTest = false;
+ mDepthStencil.stencilFunc = GL_ALWAYS;
+ mDepthStencil.stencilMask = static_cast<GLuint>(-1);
+ mDepthStencil.stencilWritemask = static_cast<GLuint>(-1);
+ mDepthStencil.stencilBackFunc = GL_ALWAYS;
+ mDepthStencil.stencilBackMask = static_cast<GLuint>(-1);
+ mDepthStencil.stencilBackWritemask = static_cast<GLuint>(-1);
+ mDepthStencil.stencilFail = GL_KEEP;
+ mDepthStencil.stencilPassDepthFail = GL_KEEP;
+ mDepthStencil.stencilPassDepthPass = GL_KEEP;
+ mDepthStencil.stencilBackFail = GL_KEEP;
+ mDepthStencil.stencilBackPassDepthFail = GL_KEEP;
+ mDepthStencil.stencilBackPassDepthPass = GL_KEEP;
+
+ mStencilRef = 0;
+ mStencilBackRef = 0;
+
+ mSampleCoverage = false;
+ mSampleCoverageValue = 1.0f;
+ mSampleCoverageInvert = false;
+ mGenerateMipmapHint = GL_DONT_CARE;
+ mFragmentShaderDerivativeHint = GL_DONT_CARE;
+
+ mBindGeneratesResource = bindGeneratesResource;
+
+ mLineWidth = 1.0f;
+
+ mViewport.x = 0;
+ mViewport.y = 0;
+ mViewport.width = 0;
+ mViewport.height = 0;
+ mNearZ = 0.0f;
+ mFarZ = 1.0f;
+
+ mBlend.colorMaskRed = true;
+ mBlend.colorMaskGreen = true;
+ mBlend.colorMaskBlue = true;
+ mBlend.colorMaskAlpha = true;
+
+ mActiveSampler = 0;
+
+ mVertexAttribCurrentValues.resize(caps.maxVertexAttributes);
+
+ mUniformBuffers.resize(caps.maxCombinedUniformBlocks);
+
+ mSamplerTextures[GL_TEXTURE_2D].resize(caps.maxCombinedTextureImageUnits);
+ mSamplerTextures[GL_TEXTURE_CUBE_MAP].resize(caps.maxCombinedTextureImageUnits);
+ if (clientVersion >= Version(3, 0))
+ {
+ // TODO: These could also be enabled via extension
+ mSamplerTextures[GL_TEXTURE_2D_ARRAY].resize(caps.maxCombinedTextureImageUnits);
+ mSamplerTextures[GL_TEXTURE_3D].resize(caps.maxCombinedTextureImageUnits);
+ }
+ if (extensions.eglImageExternal || extensions.eglStreamConsumerExternal)
+ {
+ mSamplerTextures[GL_TEXTURE_EXTERNAL_OES].resize(caps.maxCombinedTextureImageUnits);
+ }
+
+ mSamplers.resize(caps.maxCombinedTextureImageUnits);
+
+ mActiveQueries[GL_ANY_SAMPLES_PASSED].set(nullptr);
+ mActiveQueries[GL_ANY_SAMPLES_PASSED_CONSERVATIVE].set(nullptr);
+ mActiveQueries[GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN].set(nullptr);
+ mActiveQueries[GL_TIME_ELAPSED_EXT].set(nullptr);
+ mActiveQueries[GL_COMMANDS_COMPLETED_CHROMIUM].set(nullptr);
+
+ mProgram = nullptr;
+
+ mReadFramebuffer = nullptr;
+ mDrawFramebuffer = nullptr;
+
+ mPrimitiveRestart = false;
+
+ mDebug.setOutputEnabled(debug);
+ mDebug.setMaxLoggedMessages(extensions.maxDebugLoggedMessages);
+
+ if (extensions.framebufferMultisample)
+ {
+ mMultiSampling = true;
+ mSampleAlphaToOne = false;
+ }
+
+ mCoverageModulation = GL_NONE;
+
+ angle::Matrix<GLfloat>::setToIdentity(mPathMatrixProj);
+ angle::Matrix<GLfloat>::setToIdentity(mPathMatrixMV);
+ mPathStencilFunc = GL_ALWAYS;
+ mPathStencilRef = 0;
+ mPathStencilMask = std::numeric_limits<GLuint>::max();
+}
+
+void State::reset()
+{
+ for (TextureBindingMap::iterator bindingVec = mSamplerTextures.begin(); bindingVec != mSamplerTextures.end(); bindingVec++)
+ {
+ TextureBindingVector &textureVector = bindingVec->second;
+ for (size_t textureIdx = 0; textureIdx < textureVector.size(); textureIdx++)
+ {
+ textureVector[textureIdx].set(NULL);
+ }
+ }
+ for (size_t samplerIdx = 0; samplerIdx < mSamplers.size(); samplerIdx++)
+ {
+ mSamplers[samplerIdx].set(NULL);
+ }
+
+ mArrayBuffer.set(NULL);
+ mRenderbuffer.set(NULL);
+
+ if (mProgram)
+ {
+ mProgram->release();
+ }
+ mProgram = NULL;
+
+ mTransformFeedback.set(NULL);
+
+ for (State::ActiveQueryMap::iterator i = mActiveQueries.begin(); i != mActiveQueries.end(); i++)
+ {
+ i->second.set(NULL);
+ }
+
+ mGenericUniformBuffer.set(NULL);
+ for (BufferVector::iterator bufItr = mUniformBuffers.begin(); bufItr != mUniformBuffers.end(); ++bufItr)
+ {
+ bufItr->set(NULL);
+ }
+
+ mCopyReadBuffer.set(NULL);
+ mCopyWriteBuffer.set(NULL);
+
+ mPack.pixelBuffer.set(NULL);
+ mUnpack.pixelBuffer.set(NULL);
+
+ mProgram = NULL;
+
+ angle::Matrix<GLfloat>::setToIdentity(mPathMatrixProj);
+ angle::Matrix<GLfloat>::setToIdentity(mPathMatrixMV);
+ mPathStencilFunc = GL_ALWAYS;
+ mPathStencilRef = 0;
+ mPathStencilMask = std::numeric_limits<GLuint>::max();
+
+ // TODO(jmadill): Is this necessary?
