Makes the State struct a member of Context, rather than its parent.
Signed-off-by: Andrew Lewycky
Signed-off-by: Daniel Koch
Author: Shannon Woods
git-svn-id: https://angleproject.googlecode.com/svn/trunk@226 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 0ba369a..83a8d90 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -37,70 +37,70 @@
: mConfig(config)
{
setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- depthClearValue = 1.0f;
- stencilClearValue = 0;
+ mState.depthClearValue = 1.0f;
+ mState.stencilClearValue = 0;
- cullFace = false;
- cullMode = GL_BACK;
- frontFace = GL_CCW;
- depthTest = false;
- depthFunc = GL_LESS;
- blend = false;
- sourceBlendRGB = GL_ONE;
- sourceBlendAlpha = GL_ONE;
- destBlendRGB = GL_ZERO;
- destBlendAlpha = GL_ZERO;
- blendEquationRGB = GL_FUNC_ADD;
- blendEquationAlpha = GL_FUNC_ADD;
- blendColor.red = 0;
- blendColor.green = 0;
- blendColor.blue = 0;
- blendColor.alpha = 0;
- stencilTest = false;
- stencilFunc = GL_ALWAYS;
- stencilRef = 0;
- stencilMask = -1;
- stencilWritemask = -1;
- stencilBackFunc = GL_ALWAYS;
- stencilBackRef = 0;
- stencilBackMask = - 1;
- stencilBackWritemask = -1;
- stencilFail = GL_KEEP;
- stencilPassDepthFail = GL_KEEP;
- stencilPassDepthPass = GL_KEEP;
- stencilBackFail = GL_KEEP;
- stencilBackPassDepthFail = GL_KEEP;
- stencilBackPassDepthPass = GL_KEEP;
- polygonOffsetFill = false;
- polygonOffsetFactor = 0.0f;
- polygonOffsetUnits = 0.0f;
- sampleAlphaToCoverage = false;
- sampleCoverage = false;
- sampleCoverageValue = 1.0f;
- sampleCoverageInvert = GL_FALSE;
- scissorTest = false;
- dither = true;
- generateMipmapHint = GL_DONT_CARE;
+ mState.cullFace = false;
+ mState.cullMode = GL_BACK;
+ mState.frontFace = GL_CCW;
+ mState.depthTest = false;
+ mState.depthFunc = GL_LESS;
+ mState.blend = false;
+ mState.sourceBlendRGB = GL_ONE;
+ mState.sourceBlendAlpha = GL_ONE;
+ mState.destBlendRGB = GL_ZERO;
+ mState.destBlendAlpha = GL_ZERO;
+ mState.blendEquationRGB = GL_FUNC_ADD;
+ mState.blendEquationAlpha = GL_FUNC_ADD;
+ mState.blendColor.red = 0;
+ mState.blendColor.green = 0;
+ mState.blendColor.blue = 0;
+ mState.blendColor.alpha = 0;
+ mState.stencilTest = false;
+ mState.stencilFunc = GL_ALWAYS;
+ mState.stencilRef = 0;
+ mState.stencilMask = -1;
+ mState.stencilWritemask = -1;
+ mState.stencilBackFunc = GL_ALWAYS;
+ mState.stencilBackRef = 0;
+ mState.stencilBackMask = - 1;
+ mState.stencilBackWritemask = -1;
+ mState.stencilFail = GL_KEEP;
+ mState.stencilPassDepthFail = GL_KEEP;
+ mState.stencilPassDepthPass = GL_KEEP;
+ mState.stencilBackFail = GL_KEEP;
+ mState.stencilBackPassDepthFail = GL_KEEP;
+ mState.stencilBackPassDepthPass = GL_KEEP;
+ mState.polygonOffsetFill = false;
+ mState.polygonOffsetFactor = 0.0f;
+ mState.polygonOffsetUnits = 0.0f;
+ mState.sampleAlphaToCoverage = false;
+ mState.sampleCoverage = false;
+ mState.sampleCoverageValue = 1.0f;
+ mState.sampleCoverageInvert = GL_FALSE;
+ mState.scissorTest = false;
+ mState.dither = true;
+ mState.generateMipmapHint = GL_DONT_CARE;
- lineWidth = 1.0f;
+ mState.lineWidth = 1.0f;
- viewportX = 0;
- viewportY = 0;
- viewportWidth = config->mDisplayMode.Width;
- viewportHeight = config->mDisplayMode.Height;
- zNear = 0.0f;
- zFar = 1.0f;
+ mState.viewportX = 0;
+ mState.viewportY = 0;
+ mState.viewportWidth = config->mDisplayMode.Width;
+ mState.viewportHeight = config->mDisplayMode.Height;
+ mState.zNear = 0.0f;
+ mState.zFar = 1.0f;
- scissorX = 0;
- scissorY = 0;
- scissorWidth = config->mDisplayMode.Width;
- scissorHeight = config->mDisplayMode.Height;
+ mState.scissorX = 0;
+ mState.scissorY = 0;
+ mState.scissorWidth = config->mDisplayMode.Width;
+ mState.scissorHeight = config->mDisplayMode.Height;
- colorMaskRed = true;
- colorMaskGreen = true;
- colorMaskBlue = true;
- colorMaskAlpha = true;
- depthMask = true;
+ mState.colorMaskRed = true;
+ mState.colorMaskGreen = true;
+ mState.colorMaskBlue = true;
+ mState.colorMaskAlpha = true;
+ mState.depthMask = true;
// [OpenGL ES 2.0.24] section 3.7 page 83:
// In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
@@ -115,9 +115,9 @@
mDepthbufferZero = NULL;
mStencilbufferZero = NULL;
- activeSampler = 0;
- arrayBuffer = 0;
- elementArrayBuffer = 0;
+ mState.activeSampler = 0;
+ mState.arrayBuffer = 0;
+ mState.elementArrayBuffer = 0;
bindTextureCubeMap(0);
bindTexture2D(0);
bindFramebuffer(0);
@@ -127,7 +127,7 @@
{
for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
{
- samplerTexture[type][sampler] = 0;
+ mState.samplerTexture[type][sampler] = 0;
}
}
@@ -136,10 +136,10 @@
mIncompleteTextures[type] = NULL;
}
- currentProgram = 0;
+ mState.currentProgram = 0;
- packAlignment = 4;
- unpackAlignment = 4;
+ mState.packAlignment = 4;
+ mState.unpackAlignment = 4;
mBufferBackEnd = NULL;
