Add glTexGen funcs to interface
R=robertphillips@google.com
Author: bsalomon@google.com
Review URL: https://chromiumcodereview.appspot.com/23513006
git-svn-id: http://skia.googlecode.com/svn/trunk@11032 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGpuGL.cpp b/src/gpu/gl/GrGpuGL.cpp
index 3b7df49..94a1306 100644
--- a/src/gpu/gl/GrGpuGL.cpp
+++ b/src/gpu/gl/GrGpuGL.cpp
@@ -333,9 +333,9 @@
fHWAAState.invalidate();
}
- // invalid
+ fHWActiveTextureUnitIdx = -1; // invalid
+
if (resetBits & kTextureBinding_GrGLBackendState) {
- fHWActiveTextureUnitIdx = -1;
for (int s = 0; s < fHWBoundTextures.count(); ++s) {
fHWBoundTextures[s] = NULL;
}
@@ -364,12 +364,31 @@
fHWBoundRenderTarget = NULL;
}
- if (resetBits & kPathStencil_GrGLBackendState) {
- fHWPathStencilMatrixState.invalidate();
- if (this->caps()->pathStencilingSupport()) {
- // we don't use the model view matrix.
- GL_CALL(MatrixMode(GR_GL_MODELVIEW));
- GL_CALL(LoadIdentity());
+ if (resetBits & kFixedFunction_GrGLBackendState &&
+ kDesktop_GrGLBinding == this->glBinding() &&
+ !this->glCaps().isCoreProfile()) {
+
+ fHWProjectionMatrixState.invalidate();
+ // we don't use the model view matrix.
+ GL_CALL(MatrixMode(GR_GL_MODELVIEW));
+ GL_CALL(LoadIdentity());
+
+ // When we use fixed function vertex processing we always use the vertex array
+ // and none of the other arrays.
+ GL_CALL(EnableClientState(GR_GL_VERTEX_ARRAY));
+ GL_CALL(DisableClientState(GR_GL_NORMAL_ARRAY));
+ GL_CALL(DisableClientState(GR_GL_COLOR_ARRAY));
+ GL_CALL(DisableClientState(GR_GL_INDEX_ARRAY));
+ GL_CALL(DisableClientState(GR_GL_EDGE_FLAG_ARRAY));
+ for (int i = 0; i < this->glCaps().maxFixedFunctionTextureCoords(); ++i) {
+ GL_CALL(ClientActiveTexture(GR_GL_TEXTURE0 + i));
+ GL_CALL(DisableClientState(GR_GL_TEXTURE_COORD_ARRAY));
+
+ GL_CALL(ActiveTexture(GR_GL_TEXTURE0 + i));
+ GL_CALL(Disable(GR_GL_TEXTURE_GEN_S));
+ GL_CALL(Disable(GR_GL_TEXTURE_GEN_T));
+ GL_CALL(Disable(GR_GL_TEXTURE_GEN_Q));
+ GL_CALL(Disable(GR_GL_TEXTURE_GEN_R));
}
}