+ setAllDirtyBits();
+}
+
+const RasterizerState &State::getRasterizerState() const
+{
+ return mRasterizer;
+}
+
+const BlendState &State::getBlendState() const
+{
+ return mBlend;
+}
+
+const DepthStencilState &State::getDepthStencilState() const
+{
+ return mDepthStencil;
+}
+
+void State::setColorClearValue(float red, float green, float blue, float alpha)
+{
+ mColorClearValue.red = red;
+ mColorClearValue.green = green;
+ mColorClearValue.blue = blue;
+ mColorClearValue.alpha = alpha;
+ mDirtyBits.set(DIRTY_BIT_CLEAR_COLOR);
+}
+
+void State::setDepthClearValue(float depth)
+{
+ mDepthClearValue = depth;
+ mDirtyBits.set(DIRTY_BIT_CLEAR_DEPTH);
+}
+
+void State::setStencilClearValue(int stencil)
+{
+ mStencilClearValue = stencil;
+ mDirtyBits.set(DIRTY_BIT_CLEAR_STENCIL);
+}
+
+void State::setColorMask(bool red, bool green, bool blue, bool alpha)
+{
+ mBlend.colorMaskRed = red;
+ mBlend.colorMaskGreen = green;
+ mBlend.colorMaskBlue = blue;
+ mBlend.colorMaskAlpha = alpha;
+ mDirtyBits.set(DIRTY_BIT_COLOR_MASK);
+}
+
+void State::setDepthMask(bool mask)
+{
+ mDepthStencil.depthMask = mask;
+ mDirtyBits.set(DIRTY_BIT_DEPTH_MASK);
+}
+
+bool State::isRasterizerDiscardEnabled() const
+{
+ return mRasterizer.rasterizerDiscard;
+}
+
+void State::setRasterizerDiscard(bool enabled)
+{
+ mRasterizer.rasterizerDiscard = enabled;
+ mDirtyBits.set(DIRTY_BIT_RASTERIZER_DISCARD_ENABLED);
+}
+
+bool State::isCullFaceEnabled() const
+{
+ return mRasterizer.cullFace;
+}
+
+void State::setCullFace(bool enabled)
+{
+ mRasterizer.cullFace = enabled;
+ mDirtyBits.set(DIRTY_BIT_CULL_FACE_ENABLED);
+}
+
+void State::setCullMode(GLenum mode)
+{
+ mRasterizer.cullMode = mode;
+ mDirtyBits.set(DIRTY_BIT_CULL_FACE);
+}
+
+void State::setFrontFace(GLenum front)
+{
+ mRasterizer.frontFace = front;
+ mDirtyBits.set(DIRTY_BIT_FRONT_FACE);
+}
+
+bool State::isDepthTestEnabled() const
+{
+ return mDepthStencil.depthTest;
+}
+
+void State::setDepthTest(bool enabled)
+{
+ mDepthStencil.depthTest = enabled;
+ mDirtyBits.set(DIRTY_BIT_DEPTH_TEST_ENABLED);
+}
+
+void State::setDepthFunc(GLenum depthFunc)
+{
+ mDepthStencil.depthFunc = depthFunc;
+ mDirtyBits.set(DIRTY_BIT_DEPTH_FUNC);
+}
+
+void State::setDepthRange(float zNear, float zFar)
+{
+ mNearZ = zNear;
+ mFarZ = zFar;
+ mDirtyBits.set(DIRTY_BIT_DEPTH_RANGE);
+}
+
+float State::getNearPlane() const
+{
+ return mNearZ;
+}
+
+float State::getFarPlane() const
+{
+ return mFarZ;
+}
+
+bool State::isBlendEnabled() const
+{
+ return mBlend.blend;
+}
+
+void State::setBlend(bool enabled)
+{
+ mBlend.blend = enabled;
+ mDirtyBits.set(DIRTY_BIT_BLEND_ENABLED);
+}
+
+void State::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
+{
+ mBlend.sourceBlendRGB = sourceRGB;
+ mBlend.destBlendRGB = destRGB;
+ mBlend.sourceBlendAlpha = sourceAlpha;
+ mBlend.destBlendAlpha = destAlpha;
+ mDirtyBits.set(DIRTY_BIT_BLEND_FUNCS);
+}
+
+void State::setBlendColor(float red, float green, float blue, float alpha)
+{
+ mBlendColor.red = red;
+ mBlendColor.green = green;
+ mBlendColor.blue = blue;
+ mBlendColor.alpha = alpha;
+ mDirtyBits.set(DIRTY_BIT_BLEND_COLOR);
+}
+
+void State::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
+{
+ mBlend.blendEquationRGB = rgbEquation;
+ mBlend.blendEquationAlpha = alphaEquation;
+ mDirtyBits.set(DIRTY_BIT_BLEND_EQUATIONS);
+}
+
+const ColorF &State::getBlendColor() const
+{
+ return mBlendColor;
+}
+
+bool State::isStencilTestEnabled() const
+{
+ return mDepthStencil.stencilTest;
+}
+
+void State::setStencilTest(bool enabled)
+{
+ mDepthStencil.stencilTest = enabled;
+ mDirtyBits.set(DIRTY_BIT_STENCIL_TEST_ENABLED);
+}
+
+void State::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
+{
+ mDepthStencil.stencilFunc = stencilFunc;
+ mStencilRef = (stencilRef > 0) ? stencilRef : 0;
+ mDepthStencil.stencilMask = stencilMask;
+ mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_FRONT);
+}
+
+void State::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
+{
+ mDepthStencil.stencilBackFunc = stencilBackFunc;
+ mStencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
+ mDepthStencil.stencilBackMask = stencilBackMask;
+ mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_BACK);
+}
+
+void State::setStencilWritemask(GLuint stencilWritemask)
+{
+ mDepthStencil.stencilWritemask = stencilWritemask;
+ mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_FRONT);
+}
+
+void State::setStencilBackWritemask(GLuint stencilBackWritemask)
+{
+ mDepthStencil.stencilBackWritemask = stencilBackWritemask;
+ mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_BACK);
+}
+
+void State::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
+{
+ mDepthStencil.stencilFail = stencilFail;
+ mDepthStencil.stencilPassDepthFail = stencilPassDepthFail;
+ mDepthStencil.stencilPassDepthPass = stencilPassDepthPass;
+ mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_FRONT);
+}
+
+void State::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
+{
+ mDepthStencil.stencilBackFail = stencilBackFail;
+ mDepthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
+ mDepthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
+ mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_BACK);
+}
+
+GLint State::getStencilRef() const
+{
+ return mStencilRef;
+}
+
+GLint State::getStencilBackRef() const
+{
+ return mStencilBackRef;
+}
+
+bool State::isPolygonOffsetFillEnabled() const
+{
+ return mRasterizer.polygonOffsetFill;
+}
+
+void State::setPolygonOffsetFill(bool enabled)
+{
+ mRasterizer.polygonOffsetFill = enabled;
+ mDirtyBits.set(DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED);
+}
+
+void State::setPolygonOffsetParams(GLfloat factor, GLfloat units)
+{
+ // An application can pass NaN values here, so handle this gracefully
+ mRasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor;
+ mRasterizer.polygonOffsetUnits = units != units ? 0.0f : units;
+ mDirtyBits.set(DIRTY_BIT_POLYGON_OFFSET);
+}
+
+bool State::isSampleAlphaToCoverageEnabled() const
+{
+ return mBlend.sampleAlphaToCoverage;
+}
+
+void State::setSampleAlphaToCoverage(bool enabled)
+{
+ mBlend.sampleAlphaToCoverage = enabled;
+ mDirtyBits.set(DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED);
+}
+
+bool State::isSampleCoverageEnabled() const
+{
+ return mSampleCoverage;
+}
+
+void State::setSampleCoverage(bool enabled)
+{
+ mSampleCoverage = enabled;
+ mDirtyBits.set(DIRTY_BIT_SAMPLE_COVERAGE_ENABLED);
+}
+
+void State::setSampleCoverageParams(GLclampf value, bool invert)
+{
+ mSampleCoverageValue = value;
+ mSampleCoverageInvert = invert;
+ mDirtyBits.set(DIRTY_BIT_SAMPLE_COVERAGE);
+}
+
+GLclampf State::getSampleCoverageValue() const
+{
+ return mSampleCoverageValue;
+}
+
+bool State::getSampleCoverageInvert() const
+{
+ return mSampleCoverageInvert;
+}
+
+void State::setSampleAlphaToOne(bool enabled)