mVertexDataManager = NULL;
@@ -157,7 +157,7 @@
Context::~Context()
{
- currentProgram = 0;
+ mState.currentProgram = 0;
for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
{
@@ -237,17 +237,17 @@
framebufferZero->setDepthbuffer(GL_RENDERBUFFER, 0);
framebufferZero->setStencilbuffer(GL_RENDERBUFFER, 0);
- if(!mHasBeenCurrent)
+ if (!mHasBeenCurrent)
{
- viewportX = 0;
- viewportY = 0;
- viewportWidth = surface->getWidth();
- viewportHeight = surface->getHeight();
+ mState.viewportX = 0;
+ mState.viewportY = 0;
+ mState.viewportWidth = surface->getWidth();
+ mState.viewportHeight = surface->getHeight();
- scissorX = 0;
- scissorY = 0;
- scissorWidth = surface->getWidth();
- scissorHeight = surface->getHeight();
+ mState.scissorX = 0;
+ mState.scissorY = 0;
+ mState.scissorWidth = surface->getWidth();
+ mState.scissorHeight = surface->getHeight();
mHasBeenCurrent = true;
}
@@ -276,20 +276,314 @@
void Context::setClearColor(float red, float green, float blue, float alpha)
{
- colorClearValue.red = red;
- colorClearValue.green = green;
- colorClearValue.blue = blue;
- colorClearValue.alpha = alpha;
+ mState.colorClearValue.red = red;
+ mState.colorClearValue.green = green;
+ mState.colorClearValue.blue = blue;
+ mState.colorClearValue.alpha = alpha;
}
void Context::setClearDepth(float depth)
{
- depthClearValue = depth;
+ mState.depthClearValue = depth;
}
void Context::setClearStencil(int stencil)
{
- stencilClearValue = stencil;
+ mState.stencilClearValue = stencil;
+}
+
+void Context::setCullFace(bool enabled)
+{
+ mState.cullFace = enabled;
+}
+
+bool Context::isCullFaceEnabled() const
+{
+ return mState.cullFace;
+}
+
+void Context::setCullMode(GLenum mode)
+{
+ mState.cullMode = mode;
+}
+
+void Context::setFrontFace(GLenum front)
+{
+ mState.frontFace = front;
+}
+
+void Context::setDepthTest(bool enabled)
+{
+ mState.depthTest = enabled;
+}
+
+bool Context::isDepthTestEnabled() const
+{
+ return mState.depthTest;
+}
+
+void Context::setDepthFunc(GLenum depthFunc)
+{
+ mState.depthFunc = depthFunc;
+}
+
+void Context::setDepthRange(float zNear, float zFar)
+{
+ mState.zNear = zNear;
+ mState.zFar = zFar;
+}
+
+void Context::setBlend(bool enabled)
+{
+ mState.blend = enabled;
+}
+
+bool Context::isBlendEnabled() const
+{
+ return mState.blend;
+}
+
+void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
+{
+ mState.sourceBlendRGB = sourceRGB;
+ mState.destBlendRGB = destRGB;
+ mState.sourceBlendAlpha = sourceAlpha;
+ mState.destBlendAlpha = destAlpha;
+}
+
+void Context::setBlendColor(float red, float green, float blue, float alpha)
+{
+ mState.blendColor.red = red;
+ mState.blendColor.green = green;
+ mState.blendColor.blue = blue;
+ mState.blendColor.alpha = alpha;
+}
+
+void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
+{
+ mState.blendEquationRGB = rgbEquation;
+ mState.blendEquationAlpha = alphaEquation;
+}
+
+void Context::setStencilTest(bool enabled)
+{
+ mState.stencilTest = enabled;
+}
+
+bool Context::isStencilTestEnabled() const
+{
+ return mState.stencilTest;
+}
+
+void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
+{
+ mState.stencilFunc = stencilFunc;
+ mState.stencilRef = stencilRef;
+ mState.stencilMask = stencilMask;
+}
+
+void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
+{
+ mState.stencilBackFunc = stencilBackFunc;
+ mState.stencilBackRef = stencilBackRef;
+ mState.stencilBackMask = stencilBackMask;
+}
+
+void Context::setStencilWritemask(GLuint stencilWritemask)
+{
+ mState.stencilWritemask = stencilWritemask;
+}
+
+void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
+{
+ mState.stencilBackWritemask = stencilBackWritemask;
+}
+
+void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
+{
+ mState.stencilFail = stencilFail;
+ mState.stencilPassDepthFail = stencilPassDepthFail;
+ mState.stencilPassDepthPass = stencilPassDepthPass;
+}
+
+void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
+{
+ mState.stencilBackFail = stencilBackFail;
+ mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
+ mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
+}
+
+void Context::setPolygonOffsetFill(bool enabled)
+{
+ mState.polygonOffsetFill = enabled;
+}
+
+bool Context::isPolygonOffsetFillEnabled() const
+{
+ return mState.polygonOffsetFill;
+}
+
+void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
+{
+ mState.polygonOffsetFactor = factor;
+ mState.polygonOffsetUnits = units;
+}
+
+void Context::setSampleAlphaToCoverage(bool enabled)
+{
+ mState.sampleAlphaToCoverage = enabled;
+}
+
+bool Context::isSampleAlphaToCoverageEnabled() const
+{
+ return mState.sampleAlphaToCoverage;
+}
+
+void Context::setSampleCoverage(bool enabled)
+{
+ mState.sampleCoverage = enabled;
+}
+
+bool Context::isSampleCoverageEnabled() const
+{
+ return mState.sampleCoverage;
+}
+
+void Context::setSampleCoverageParams(GLclampf value, GLboolean invert)
+{
+ mState.sampleCoverageValue = value;
+ mState.sampleCoverageInvert = invert;
+}
+
+void Context::setScissorTest(bool enabled)
+{
+ mState.scissorTest = enabled;
+}
+
+bool Context::isScissorTestEnabled() const
+{
+ return mState.scissorTest;
+}
+
+void Context::setDither(bool enabled)
+{
+ mState.dither = enabled;
+}
+
+bool Context::isDitherEnabled() const
+{
+ return mState.dither;
+}
+
+void Context::setLineWidth(GLfloat width)
+{
+ mState.lineWidth = width;
+}
+
+void Context::setGenerateMipmapHint(GLenum hint)
+{
+ mState.generateMipmapHint = hint;
+}
+
+void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ mState.viewportX = x;
+ mState.viewportY = y;
+ mState.viewportWidth = width;
+ mState.viewportHeight = height;
+}
+
+void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ mState.scissorX = x;
+ mState.scissorY = y;
+ mState.scissorWidth = width;
+ mState.scissorHeight = height;
+}
+
+void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
+{
+ mState.colorMaskRed = red;
+ mState.colorMaskGreen = green;
+ mState.colorMaskBlue = blue;
+ mState.colorMaskAlpha = alpha;
+}
+
+void Context::setDepthMask(bool mask)
+{
+ mState.depthMask = mask;
+}
+
+void Context::setActiveSampler(int active)
+{
+ mState.activeSampler = active;
+}
+
+GLuint Context::getFramebufferHandle() const
+{
+ return mState.framebuffer;
+}
+
+GLuint Context::getRenderbufferHandle() const
+{
+ return mState.renderbuffer;
+}
+
+GLuint Context::getArrayBufferHandle() const
+{
+ return mState.arrayBuffer;
+}
+
+void Context::setVertexAttribEnabled(unsigned int attribNum, bool enabled)
+{
+ mState.vertexAttribute[attribNum].mEnabled = enabled;
+}
+
+const AttributeState &Context::getVertexAttribState(unsigned int attribNum)
+{
+ return mState.vertexAttribute[attribNum];
+}
+
+void Context::setVertexAttribState(unsigned int attribNum, GLuint boundBuffer, GLint size, GLenum type, bool normalized,
+ GLsizei stride, const void *pointer)
+{
+ mState.vertexAttribute[attribNum].mBoundBuffer = boundBuffer;
+ mState.vertexAttribute[attribNum].mSize = size;
+ mState.vertexAttribute[attribNum].mType = type;
+ mState.vertexAttribute[attribNum].mNormalized = normalized;
+ mState.vertexAttribute[attribNum].mStride = stride;
+ mState.vertexAttribute[attribNum].mPointer = pointer;
+}
+
+const void *Context::getVertexAttribPointer(unsigned int attribNum) const
+{
+ return mState.vertexAttribute[attribNum].mPointer;
+}
+
+// returns entire set of attributes as a block
+const AttributeState *Context::getVertexAttribBlock()
+{
+ return mState.vertexAttribute;
+}
+
+void Context::setPackAlignment(GLint alignment)
+{
+ mState.packAlignment = alignment;
+}
+
+GLint Context::getPackAlignment() const
+{
+ return mState.packAlignment;
+}
+
+void Context::setUnpackAlignment(GLint alignment)
+{
+ mState.unpackAlignment = alignment;
+}
+
+GLint Context::getUnpackAlignment() const
+{
+ return mState.unpackAlignment;
}
// Returns an unused buffer name
@@ -427,7 +721,7 @@
if (programObject != mProgramMap.end())
{
- if (program != currentProgram)
+ if (program != mState.currentProgram)
{
delete programObject->second;
mProgramMap.erase(programObject);
@@ -489,7 +783,7 @@
mBufferMap[buffer] = new Buffer(mBufferBackEnd);
}
- arrayBuffer = buffer;
+ mState.arrayBuffer = buffer;
}
void Context::bindElementArrayBuffer(unsigned int buffer)
@@ -499,7 +793,7 @@
mBufferMap[buffer] = new Buffer(mBufferBackEnd);
}
- elementArrayBuffer = buffer;
+ mState.elementArrayBuffer = buffer;
}
void Context::bindTexture2D(GLuint texture)
@@ -509,9 +803,9 @@
mTextureMap[texture] = new Texture2D(this);
}
- texture2D = texture;
+ mState.texture2D = texture;
- samplerTexture[SAMPLER_2D][activeSampler] = texture;
+ mState.samplerTexture[SAMPLER_2D][mState.activeSampler] = texture;
}
void Context::bindTextureCubeMap(GLuint texture)
@@ -521,9 +815,9 @@
mTextureMap[texture] = new TextureCubeMap(this);
}
- textureCubeMap = texture;
+ mState.textureCubeMap = texture;
- samplerTexture[SAMPLER_CUBE][activeSampler] = texture;
+ mState.samplerTexture[SAMPLER_CUBE][mState.activeSampler] = texture;
}
void Context::bindFramebuffer(GLuint framebuffer)
@@ -533,7 +827,7 @@
mFramebufferMap[framebuffer] = new Framebuffer();
}
- this->framebuffer = framebuffer;
+ mState.framebuffer = framebuffer;
}
void Context::bindRenderbuffer(GLuint renderbuffer)
@@ -543,15 +837,15 @@
mRenderbufferMap[renderbuffer] = new Renderbuffer();
}
- this->renderbuffer = renderbuffer;
+ mState.renderbuffer = renderbuffer;
}
void Context::useProgram(GLuint program)
{
Program *programObject = getCurrentProgram();
- GLuint priorProgram = currentProgram;
- currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
+ GLuint priorProgram = mState.currentProgram;
+ mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
if (programObject && programObject->isFlaggedForDeletion())
{
@@ -585,8 +879,8 @@
void Context::setRenderbuffer(Renderbuffer *buffer)
{
- delete mRenderbufferMap[renderbuffer];
- mRenderbufferMap[renderbuffer] = buffer;
+ delete mRenderbufferMap[mState.renderbuffer];
+ mRenderbufferMap[mState.renderbuffer] = buffer;
}
Buffer *Context::getBuffer(unsigned int handle)
@@ -734,42 +1028,42 @@
Buffer *Context::getArrayBuffer()
{
- return getBuffer(arrayBuffer);
+ return getBuffer(mState.arrayBuffer);
}
Buffer *Context::getElementArrayBuffer()
{
- return getBuffer(elementArrayBuffer);
+ return getBuffer(mState.elementArrayBuffer);
}
Program *Context::getCurrentProgram()
{
- return getProgram(currentProgram);
+ return getProgram(mState.currentProgram);
}
Texture2D *Context::getTexture2D()
{
- if (texture2D == 0) // Special case: 0 refers to different initial textures based on the target
+ if (mState.texture2D == 0) // Special case: 0 refers to different initial textures based on the target
{
return mTexture2DZero;
}
- return (Texture2D*)getTexture(texture2D);
+ return (Texture2D*)getTexture(mState.texture2D);
}
TextureCubeMap *Context::getTextureCubeMap()
{
- if (textureCubeMap == 0) // Special case: 0 refers to different initial textures based on the target
+ if (mState.textureCubeMap == 0) // Special case: 0 refers to different initial textures based on the target
{
return mTextureCubeMapZero;
}
- return (TextureCubeMap*)getTexture(textureCubeMap);
+ return (TextureCubeMap*)getTexture(mState.textureCubeMap);
}
Texture *Context::getSamplerTexture(unsigned int sampler, SamplerType type)
{
- GLuint texid = samplerTexture[type][sampler];
+ GLuint texid = mState.samplerTexture[type][sampler];
if (texid == 0)
{
@@ -786,31 +1080,31 @@
Framebuffer *Context::getFramebuffer()
{
- return getFramebuffer(framebuffer);
+ return getFramebuffer(mState.framebuffer);
}
bool Context::getBooleanv(GLenum pname, GLboolean *params)
{
switch (pname)
{
- case GL_SHADER_COMPILER: *params = GL_TRUE; break;
- case GL_SAMPLE_COVERAGE_INVERT: *params = sampleCoverageInvert; break;
- case GL_DEPTH_WRITEMASK: *params = depthMask; break;
+ case GL_SHADER_COMPILER: *params = GL_TRUE; break;
+ case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
+ case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
case GL_COLOR_WRITEMASK:
- params[0] = colorMaskRed;
- params[1] = colorMaskGreen;
- params[2] = colorMaskBlue;
- params[3] = colorMaskAlpha;
+ params[0] = mState.colorMaskRed;
+ params[1] = mState.colorMaskGreen;
+ params[2] = mState.colorMaskBlue;
+ params[3] = mState.colorMaskAlpha;
break;
- case GL_CULL_FACE: *params = cullFace;
- case GL_POLYGON_OFFSET_FILL: *params = polygonOffsetFill;
- case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = sampleAlphaToCoverage;
- case GL_SAMPLE_COVERAGE: *params = sampleCoverage;
- case GL_SCISSOR_TEST: *params = scissorTest;
- case GL_STENCIL_TEST: *params = stencilTest;
- case GL_DEPTH_TEST: *params = depthTest;
- case GL_BLEND: *params = blend;
- case GL_DITHER: *params = dither;
+ case GL_CULL_FACE: *params = mState.cullFace;
+ case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage;
+ case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage;
+ case GL_SCISSOR_TEST: *params = mState.scissorTest;
+ case GL_STENCIL_TEST: *params = mState.stencilTest;
+ case GL_DEPTH_TEST: *params = mState.depthTest;
+ case GL_BLEND: *params = mState.blend;
+ case GL_DITHER: *params = mState.dither;
default:
return false;
}
@@ -826,11 +1120,11 @@
// case, this should make no difference to the calling application.
switch (pname)
{
- case GL_LINE_WIDTH: *params = lineWidth; break;
- case GL_SAMPLE_COVERAGE_VALUE: *params = sampleCoverageValue; break;
- case GL_DEPTH_CLEAR_VALUE: *params = depthClearValue; break;
- case GL_POLYGON_OFFSET_FACTOR: *params = polygonOffsetFactor; break;
- case GL_POLYGON_OFFSET_UNITS: *params = polygonOffsetUnits; break;
+ case GL_LINE_WIDTH: *params = mState.lineWidth; break;
+ case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
+ case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
+ case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
+ case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
case GL_ALIASED_LINE_WIDTH_RANGE:
params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
@@ -840,20 +1134,20 @@
params[1] = gl::ALIASED_POINT_SIZE_RANGE_MAX;
break;
case GL_DEPTH_RANGE:
- params[0] = zNear;
- params[1] = zFar;
+ params[0] = mState.zNear;
+ params[1] = mState.zFar;
break;
case GL_COLOR_CLEAR_VALUE:
- params[0] = colorClearValue.red;
- params[1] = colorClearValue.green;
- params[2] = colorClearValue.blue;
- params[3] = colorClearValue.alpha;
+ params[0] = mState.colorClearValue.red;