+{
+ mSampleAlphaToOne = enabled;
+ mDirtyBits.set(DIRTY_BIT_SAMPLE_ALPHA_TO_ONE);
+}
+
+bool State::isSampleAlphaToOneEnabled() const
+{
+ return mSampleAlphaToOne;
+}
+
+void State::setMultisampling(bool enabled)
+{
+ mMultiSampling = enabled;
+ mDirtyBits.set(DIRTY_BIT_MULTISAMPLING);
+}
+
+bool State::isMultisamplingEnabled() const
+{
+ return mMultiSampling;
+}
+
+bool State::isScissorTestEnabled() const
+{
+ return mScissorTest;
+}
+
+void State::setScissorTest(bool enabled)
+{
+ mScissorTest = enabled;
+ mDirtyBits.set(DIRTY_BIT_SCISSOR_TEST_ENABLED);
+}
+
+void State::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ mScissor.x = x;
+ mScissor.y = y;
+ mScissor.width = width;
+ mScissor.height = height;
+ mDirtyBits.set(DIRTY_BIT_SCISSOR);
+}
+
+const Rectangle &State::getScissor() const
+{
+ return mScissor;
+}
+
+bool State::isDitherEnabled() const
+{
+ return mBlend.dither;
+}
+
+void State::setDither(bool enabled)
+{
+ mBlend.dither = enabled;
+ mDirtyBits.set(DIRTY_BIT_DITHER_ENABLED);
+}
+
+bool State::isPrimitiveRestartEnabled() const
+{
+ return mPrimitiveRestart;
+}
+
+void State::setPrimitiveRestart(bool enabled)
+{
+ mPrimitiveRestart = enabled;
+ mDirtyBits.set(DIRTY_BIT_PRIMITIVE_RESTART_ENABLED);
+}
+
+void State::setEnableFeature(GLenum feature, bool enabled)
+{
+ switch (feature)
+ {
+ case GL_MULTISAMPLE_EXT: setMultisampling(enabled); break;
+ case GL_SAMPLE_ALPHA_TO_ONE_EXT: setSampleAlphaToOne(enabled); break;
+ case GL_CULL_FACE: setCullFace(enabled); break;
+ case GL_POLYGON_OFFSET_FILL: setPolygonOffsetFill(enabled); break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: setSampleAlphaToCoverage(enabled); break;
+ case GL_SAMPLE_COVERAGE: setSampleCoverage(enabled); break;
+ case GL_SCISSOR_TEST: setScissorTest(enabled); break;
+ case GL_STENCIL_TEST: setStencilTest(enabled); break;
+ case GL_DEPTH_TEST: setDepthTest(enabled); break;
+ case GL_BLEND: setBlend(enabled); break;
+ case GL_DITHER: setDither(enabled); break;
+ case GL_PRIMITIVE_RESTART_FIXED_INDEX: setPrimitiveRestart(enabled); break;
+ case GL_RASTERIZER_DISCARD: setRasterizerDiscard(enabled); break;
+ case GL_DEBUG_OUTPUT_SYNCHRONOUS:
+ mDebug.setOutputSynchronous(enabled);
+ break;
+ case GL_DEBUG_OUTPUT:
+ mDebug.setOutputEnabled(enabled);
+ break;
+ case GL_FRAMEBUFFER_SRGB_EXT:
+ setFramebufferSRGB(enabled);
+ break;
+ default: UNREACHABLE();
+ }
+}
+
+bool State::getEnableFeature(GLenum feature) const
+{
+ switch (feature)
+ {
+ case GL_MULTISAMPLE_EXT: return isMultisamplingEnabled();
+ case GL_SAMPLE_ALPHA_TO_ONE_EXT: return isSampleAlphaToOneEnabled();
+ case GL_CULL_FACE: return isCullFaceEnabled();
+ case GL_POLYGON_OFFSET_FILL: return isPolygonOffsetFillEnabled();
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: return isSampleAlphaToCoverageEnabled();
+ case GL_SAMPLE_COVERAGE: return isSampleCoverageEnabled();
+ case GL_SCISSOR_TEST: return isScissorTestEnabled();
+ case GL_STENCIL_TEST: return isStencilTestEnabled();
+ case GL_DEPTH_TEST: return isDepthTestEnabled();
+ case GL_BLEND: return isBlendEnabled();
+ case GL_DITHER: return isDitherEnabled();
+ case GL_PRIMITIVE_RESTART_FIXED_INDEX: return isPrimitiveRestartEnabled();
+ case GL_RASTERIZER_DISCARD: return isRasterizerDiscardEnabled();
+ case GL_DEBUG_OUTPUT_SYNCHRONOUS:
+ return mDebug.isOutputSynchronous();
+ case GL_DEBUG_OUTPUT:
+ return mDebug.isOutputEnabled();
+ case GL_BIND_GENERATES_RESOURCE_CHROMIUM:
+ return isBindGeneratesResourceEnabled();
+ case GL_FRAMEBUFFER_SRGB_EXT:
+ return getFramebufferSRGB();
+ default: UNREACHABLE(); return false;
+ }
+}
+
+void State::setLineWidth(GLfloat width)
+{
+ mLineWidth = width;
+ mDirtyBits.set(DIRTY_BIT_LINE_WIDTH);
+}
+
+float State::getLineWidth() const
+{
+ return mLineWidth;
+}
+
+void State::setGenerateMipmapHint(GLenum hint)
+{
+ mGenerateMipmapHint = hint;
+ mDirtyBits.set(DIRTY_BIT_GENERATE_MIPMAP_HINT);
+}
+
+void State::setFragmentShaderDerivativeHint(GLenum hint)
+{
+ mFragmentShaderDerivativeHint = hint;
+ mDirtyBits.set(DIRTY_BIT_SHADER_DERIVATIVE_HINT);
+ // TODO: Propagate the hint to shader translator so we can write
+ // ddx, ddx_coarse, or ddx_fine depending on the hint.
+ // Ignore for now. It is valid for implementations to ignore hint.
+}
+
+bool State::isBindGeneratesResourceEnabled() const
+{
+ return mBindGeneratesResource;
+}
+
+void State::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ mViewport.x = x;
+ mViewport.y = y;
+ mViewport.width = width;
+ mViewport.height = height;
+ mDirtyBits.set(DIRTY_BIT_VIEWPORT);
+}
+
+const Rectangle &State::getViewport() const
+{
+ return mViewport;
+}
+
+void State::setActiveSampler(unsigned int active)
+{
+ mActiveSampler = active;
+}
+
+unsigned int State::getActiveSampler() const
+{
+ return static_cast<unsigned int>(mActiveSampler);
+}
+
+void State::setSamplerTexture(GLenum type, Texture *texture)
+{
+ mSamplerTextures[type][mActiveSampler].set(texture);
+}
+
+Texture *State::getTargetTexture(GLenum target) const
+{
+ return getSamplerTexture(static_cast<unsigned int>(mActiveSampler), target);
+}
+
+Texture *State::getSamplerTexture(unsigned int sampler, GLenum type) const
+{
+ const auto it = mSamplerTextures.find(type);
+ ASSERT(it != mSamplerTextures.end());
+ ASSERT(sampler < it->second.size());
+ return it->second[sampler].get();
+}
+
+GLuint State::getSamplerTextureId(unsigned int sampler, GLenum type) const
+{
+ const auto it = mSamplerTextures.find(type);
+ ASSERT(it != mSamplerTextures.end());
+ ASSERT(sampler < it->second.size());
+ return it->second[sampler].id();
+}
+
+void State::detachTexture(const TextureMap &zeroTextures, GLuint texture)
+{
+ // Textures have a detach method on State rather than a simple
+ // removeBinding, because the zero/null texture objects are managed
+ // separately, and don't have to go through the Context's maps or
+ // the ResourceManager.
+
+ // [OpenGL ES 2.0.24] section 3.8 page 84:
+ // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
+ // rebound to texture object zero
+
+ for (auto &bindingVec : mSamplerTextures)
+ {
+ GLenum textureType = bindingVec.first;
+ TextureBindingVector &textureVector = bindingVec.second;
+ for (size_t textureIdx = 0; textureIdx < textureVector.size(); textureIdx++)
+ {
+ BindingPointer<Texture> &binding = textureVector[textureIdx];
+ if (binding.id() == texture)
+ {
+ auto it = zeroTextures.find(textureType);
+ ASSERT(it != zeroTextures.end());
+ // Zero textures are the "default" textures instead of NULL
+ binding.set(it->second.get());
+ }
+ }
+ }
+
+ // [OpenGL ES 2.0.24] section 4.4 page 112:
+ // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
+ // as if Texture2DAttachment had been called, with a texture of 0, for each attachment point to which this
+ // image was attached in the currently bound framebuffer.
+
+ if (mReadFramebuffer)
+ {
+ mReadFramebuffer->detachTexture(texture);
+ }
+
+ if (mDrawFramebuffer)
+ {
+ mDrawFramebuffer->detachTexture(texture);
+ }
+}
+
+void State::initializeZeroTextures(const TextureMap &zeroTextures)
+{
+ for (const auto &zeroTexture : zeroTextures)
+ {
+ auto &samplerTextureArray = mSamplerTextures[zeroTexture.first];
+
+ for (size_t textureUnit = 0; textureUnit < samplerTextureArray.size(); ++textureUnit)
+ {
+ samplerTextureArray[textureUnit].set(zeroTexture.second.get());
+ }
+ }
+}
+
+void State::setSamplerBinding(GLuint textureUnit, Sampler *sampler)
+{
+ mSamplers[textureUnit].set(sampler);
+}
+
+GLuint State::getSamplerId(GLuint textureUnit) const
+{
+ ASSERT(textureUnit < mSamplers.size());
+ return mSamplers[textureUnit].id();
+}
+
+Sampler *State::getSampler(GLuint textureUnit) const
+{
+ return mSamplers[textureUnit].get();
+}
+
+void State::detachSampler(GLuint sampler)
+{
+ // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
+ // If a sampler object that is currently bound to one or more texture units is
+ // deleted, it is as though BindSampler is called once for each texture unit to
+ // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
+ for (size_t textureUnit = 0; textureUnit < mSamplers.size(); textureUnit++)
+ {
+ BindingPointer<Sampler> &samplerBinding = mSamplers[textureUnit];
+ if (samplerBinding.id() == sampler)
+ {
+ samplerBinding.set(NULL);
+ }
+ }
+}
+
+void State::setRenderbufferBinding(Renderbuffer *renderbuffer)
+{
+ mRenderbuffer.set(renderbuffer);
+}
+
+GLuint State::getRenderbufferId() const
+{
+ return mRenderbuffer.id();
+}
+
+Renderbuffer *State::getCurrentRenderbuffer() const
+{
+ return mRenderbuffer.get();
+}
+
+void State::detachRenderbuffer(GLuint renderbuffer)
+{
+ // [OpenGL ES 2.0.24] section 4.4 page 109:
+ // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
+ // had been executed with the target RENDERBUFFER and name of zero.
+
+ if (mRenderbuffer.id() == renderbuffer)
+ {
+ mRenderbuffer.set(NULL);
+ }
+
+ // [OpenGL ES 2.0.24] section 4.4 page 111:
+ // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
+ // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
+ // point to which this image was attached in the currently bound framebuffer.
+
+ Framebuffer *readFramebuffer = mReadFramebuffer;
+ Framebuffer *drawFramebuffer = mDrawFramebuffer;
+
+ if (readFramebuffer)
+ {
+ readFramebuffer->detachRenderbuffer(renderbuffer);
+ }
+
+ if (drawFramebuffer && drawFramebuffer != readFramebuffer)
+ {
+ drawFramebuffer->detachRenderbuffer(renderbuffer);
+ }
+
+}
+
+void State::setReadFramebufferBinding(Framebuffer *framebuffer)
+{
+ if (mReadFramebuffer == framebuffer)
+ return;
+
+ mReadFramebuffer = framebuffer;
+ mDirtyBits.set(DIRTY_BIT_READ_FRAMEBUFFER_BINDING);
+
+ if (mReadFramebuffer && mReadFramebuffer->hasAnyDirtyBit())
+ {
+ mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
+ }
+}
+
+void State::setDrawFramebufferBinding(Framebuffer *framebuffer)
+{
+ if (mDrawFramebuffer == framebuffer)
+ return;
+
+ mDrawFramebuffer = framebuffer;
+ mDirtyBits.set(DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING);
+
+ if (mDrawFramebuffer && mDrawFramebuffer->hasAnyDirtyBit())
+ {
+ mDirtyObjects.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER);
+ }
+}
+
+Framebuffer *State::getTargetFramebuffer(GLenum target) const
+{
+ switch (target)
+ {
+ case GL_READ_FRAMEBUFFER_ANGLE:
+ return mReadFramebuffer;
+ case GL_DRAW_FRAMEBUFFER_ANGLE:
+ case GL_FRAMEBUFFER:
+ return mDrawFramebuffer;
+ default:
+ UNREACHABLE();
+ return NULL;
+ }
+}
+
+Framebuffer *State::getReadFramebuffer() const
+{
+ return mReadFramebuffer;
+}
+
+Framebuffer *State::getDrawFramebuffer() const
+{
+ return mDrawFramebuffer;
+}
+
+bool State::removeReadFramebufferBinding(GLuint framebuffer)
+{
+ if (mReadFramebuffer != nullptr &&
+ mReadFramebuffer->id() == framebuffer)
+ {
+ setReadFramebufferBinding(nullptr);
+ return true;
+ }
+
+ return false;
+}
+
+bool State::removeDrawFramebufferBinding(GLuint framebuffer)
+{
+ if (mReadFramebuffer != nullptr &&
+ mDrawFramebuffer->id() == framebuffer)
+ {
+ setDrawFramebufferBinding(nullptr);
+ return true;
+ }
+
+ return false;
+}
+
+void State::setVertexArrayBinding(VertexArray *vertexArray)
+{
+ mVertexArray = vertexArray;
+ mDirtyBits.set(DIRTY_BIT_VERTEX_ARRAY_BINDING);
+
+ if (mVertexArray && mVertexArray->hasAnyDirtyBit())
+ {
+ mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
+ }
+}
+
+GLuint State::getVertexArrayId() const
+{
+ ASSERT(mVertexArray != NULL);
+ return mVertexArray->id();
+}
+
+VertexArray *State::getVertexArray() const
+{
+ ASSERT(mVertexArray != NULL);
+ return mVertexArray;
+}
+
+bool State::removeVertexArrayBinding(GLuint vertexArray)
+{
+ if (mVertexArray->id() == vertexArray)
+ {
+ mVertexArray = NULL;
+ mDirtyBits.set(DIRTY_BIT_VERTEX_ARRAY_BINDING);
+ mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
+ return true;
+ }
+
+ return false;
+}
+
+void State::setProgram(Program *newProgram)
+{
+ if (mProgram != newProgram)
+ {
+ if (mProgram)
+ {
+ mProgram->release();
+ }
+
+ mProgram = newProgram;
+
+ if (mProgram)
+ {
+ newProgram->addRef();
+ }
+ }
+}
+
+Program *State::getProgram() const
+{
+ return mProgram;
+}
+
+void State::setTransformFeedbackBinding(TransformFeedback *transformFeedback)
+{
+ mTransformFeedback.set(transformFeedback);
+}
+
+TransformFeedback *State::getCurrentTransformFeedback() const
+{
+ return mTransformFeedback.get();
+}
+
+bool State::isTransformFeedbackActiveUnpaused() const
+{
+ gl::TransformFeedback *curTransformFeedback = getCurrentTransformFeedback();
+ return curTransformFeedback && curTransformFeedback->isActive() && !curTransformFeedback->isPaused();
+}
+
+bool State::removeTransformFeedbackBinding(GLuint transformFeedback)
+{
+ if (mTransformFeedback.id() == transformFeedback)
+ {
+ mTransformFeedback.set(nullptr);
+ return true;
+ }
+
+ return false;
+}
+
+bool State::isQueryActive(const GLenum type) const
+{
+ for (auto &iter : mActiveQueries)
+ {
+ const Query *query = iter.second.get();
+ if (query != nullptr && ActiveQueryType(query->getType()) == ActiveQueryType(type))
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool State::isQueryActive(Query *query) const
+{
+ for (auto &iter : mActiveQueries)
+ {
+ if (iter.second.get() == query)
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void State::setActiveQuery(GLenum target, Query *query)
+{
+ mActiveQueries[target].set(query);
+}
+
+GLuint State::getActiveQueryId(GLenum target) const