+ params[1] = mState.colorClearValue.green;
+ params[2] = mState.colorClearValue.blue;
+ params[3] = mState.colorClearValue.alpha;
break;
case GL_BLEND_COLOR:
- params[0] = blendColor.red;
- params[1] = blendColor.green;
- params[2] = blendColor.blue;
- params[3] = blendColor.alpha;
+ params[0] = mState.blendColor.red;
+ params[1] = mState.blendColor.green;
+ params[2] = mState.blendColor.blue;
+ params[3] = mState.blendColor.alpha;
break;
default:
return false;
@@ -883,37 +1177,37 @@
case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break;
case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ break;
case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
- case GL_ARRAY_BUFFER_BINDING: *params = arrayBuffer; break;
- case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = elementArrayBuffer; break;
- case GL_FRAMEBUFFER_BINDING: *params = framebuffer; break;
- case GL_RENDERBUFFER_BINDING: *params = renderbuffer; break;
- case GL_CURRENT_PROGRAM: *params = currentProgram; break;
- case GL_PACK_ALIGNMENT: *params = packAlignment; break;
- case GL_UNPACK_ALIGNMENT: *params = unpackAlignment; break;
- case GL_GENERATE_MIPMAP_HINT: *params = generateMipmapHint; break;
- case GL_ACTIVE_TEXTURE: *params = activeSampler; break;
- case GL_STENCIL_FUNC: *params = stencilFunc; break;
- case GL_STENCIL_REF: *params = stencilRef; break;
- case GL_STENCIL_VALUE_MASK: *params = stencilMask; break;
- case GL_STENCIL_BACK_FUNC: *params = stencilBackFunc; break;
- case GL_STENCIL_BACK_REF: *params = stencilBackRef; break;
- case GL_STENCIL_BACK_VALUE_MASK: *params = stencilBackMask; break;
- case GL_STENCIL_FAIL: *params = stencilFail; break;
- case GL_STENCIL_PASS_DEPTH_FAIL: *params = stencilPassDepthFail; break;
- case GL_STENCIL_PASS_DEPTH_PASS: *params = stencilPassDepthPass; break;
- case GL_STENCIL_BACK_FAIL: *params = stencilBackFail; break;
- case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = stencilBackPassDepthFail; break;
- case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = stencilBackPassDepthPass; break;
- case GL_DEPTH_FUNC: *params = depthFunc; break;
- case GL_BLEND_SRC_RGB: *params = sourceBlendRGB; break;
- case GL_BLEND_SRC_ALPHA: *params = sourceBlendAlpha; break;
- case GL_BLEND_DST_RGB: *params = destBlendRGB; break;
- case GL_BLEND_DST_ALPHA: *params = destBlendAlpha; break;
- case GL_BLEND_EQUATION_RGB: *params = blendEquationRGB; break;
- case GL_BLEND_EQUATION_ALPHA: *params = blendEquationAlpha; break;
- case GL_STENCIL_WRITEMASK: *params = stencilWritemask; break;
- case GL_STENCIL_BACK_WRITEMASK: *params = stencilBackWritemask; break;
- case GL_STENCIL_CLEAR_VALUE: *params = stencilClearValue; break;
+ case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer; break;
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer; break;
+ case GL_FRAMEBUFFER_BINDING: *params = mState.framebuffer; break;
+ case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer; break;
+ case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
+ case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
+ case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
+ case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
+ case GL_ACTIVE_TEXTURE: *params = mState.activeSampler; break;
+ case GL_STENCIL_FUNC: *params = mState.stencilFunc; break;
+ case GL_STENCIL_REF: *params = mState.stencilRef; break;
+ case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break;
+ case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break;
+ case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
+ case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break;
+ case GL_STENCIL_FAIL: *params = mState.stencilFail; break;
+ case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
+ case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;
+ case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break;
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break;
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break;
+ case GL_DEPTH_FUNC: *params = mState.depthFunc; break;
+ case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break;
+ case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break;
+ case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break;
+ case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break;
+ case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break;
+ case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break;
+ case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break;
+ case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break;
+ case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
case GL_SUBPIXEL_BITS: *params = 4; break;
case GL_MAX_TEXTURE_SIZE: *params = gl::MAX_TEXTURE_SIZE; break;