+{
+ const Query *query = getActiveQuery(target);
+ return (query ? query->id() : 0u);
+}
+
+Query *State::getActiveQuery(GLenum target) const
+{
+ const auto it = mActiveQueries.find(target);
+
+ // All query types should already exist in the activeQueries map
+ ASSERT(it != mActiveQueries.end());
+
+ return it->second.get();
+}
+
+void State::setArrayBufferBinding(Buffer *buffer)
+{
+ mArrayBuffer.set(buffer);
+}
+
+GLuint State::getArrayBufferId() const
+{
+ return mArrayBuffer.id();
+}
+
+void State::setGenericUniformBufferBinding(Buffer *buffer)
+{
+ mGenericUniformBuffer.set(buffer);
+}
+
+void State::setIndexedUniformBufferBinding(GLuint index, Buffer *buffer, GLintptr offset, GLsizeiptr size)
+{
+ mUniformBuffers[index].set(buffer, offset, size);
+}
+
+const OffsetBindingPointer<Buffer> &State::getIndexedUniformBuffer(size_t index) const
+{
+ ASSERT(static_cast<size_t>(index) < mUniformBuffers.size());
+ return mUniformBuffers[index];
+}
+
+void State::setCopyReadBufferBinding(Buffer *buffer)
+{
+ mCopyReadBuffer.set(buffer);
+}
+
+void State::setCopyWriteBufferBinding(Buffer *buffer)
+{
+ mCopyWriteBuffer.set(buffer);
+}
+
+void State::setPixelPackBufferBinding(Buffer *buffer)
+{
+ mPack.pixelBuffer.set(buffer);
+ mDirtyBits.set(DIRTY_BIT_PACK_BUFFER_BINDING);
+}
+
+void State::setPixelUnpackBufferBinding(Buffer *buffer)
+{
+ mUnpack.pixelBuffer.set(buffer);
+ mDirtyBits.set(DIRTY_BIT_UNPACK_BUFFER_BINDING);
+}
+
+Buffer *State::getTargetBuffer(GLenum target) const
+{
+ switch (target)
+ {
+ case GL_ARRAY_BUFFER: return mArrayBuffer.get();
+ case GL_COPY_READ_BUFFER: return mCopyReadBuffer.get();
+ case GL_COPY_WRITE_BUFFER: return mCopyWriteBuffer.get();
+ case GL_ELEMENT_ARRAY_BUFFER: return getVertexArray()->getElementArrayBuffer().get();
+ case GL_PIXEL_PACK_BUFFER: return mPack.pixelBuffer.get();
+ case GL_PIXEL_UNPACK_BUFFER: return mUnpack.pixelBuffer.get();
+ case GL_TRANSFORM_FEEDBACK_BUFFER: return mTransformFeedback->getGenericBuffer().get();
+ case GL_UNIFORM_BUFFER: return mGenericUniformBuffer.get();
+ default: UNREACHABLE(); return NULL;
+ }
+}
+
+void State::detachBuffer(GLuint bufferName)
+{
+ BindingPointer<Buffer> *buffers[] = {&mArrayBuffer, &mCopyReadBuffer,
+ &mCopyWriteBuffer, &mPack.pixelBuffer,
+ &mUnpack.pixelBuffer, &mGenericUniformBuffer};
+ for (auto buffer : buffers)
+ {
+ if (buffer->id() == bufferName)
+ {
+ buffer->set(nullptr);
+ }
+ }
+
+ TransformFeedback *curTransformFeedback = getCurrentTransformFeedback();
+ if (curTransformFeedback)
+ {
+ curTransformFeedback->detachBuffer(bufferName);
+ }
+
+ getVertexArray()->detachBuffer(bufferName);
+}
+
+void State::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
+{
+ getVertexArray()->enableAttribute(attribNum, enabled);
+ mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
+}
+
+void State::setVertexAttribf(GLuint index, const GLfloat values[4])
+{
+ ASSERT(static_cast<size_t>(index) < mVertexAttribCurrentValues.size());
+ mVertexAttribCurrentValues[index].setFloatValues(values);
+ mDirtyBits.set(DIRTY_BIT_CURRENT_VALUE_0 + index);
+}
+
+void State::setVertexAttribu(GLuint index, const GLuint values[4])
+{
+ ASSERT(static_cast<size_t>(index) < mVertexAttribCurrentValues.size());
+ mVertexAttribCurrentValues[index].setUnsignedIntValues(values);
+ mDirtyBits.set(DIRTY_BIT_CURRENT_VALUE_0 + index);
+}
+
+void State::setVertexAttribi(GLuint index, const GLint values[4])
+{
+ ASSERT(static_cast<size_t>(index) < mVertexAttribCurrentValues.size());
+ mVertexAttribCurrentValues[index].setIntValues(values);
+ mDirtyBits.set(DIRTY_BIT_CURRENT_VALUE_0 + index);
+}
+
+void State::setVertexAttribState(unsigned int attribNum,
+ Buffer *boundBuffer,
+ GLint size,
+ GLenum type,
+ bool normalized,
+ bool pureInteger,
+ GLsizei stride,
+ const void *pointer)
+{
+ getVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
+ mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
+}
+
+void State::setVertexAttribDivisor(GLuint index, GLuint divisor)
+{
+ getVertexArray()->setVertexAttribDivisor(index, divisor);
+ mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
+}
+
+const VertexAttribCurrentValueData &State::getVertexAttribCurrentValue(unsigned int attribNum) const
+{
+ ASSERT(static_cast<size_t>(attribNum) < mVertexAttribCurrentValues.size());
+ return mVertexAttribCurrentValues[attribNum];
+}
+
+const void *State::getVertexAttribPointer(unsigned int attribNum) const
+{
+ return getVertexArray()->getVertexAttribute(attribNum).pointer;
+}
+
+void State::setPackAlignment(GLint alignment)
+{
+ mPack.alignment = alignment;
+ mDirtyBits.set(DIRTY_BIT_PACK_ALIGNMENT);
+}
+
+GLint State::getPackAlignment() const
+{
+ return mPack.alignment;
+}
+
+void State::setPackReverseRowOrder(bool reverseRowOrder)
+{
+ mPack.reverseRowOrder = reverseRowOrder;
+ mDirtyBits.set(DIRTY_BIT_PACK_REVERSE_ROW_ORDER);
+}
+
+bool State::getPackReverseRowOrder() const
+{
+ return mPack.reverseRowOrder;
+}
+
+void State::setPackRowLength(GLint rowLength)
+{
+ mPack.rowLength = rowLength;
+ mDirtyBits.set(DIRTY_BIT_PACK_ROW_LENGTH);
+}
+
+GLint State::getPackRowLength() const
+{
+ return mPack.rowLength;
+}
+
+void State::setPackSkipRows(GLint skipRows)
+{
+ mPack.skipRows = skipRows;
+ mDirtyBits.set(DIRTY_BIT_PACK_SKIP_ROWS);
+}
+
+GLint State::getPackSkipRows() const
+{
+ return mPack.skipRows;
+}
+
+void State::setPackSkipPixels(GLint skipPixels)
+{
+ mPack.skipPixels = skipPixels;
+ mDirtyBits.set(DIRTY_BIT_PACK_SKIP_PIXELS);
+}
+
+GLint State::getPackSkipPixels() const
+{
+ return mPack.skipPixels;
+}
+
+const PixelPackState &State::getPackState() const
+{
+ return mPack;
+}
+
+PixelPackState &State::getPackState()
+{
+ return mPack;
+}
+
+void State::setUnpackAlignment(GLint alignment)
+{
+ mUnpack.alignment = alignment;
+ mDirtyBits.set(DIRTY_BIT_UNPACK_ALIGNMENT);
+}
+
+GLint State::getUnpackAlignment() const
+{
+ return mUnpack.alignment;
+}
+
+void State::setUnpackRowLength(GLint rowLength)
+{
+ mUnpack.rowLength = rowLength;
+ mDirtyBits.set(DIRTY_BIT_UNPACK_ROW_LENGTH);
+}
+
+GLint State::getUnpackRowLength() const
+{
+ return mUnpack.rowLength;
+}
+
+void State::setUnpackImageHeight(GLint imageHeight)
+{
+ mUnpack.imageHeight = imageHeight;
+ mDirtyBits.set(DIRTY_BIT_UNPACK_IMAGE_HEIGHT);
+}
+
+GLint State::getUnpackImageHeight() const
+{
+ return mUnpack.imageHeight;
+}
+
+void State::setUnpackSkipImages(GLint skipImages)
+{
+ mUnpack.skipImages = skipImages;
+ mDirtyBits.set(DIRTY_BIT_UNPACK_SKIP_IMAGES);
+}
+