case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = gl::MAX_CUBE_MAP_TEXTURE_SIZE; break;
@@ -929,19 +1223,19 @@
}
break;
case GL_VIEWPORT:
- params[0] = viewportX;
- params[1] = viewportY;
- params[2] = viewportWidth;
- params[3] = viewportHeight;
+ params[0] = mState.viewportX;
+ params[1] = mState.viewportY;
+ params[2] = mState.viewportWidth;
+ params[3] = mState.viewportHeight;
break;
case GL_SCISSOR_BOX:
- params[0] = scissorX;
- params[1] = scissorY;
- params[2] = scissorWidth;
- params[3] = scissorHeight;
+ params[0] = mState.scissorX;
+ params[1] = mState.scissorY;
+ params[2] = mState.scissorWidth;
+ params[3] = mState.scissorHeight;
break;
- case GL_CULL_FACE_MODE: *params = cullMode; break;
- case GL_FRONT_FACE: *params = frontFace; break;
+ case GL_CULL_FACE_MODE: *params = mState.cullMode; break;
+ case GL_FRONT_FACE: *params = mState.frontFace; break;
case GL_RED_BITS:
case GL_GREEN_BITS:
case GL_BLUE_BITS:
@@ -998,24 +1292,24 @@
break;
case GL_TEXTURE_BINDING_2D:
{
- if (activeSampler < 0 || activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
+ if (mState.activeSampler < 0 || mState.activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
{
error(GL_INVALID_OPERATION);
return false;
}
- *params = samplerTexture[SAMPLER_2D][activeSampler];
+ *params = mState.samplerTexture[SAMPLER_2D][mState.activeSampler];
}
break;
case GL_TEXTURE_BINDING_CUBE_MAP:
{
- if (activeSampler < 0 || activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
+ if (mState.activeSampler < 0 || mState.activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
{
error(GL_INVALID_OPERATION);
return false;
}
- *params = samplerTexture[SAMPLER_CUBE][activeSampler];
+ *params = mState.samplerTexture[SAMPLER_CUBE][mState.activeSampler];
}
break;
default:
@@ -1207,22 +1501,22 @@
}
else
{
- viewport.X = std::max(viewportX, 0);
- viewport.Y = std::max(viewportY, 0);
- viewport.Width = std::min(viewportWidth, (int)desc.Width - (int)viewport.X);
- viewport.Height = std::min(viewportHeight, (int)desc.Height - (int)viewport.Y);
- viewport.MinZ = clamp01(zNear);
- viewport.MaxZ = clamp01(zFar);
+ viewport.X = std::max(mState.viewportX, 0);
+ viewport.Y = std::max(mState.viewportY, 0);
+ viewport.Width = std::min(mState.viewportWidth, (int)desc.Width - (int)viewport.X);
+ viewport.Height = std::min(mState.viewportHeight, (int)desc.Height - (int)viewport.Y);
+ viewport.MinZ = clamp01(mState.zNear);
+ viewport.MaxZ = clamp01(mState.zFar);
}
device->SetViewport(&viewport);
- if (scissorTest)
+ if (mState.scissorTest)
{
- RECT rect = {scissorX,
- scissorY,
- scissorX + scissorWidth,
- scissorY + scissorHeight};
+ RECT rect = {mState.scissorX,
+ mState.scissorY,
+ mState.scissorX + mState.scissorWidth,
+ mState.scissorY + mState.scissorHeight};
device->SetScissorRect(&rect);
device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
@@ -1232,7 +1526,7 @@
device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
}
- if (currentProgram)
+ if (mState.currentProgram)
{
Program *programObject = getCurrentProgram();
@@ -1241,21 +1535,23 @@
programObject->setUniform2fv(halfPixelSize, 1, (GLfloat*)&xy);
GLint window = programObject->getUniformLocation("dx_Window");
- GLfloat whxy[4] = {viewportWidth / 2.0f, viewportHeight / 2.0f, (float)viewportX + viewportWidth / 2.0f, (float)viewportY + viewportHeight / 2.0f};
+ GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f,
+ (float)mState.viewportX + mState.viewportWidth / 2.0f,
+ (float)mState.viewportY + mState.viewportHeight / 2.0f};
programObject->setUniform4fv(window, 1, (GLfloat*)&whxy);
GLint depth = programObject->getUniformLocation("dx_Depth");
- GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
+ GLfloat dz[2] = {(mState.zFar - mState.zNear) / 2.0f, (mState.zNear + mState.zFar) / 2.0f};
programObject->setUniform2fv(depth, 1, (GLfloat*)&dz);
GLint near = programObject->getUniformLocation("gl_DepthRange.near");
- programObject->setUniform1fv(near, 1, &zNear);
+ programObject->setUniform1fv(near, 1, &mState.zNear);
GLint far = programObject->getUniformLocation("gl_DepthRange.far");
- programObject->setUniform1fv(far, 1, &zFar);
+ programObject->setUniform1fv(far, 1, &mState.zFar);
GLint diff = programObject->getUniformLocation("gl_DepthRange.diff");
- GLfloat zDiff = zFar - zNear;
+ GLfloat zDiff = mState.zFar - mState.zNear;
programObject->setUniform1fv(diff, 1, &zDiff);
}
@@ -1269,60 +1565,62 @@
Program *programObject = getCurrentProgram();
GLint frontCCW = programObject->getUniformLocation("dx_FrontCCW");
- GLint ccw = (frontFace == GL_CCW);
+ GLint ccw = (mState.frontFace == GL_CCW);
programObject->setUniform1iv(frontCCW, 1, &ccw);
GLint pointsOrLines = programObject->getUniformLocation("dx_PointsOrLines");
GLint alwaysFront = !isTriangleMode(drawMode);
programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);
- if (cullFace)
+ if (mState.cullFace)
{
- device->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(cullMode, frontFace));
+ device->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace));
}
else
{
device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
}
- if (depthTest)
+ if (mState.depthTest)
{
device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
- device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(depthFunc));
+ device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
}
else
{
device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
- if (blend)
+ if (mState.blend)
{
device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
- if (sourceBlendRGB != GL_CONSTANT_ALPHA && sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
- destBlendRGB != GL_CONSTANT_ALPHA && destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
+ if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
+ mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
{
- device->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(blendColor));
+ device->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
}
else
{
- device->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(blendColor.alpha),
- unorm<8>(blendColor.alpha),
- unorm<8>(blendColor.alpha),
- unorm<8>(blendColor.alpha)));
+ device->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
+ unorm<8>(mState.blendColor.alpha),
+ unorm<8>(mState.blendColor.alpha),
+ unorm<8>(mState.blendColor.alpha)));
}
- device->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(sourceBlendRGB));
- device->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(destBlendRGB));
- device->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(blendEquationRGB));
+ device->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
+ device->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
+ device->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
- if (sourceBlendRGB != sourceBlendAlpha || destBlendRGB != destBlendAlpha || blendEquationRGB != blendEquationAlpha)
+ if (mState.sourceBlendRGB != mState.sourceBlendAlpha ||
+ mState.destBlendRGB != mState.destBlendAlpha ||
+ mState.blendEquationRGB != mState.blendEquationAlpha)
{
device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
- device->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(sourceBlendAlpha));
- device->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(destBlendAlpha));
- device->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(blendEquationAlpha));
+ device->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
+ device->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
+ device->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
}
else
@@ -1335,7 +1633,7 @@
device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
}
- if (stencilTest)
+ if (mState.stencilTest)
{
device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
@@ -1344,47 +1642,58 @@
const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
- if(stencilWritemask != stencilBackWritemask || stencilRef != stencilBackRef || stencilMask != stencilBackMask)
+ if (mState.stencilWritemask != mState.stencilBackWritemask ||
+ mState.stencilRef != mState.stencilBackRef ||
+ mState.stencilMask != mState.stencilBackMask)
{
ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
return error(GL_INVALID_OPERATION);
}
- device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, stencilWritemask);
- device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, es2dx::ConvertComparison(stencilFunc));
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
+ es2dx::ConvertComparison(mState.stencilFunc));
- device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, stencilRef); // FIXME: Clamp to range
- device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, stencilMask);
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, mState.stencilRef); // FIXME: Clamp to range
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
- device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, es2dx::ConvertStencilOp(stencilFail));
- device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, es2dx::ConvertStencilOp(stencilPassDepthFail));
- device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, es2dx::ConvertStencilOp(stencilPassDepthPass));
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ es2dx::ConvertStencilOp(mState.stencilFail));
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
+ device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
- device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, stencilBackWritemask);
- device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, es2dx::ConvertComparison(stencilBackFunc));