+GLint State::getUnpackSkipImages() const
+{
+ return mUnpack.skipImages;
+}
+
+void State::setUnpackSkipRows(GLint skipRows)
+{
+ mUnpack.skipRows = skipRows;
+ mDirtyBits.set(DIRTY_BIT_UNPACK_SKIP_ROWS);
+}
+
+GLint State::getUnpackSkipRows() const
+{
+ return mUnpack.skipRows;
+}
+
+void State::setUnpackSkipPixels(GLint skipPixels)
+{
+ mUnpack.skipPixels = skipPixels;
+ mDirtyBits.set(DIRTY_BIT_UNPACK_SKIP_PIXELS);
+}
+
+GLint State::getUnpackSkipPixels() const
+{
+ return mUnpack.skipPixels;
+}
+
+const PixelUnpackState &State::getUnpackState() const
+{
+ return mUnpack;
+}
+
+PixelUnpackState &State::getUnpackState()
+{
+ return mUnpack;
+}
+
+const Debug &State::getDebug() const
+{
+ return mDebug;
+}
+
+Debug &State::getDebug()
+{
+ return mDebug;
+}
+
+void State::setCoverageModulation(GLenum components)
+{
+ mCoverageModulation = components;
+ mDirtyBits.set(DIRTY_BIT_COVERAGE_MODULATION);
+}
+
+GLenum State::getCoverageModulation() const
+{
+ return mCoverageModulation;
+}
+
+void State::loadPathRenderingMatrix(GLenum matrixMode, const GLfloat *matrix)
+{
+ if (matrixMode == GL_PATH_MODELVIEW_CHROMIUM)
+ {
+ memcpy(mPathMatrixMV, matrix, 16 * sizeof(GLfloat));
+ mDirtyBits.set(DIRTY_BIT_PATH_RENDERING_MATRIX_MV);
+ }
+ else if (matrixMode == GL_PATH_PROJECTION_CHROMIUM)
+ {
+ memcpy(mPathMatrixProj, matrix, 16 * sizeof(GLfloat));
+ mDirtyBits.set(DIRTY_BIT_PATH_RENDERING_MATRIX_PROJ);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+}
+
+const GLfloat *State::getPathRenderingMatrix(GLenum which) const
+{
+ if (which == GL_PATH_MODELVIEW_MATRIX_CHROMIUM)
+ {
+ return mPathMatrixMV;
+ }
+ else if (which == GL_PATH_PROJECTION_MATRIX_CHROMIUM)
+ {
+ return mPathMatrixProj;
+ }
+
+ UNREACHABLE();
+ return nullptr;
+}
+
+void State::setPathStencilFunc(GLenum func, GLint ref, GLuint mask)
+{
+ mPathStencilFunc = func;
+ mPathStencilRef = ref;
+ mPathStencilMask = mask;
+ mDirtyBits.set(DIRTY_BIT_PATH_RENDERING_STENCIL_STATE);
+}
+
+GLenum State::getPathStencilFunc() const
+{
+ return mPathStencilFunc;
+}
+
+GLint State::getPathStencilRef() const
+{
+ return mPathStencilRef;
+}
+
+GLuint State::getPathStencilMask() const
+{
+ return mPathStencilMask;
+}
+
+void State::setFramebufferSRGB(bool sRGB)
+{
+ mFramebufferSRGB = sRGB;
+ mDirtyBits.set(DIRTY_BIT_FRAMEBUFFER_SRGB);
+}
+
+bool State::getFramebufferSRGB() const
+{
+ return mFramebufferSRGB;
+}
+
+void State::getBooleanv(GLenum pname, GLboolean *params)
+{
+ switch (pname)
+ {
+ case GL_SAMPLE_COVERAGE_INVERT: *params = mSampleCoverageInvert; break;
+ case GL_DEPTH_WRITEMASK: *params = mDepthStencil.depthMask; break;
+ case GL_COLOR_WRITEMASK:
+ params[0] = mBlend.colorMaskRed;
+ params[1] = mBlend.colorMaskGreen;
+ params[2] = mBlend.colorMaskBlue;
+ params[3] = mBlend.colorMaskAlpha;
+ break;
+ case GL_CULL_FACE: *params = mRasterizer.cullFace; break;
+ case GL_POLYGON_OFFSET_FILL: *params = mRasterizer.polygonOffsetFill; break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mBlend.sampleAlphaToCoverage; break;
+ case GL_SAMPLE_COVERAGE: *params = mSampleCoverage; break;
+ case GL_SCISSOR_TEST: *params = mScissorTest; break;
+ case GL_STENCIL_TEST: *params = mDepthStencil.stencilTest; break;
+ case GL_DEPTH_TEST: *params = mDepthStencil.depthTest; break;
+ case GL_BLEND: *params = mBlend.blend; break;
+ case GL_DITHER: *params = mBlend.dither; break;
+ case GL_TRANSFORM_FEEDBACK_ACTIVE: *params = getCurrentTransformFeedback()->isActive() ? GL_TRUE : GL_FALSE; break;
+ case GL_TRANSFORM_FEEDBACK_PAUSED: *params = getCurrentTransformFeedback()->isPaused() ? GL_TRUE : GL_FALSE; break;
+ case GL_PRIMITIVE_RESTART_FIXED_INDEX:
+ *params = mPrimitiveRestart;
+ break;
+ case GL_RASTERIZER_DISCARD:
+ *params = isRasterizerDiscardEnabled() ? GL_TRUE : GL_FALSE;
+ break;
+ case GL_DEBUG_OUTPUT_SYNCHRONOUS:
+ *params = mDebug.isOutputSynchronous() ? GL_TRUE : GL_FALSE;
+ break;
+ case GL_DEBUG_OUTPUT:
+ *params = mDebug.isOutputEnabled() ? GL_TRUE : GL_FALSE;
+ break;
+ case GL_MULTISAMPLE_EXT:
+ *params = mMultiSampling;
+ break;
+ case GL_SAMPLE_ALPHA_TO_ONE_EXT:
+ *params = mSampleAlphaToOne;
+ break;
+ case GL_BIND_GENERATES_RESOURCE_CHROMIUM:
+ *params = isBindGeneratesResourceEnabled() ? GL_TRUE : GL_FALSE;
+ break;
+ case GL_FRAMEBUFFER_SRGB_EXT:
+ *params = getFramebufferSRGB() ? GL_TRUE : GL_FALSE;
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+void State::getFloatv(GLenum pname, GLfloat *params)
+{
+ // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
+ // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
+ // GetIntegerv as its native query function. As it would require conversion in any
+ // case, this should make no difference to the calling application.
+ switch (pname)
+ {
+ case GL_LINE_WIDTH: *params = mLineWidth; break;
+ case GL_SAMPLE_COVERAGE_VALUE: *params = mSampleCoverageValue; break;
+ case GL_DEPTH_CLEAR_VALUE: *params = mDepthClearValue; break;
+ case GL_POLYGON_OFFSET_FACTOR: *params = mRasterizer.polygonOffsetFactor; break;
+ case GL_POLYGON_OFFSET_UNITS: *params = mRasterizer.polygonOffsetUnits; break;
+ case GL_DEPTH_RANGE:
+ params[0] = mNearZ;
+ params[1] = mFarZ;
+ break;
+ case GL_COLOR_CLEAR_VALUE:
+ params[0] = mColorClearValue.red;
+ params[1] = mColorClearValue.green;
+ params[2] = mColorClearValue.blue;
+ params[3] = mColorClearValue.alpha;
+ break;
+ case GL_BLEND_COLOR:
+ params[0] = mBlendColor.red;
+ params[1] = mBlendColor.green;
+ params[2] = mBlendColor.blue;
+ params[3] = mBlendColor.alpha;
+ break;
+ case GL_MULTISAMPLE_EXT:
+ *params = static_cast<GLfloat>(mMultiSampling);
+ break;
+ case GL_SAMPLE_ALPHA_TO_ONE_EXT:
+ *params = static_cast<GLfloat>(mSampleAlphaToOne);
+ case GL_COVERAGE_MODULATION_CHROMIUM:
+ params[0] = static_cast<GLfloat>(mCoverageModulation);
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+void State::getIntegerv(const ContextState &data, GLenum pname, GLint *params)
+{
+ if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
+ {
+ unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT);
+ ASSERT(colorAttachment < mMaxDrawBuffers);
+ Framebuffer *framebuffer = mDrawFramebuffer;
+ *params = framebuffer->getDrawBufferState(colorAttachment);
+ return;
+ }
+
+ // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
+ // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
+ // GetIntegerv as its native query function. As it would require conversion in any
+ // case, this should make no difference to the calling application. You may find it in
+ // State::getFloatv.
+ switch (pname)
+ {
+ case GL_ARRAY_BUFFER_BINDING: *params = mArrayBuffer.id(); break;
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getVertexArray()->getElementArrayBuffer().id(); break;
+ //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
+ case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mDrawFramebuffer->id(); break;
+ case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mReadFramebuffer->id(); break;
+ case GL_RENDERBUFFER_BINDING: *params = mRenderbuffer.id(); break;
+ case GL_VERTEX_ARRAY_BINDING: *params = mVertexArray->id(); break;
+ case GL_CURRENT_PROGRAM: *params = mProgram ? mProgram->id() : 0; break;
+ case GL_PACK_ALIGNMENT: *params = mPack.alignment; break;
+ case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mPack.reverseRowOrder; break;
+ case GL_PACK_ROW_LENGTH:
+ *params = mPack.rowLength;
+ break;
+ case GL_PACK_SKIP_ROWS:
+ *params = mPack.skipRows;
+ break;
+ case GL_PACK_SKIP_PIXELS:
+ *params = mPack.skipPixels;
+ break;
+ case GL_UNPACK_ALIGNMENT: *params = mUnpack.alignment; break;
+ case GL_UNPACK_ROW_LENGTH: *params = mUnpack.rowLength; break;
+ case GL_UNPACK_IMAGE_HEIGHT:
+ *params = mUnpack.imageHeight;
+ break;
+ case GL_UNPACK_SKIP_IMAGES:
+ *params = mUnpack.skipImages;
+ break;
+ case GL_UNPACK_SKIP_ROWS:
+ *params = mUnpack.skipRows;
+ break;
+ case GL_UNPACK_SKIP_PIXELS:
+ *params = mUnpack.skipPixels;
+ break;
+ case GL_GENERATE_MIPMAP_HINT: *params = mGenerateMipmapHint; break;
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mFragmentShaderDerivativeHint; break;
+ case GL_ACTIVE_TEXTURE:
+ *params = (static_cast<GLint>(mActiveSampler) + GL_TEXTURE0);
+ break;
+ case GL_STENCIL_FUNC: *params = mDepthStencil.stencilFunc; break;
+ case GL_STENCIL_REF: *params = mStencilRef; break;
+ case GL_STENCIL_VALUE_MASK: *params = clampToInt(mDepthStencil.stencilMask); break;
+ case GL_STENCIL_BACK_FUNC: *params = mDepthStencil.stencilBackFunc; break;
+ case GL_STENCIL_BACK_REF: *params = mStencilBackRef; break;
+ case GL_STENCIL_BACK_VALUE_MASK: *params = clampToInt(mDepthStencil.stencilBackMask); break;
+ case GL_STENCIL_FAIL: *params = mDepthStencil.stencilFail; break;
+ case GL_STENCIL_PASS_DEPTH_FAIL: *params = mDepthStencil.stencilPassDepthFail; break;
+ case GL_STENCIL_PASS_DEPTH_PASS: *params = mDepthStencil.stencilPassDepthPass; break;
+ case GL_STENCIL_BACK_FAIL: *params = mDepthStencil.stencilBackFail; break;
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mDepthStencil.stencilBackPassDepthFail; break;
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mDepthStencil.stencilBackPassDepthPass; break;
+ case GL_DEPTH_FUNC: *params = mDepthStencil.depthFunc; break;
+ case GL_BLEND_SRC_RGB: *params = mBlend.sourceBlendRGB; break;
+ case GL_BLEND_SRC_ALPHA: *params = mBlend.sourceBlendAlpha; break;
+ case GL_BLEND_DST_RGB: *params = mBlend.destBlendRGB; break;
+ case GL_BLEND_DST_ALPHA: *params = mBlend.destBlendAlpha; break;
+ case GL_BLEND_EQUATION_RGB: *params = mBlend.blendEquationRGB; break;
+ case GL_BLEND_EQUATION_ALPHA: *params = mBlend.blendEquationAlpha; break;
+ case GL_STENCIL_WRITEMASK: *params = clampToInt(mDepthStencil.stencilWritemask); break;
+ case GL_STENCIL_BACK_WRITEMASK: *params = clampToInt(mDepthStencil.stencilBackWritemask); break;
+ case GL_STENCIL_CLEAR_VALUE: *params = mStencilClearValue; break;
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = mReadFramebuffer->getImplementationColorReadType(); break;
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = mReadFramebuffer->getImplementationColorReadFormat(); break;
+ case GL_SAMPLE_BUFFERS:
+ case GL_SAMPLES:
+ {
+ gl::Framebuffer *framebuffer = mDrawFramebuffer;
+ if (framebuffer->checkStatus(data) == GL_FRAMEBUFFER_COMPLETE)
+ {
+ switch (pname)
+ {
+ case GL_SAMPLE_BUFFERS:
+ if (framebuffer->getSamples(data) != 0)
+ {
+ *params = 1;
+ }
+ else
+ {
+ *params = 0;
+ }
+ break;
+ case GL_SAMPLES:
+ *params = framebuffer->getSamples(data);
+ break;
+ }
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_VIEWPORT:
+ params[0] = mViewport.x;
+ params[1] = mViewport.y;
+ params[2] = mViewport.width;
+ params[3] = mViewport.height;
+ break;
+ case GL_SCISSOR_BOX:
+ params[0] = mScissor.x;
+ params[1] = mScissor.y;
+ params[2] = mScissor.width;
+ params[3] = mScissor.height;
+ break;
+ case GL_CULL_FACE_MODE: *params = mRasterizer.cullMode; break;
+ case GL_FRONT_FACE: *params = mRasterizer.frontFace; break;
+ case GL_RED_BITS:
+ case GL_GREEN_BITS:
+ case GL_BLUE_BITS:
+ case GL_ALPHA_BITS:
+ {
+ gl::Framebuffer *framebuffer = getDrawFramebuffer();
+ const gl::FramebufferAttachment *colorbuffer = framebuffer->getFirstColorbuffer();
+
+ if (colorbuffer)
+ {
+ switch (pname)
+ {
+ case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
+ case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
+ case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
+ case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
+ }
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_DEPTH_BITS:
+ {
+ const gl::Framebuffer *framebuffer = getDrawFramebuffer();
+ const gl::FramebufferAttachment *depthbuffer = framebuffer->getDepthbuffer();
+
+ if (depthbuffer)
+ {
+ *params = depthbuffer->getDepthSize();
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_STENCIL_BITS:
+ {
+ const gl::Framebuffer *framebuffer = getDrawFramebuffer();
+ const gl::FramebufferAttachment *stencilbuffer = framebuffer->getStencilbuffer();
+
+ if (stencilbuffer)
+ {
+ *params = stencilbuffer->getStencilSize();
+ }
+ else
+ {
+ *params = 0;
+ }
+ }
+ break;
+ case GL_TEXTURE_BINDING_2D:
+ ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
+ *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), GL_TEXTURE_2D);
+ break;
+ case GL_TEXTURE_BINDING_CUBE_MAP:
+ ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
+ *params =
+ getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), GL_TEXTURE_CUBE_MAP);
+ break;
+ case GL_TEXTURE_BINDING_3D:
+ ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
+ *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), GL_TEXTURE_3D);
+ break;
+ case GL_TEXTURE_BINDING_2D_ARRAY:
+ ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
+ *params =
+ getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), GL_TEXTURE_2D_ARRAY);
+ break;
+ case GL_TEXTURE_BINDING_EXTERNAL_OES:
+ ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
+ *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler),
+ GL_TEXTURE_EXTERNAL_OES);
+ break;
+ case GL_UNIFORM_BUFFER_BINDING:
+ *params = mGenericUniformBuffer.id();
+ break;
+ case GL_TRANSFORM_FEEDBACK_BINDING:
+ *params = mTransformFeedback.id();
+ break;
+ case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
+ *params = mTransformFeedback->getGenericBuffer().id();
+ break;
+ case GL_COPY_READ_BUFFER_BINDING:
+ *params = mCopyReadBuffer.id();
+ break;
+ case GL_COPY_WRITE_BUFFER_BINDING:
+ *params = mCopyWriteBuffer.id();
+ break;
+ case GL_PIXEL_PACK_BUFFER_BINDING:
+ *params = mPack.pixelBuffer.id();
+ break;
+ case GL_PIXEL_UNPACK_BUFFER_BINDING:
+ *params = mUnpack.pixelBuffer.id();
+ break;
+ case GL_READ_BUFFER:
+ *params = mReadFramebuffer->getReadBufferState();
+ break;
+ case GL_SAMPLER_BINDING:
+ ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
+ *params = getSamplerId(static_cast<GLuint>(mActiveSampler));
+ break;
+ case GL_DEBUG_LOGGED_MESSAGES:
+ *params = static_cast<GLint>(mDebug.getMessageCount());
+ break;
+ case GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH:
+ *params = static_cast<GLint>(mDebug.getNextMessageLength());
+ break;
+ case GL_DEBUG_GROUP_STACK_DEPTH:
+ *params = static_cast<GLint>(mDebug.getGroupStackDepth());
+ break;
+ case GL_MULTISAMPLE_EXT:
+ *params = static_cast<GLint>(mMultiSampling);
+ break;
+ case GL_SAMPLE_ALPHA_TO_ONE_EXT:
+ *params = static_cast<GLint>(mSampleAlphaToOne);
+ case GL_COVERAGE_MODULATION_CHROMIUM:
+ *params = static_cast<GLint>(mCoverageModulation);
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+void State::getPointerv(GLenum pname, void **params) const
+{
+ switch (pname)
+ {
+ case GL_DEBUG_CALLBACK_FUNCTION:
+ *params = reinterpret_cast<void *>(mDebug.getCallback());
+ break;
+ case GL_DEBUG_CALLBACK_USER_PARAM:
+ *params = const_cast<void *>(mDebug.getUserParam());
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+void State::getIntegeri_v(GLenum target, GLuint index, GLint *data)
+{
+ switch (target)
+ {
+ case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
+ if (static_cast<size_t>(index) < mTransformFeedback->getIndexedBufferCount())
+ {
+ *data = mTransformFeedback->getIndexedBuffer(index).id();
+ }
+ break;
+ case GL_UNIFORM_BUFFER_BINDING:
+ if (static_cast<size_t>(index) < mUniformBuffers.size())
+ {
+ *data = mUniformBuffers[index].id();
+ }
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+void State::getInteger64i_v(GLenum target, GLuint index, GLint64 *data)
+{
+ switch (target)
+ {
+ case GL_TRANSFORM_FEEDBACK_BUFFER_START:
+ if (static_cast<size_t>(index) < mTransformFeedback->getIndexedBufferCount())
+ {
+ *data = mTransformFeedback->getIndexedBuffer(index).getOffset();
+ }
+ break;
+ case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
+ if (static_cast<size_t>(index) < mTransformFeedback->getIndexedBufferCount())
+ {
+ *data = mTransformFeedback->getIndexedBuffer(index).getSize();
+ }
+ break;
+ case GL_UNIFORM_BUFFER_START:
+ if (static_cast<size_t>(index) < mUniformBuffers.size())
+ {
+ *data = mUniformBuffers[index].getOffset();
+ }
+ break;
+ case GL_UNIFORM_BUFFER_SIZE:
+ if (static_cast<size_t>(index) < mUniformBuffers.size())
+ {
+ *data = mUniformBuffers[index].getSize();
+ }
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+void State::getBooleani_v(GLenum target, GLuint index, GLboolean *data)
+{
+ UNREACHABLE();
+}
+
+bool State::hasMappedBuffer(GLenum target) const
+{
+ if (target == GL_ARRAY_BUFFER)
+ {
+ const VertexArray *vao = getVertexArray();
+ const auto &vertexAttribs = vao->getVertexAttributes();
+ size_t maxEnabledAttrib = vao->getMaxEnabledAttribute();
+ for (size_t attribIndex = 0; attribIndex < maxEnabledAttrib; attribIndex++)
+ {
+ const gl::VertexAttribute &vertexAttrib = vertexAttribs[attribIndex];
+ gl::Buffer *boundBuffer = vertexAttrib.buffer.get();
+ if (vertexAttrib.enabled && boundBuffer && boundBuffer->isMapped())
+ {
+ return true;
+ }
+ }
+
+ return false;
+ }
+ else
+ {
+ Buffer *buffer = getTargetBuffer(target);
+ return (buffer && buffer->isMapped());
+ }
+}
+
+void State::syncDirtyObjects()
+{
+ if (!mDirtyObjects.any())
+ return;
+
+ syncDirtyObjects(mDirtyObjects);
+}
+
+void State::syncDirtyObjects(const DirtyObjects &bitset)
+{
+ for (auto dirtyObject : angle::IterateBitSet(bitset))
+ {
+ switch (dirtyObject)
+ {
+ case DIRTY_OBJECT_READ_FRAMEBUFFER:
+ ASSERT(mReadFramebuffer);
+ mReadFramebuffer->syncState();
+ break;
+ case DIRTY_OBJECT_DRAW_FRAMEBUFFER:
+ ASSERT(mDrawFramebuffer);
+ mDrawFramebuffer->syncState();
+ break;
+ case DIRTY_OBJECT_VERTEX_ARRAY:
+ ASSERT(mVertexArray);
+ mVertexArray->syncImplState();
+ break;
+ case DIRTY_OBJECT_PROGRAM:
+ // TODO(jmadill): implement this
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+ }
+
+ mDirtyObjects &= ~bitset;
+}
+
+void State::syncDirtyObject(GLenum target)
+{
+ DirtyObjects localSet;
+
+ switch (target)
+ {
+ case GL_READ_FRAMEBUFFER:
+ localSet.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
+ break;
+ case GL_DRAW_FRAMEBUFFER:
+ localSet.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER);
+ break;
+ case GL_FRAMEBUFFER:
+ localSet.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
+ localSet.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER);
+ break;
+ case GL_VERTEX_ARRAY:
+ localSet.set(DIRTY_OBJECT_VERTEX_ARRAY);
+ break;
+ case GL_PROGRAM:
+ localSet.set(DIRTY_OBJECT_PROGRAM);
+ break;
+ }
+
+ syncDirtyObjects(localSet);
+}
+
+void State::setObjectDirty(GLenum target)
+{
+ switch (target)
+ {
+ case GL_READ_FRAMEBUFFER:
+ mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
+ break;
+ case GL_DRAW_FRAMEBUFFER:
+ mDirtyObjects.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER);
+ break;
+ case GL_FRAMEBUFFER:
+ mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
+ mDirtyObjects.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER);
+ break;
+ case GL_VERTEX_ARRAY:
+ mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
+ break;
+ case GL_PROGRAM:
+ mDirtyObjects.set(DIRTY_OBJECT_PROGRAM);
+ break;
+ }
+}
+
+} // namespace gl