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
+ es2dx::ConvertComparison(mState.stencilBackFunc));
- device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, stencilBackRef); // FIXME: Clamp to range
- device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, stencilBackMask);
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, mState.stencilBackRef); // FIXME: Clamp to range
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
- device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, es2dx::ConvertStencilOp(stencilBackFail));
- device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, es2dx::ConvertStencilOp(stencilBackPassDepthFail));
- device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, es2dx::ConvertStencilOp(stencilBackPassDepthPass));
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ es2dx::ConvertStencilOp(mState.stencilBackFail));
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
+ device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
}
else
{
device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
}
- device->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(colorMaskRed, colorMaskGreen, colorMaskBlue, colorMaskAlpha));
- device->SetRenderState(D3DRS_ZWRITEENABLE, depthMask ? TRUE : FALSE);
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
+ mState.colorMaskBlue, mState.colorMaskAlpha));
+ device->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
- if (polygonOffsetFill)
+ if (mState.polygonOffsetFill)
{
gl::Depthbuffer *depthbuffer = getFramebuffer()->getDepthbuffer();
if (depthbuffer)
{
- device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&polygonOffsetFactor));
- float depthBias = ldexp(polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
+ device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
+ float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
device->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
}
}
@@ -1396,18 +1705,18 @@
if (mConfig->mMultiSample != 0)
{
- if (sampleAlphaToCoverage)
+ if (mState.sampleAlphaToCoverage)
{
FIXME("Sample alpha to coverage is unimplemented.");
}
- if (sampleCoverage)
+ if (mState.sampleCoverage)
{
FIXME("Sample coverage is unimplemented.");
}
}
- device->SetRenderState(D3DRS_DITHERENABLE, dither ? TRUE : FALSE);
+ device->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
}
// Fill in the semanticIndex field of the array of TranslatedAttributes based on the active GLSL program.
@@ -1428,9 +1737,9 @@
// Handle these cases here and return a pointer to the index data.
const Index *Context::adjustIndexPointer(const void *indices)
{
- if (elementArrayBuffer)
+ if (mState.elementArrayBuffer)
{
- Buffer *buffer = getBuffer(elementArrayBuffer);
+ Buffer *buffer = getBuffer(mState.elementArrayBuffer);
return reinterpret_cast<const Index*>(static_cast<unsigned char*>(buffer->data()) + reinterpret_cast<GLsizei>(indices));
}
else
@@ -1464,7 +1773,7 @@
// Applies the indices and element array bindings to the Direct3D 9 device
TranslatedIndexData Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type)
{
- TranslatedIndexData indexInfo = mIndexDataManager->preRenderValidate(mode, type, count, getBuffer(elementArrayBuffer), indices);
+ TranslatedIndexData indexInfo = mIndexDataManager->preRenderValidate(mode, type, count, getBuffer(mState.elementArrayBuffer), indices);
mBufferBackEnd->setupIndicesPreDraw(indexInfo);
return indexInfo;
}
@@ -1589,7 +1898,7 @@
unsigned char *dest = (unsigned char*)pixels;
unsigned short *dest16 = (unsigned short*)pixels;
- GLsizei outputPitch = ComputePitch(width, format, type, packAlignment);
+ GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
for (int j = 0; j < rect.bottom - rect.top; j++)
{
@@ -1717,7 +2026,7 @@
if (mask & GL_DEPTH_BUFFER_BIT)
{
mask &= ~GL_DEPTH_BUFFER_BIT;
- if (depthMask)
+ if (mState.depthMask)
{
flags |= D3DCLEAR_ZBUFFER;
}
@@ -1750,22 +2059,25 @@
applyRenderTarget(true); // Clips the clear to the scissor rectangle but not the viewport
- D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(colorClearValue.alpha), unorm<8>(colorClearValue.red), unorm<8>(colorClearValue.green), unorm<8>(colorClearValue.blue));
- float depth = clamp01(depthClearValue);
- int stencil = stencilClearValue & 0x000000FF;
+ D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha),
+ unorm<8>(mState.colorClearValue.red),
+ unorm<8>(mState.colorClearValue.green),
+ unorm<8>(mState.colorClearValue.blue));
+ float depth = clamp01(mState.depthClearValue);
+ int stencil = mState.stencilClearValue & 0x000000FF;
IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
D3DSURFACE_DESC desc;
renderTarget->GetDesc(&desc);
- bool alphaUnmasked = (es2dx::GetAlphaSize(desc.Format) == 0) || colorMaskAlpha;
+ bool alphaUnmasked = (es2dx::GetAlphaSize(desc.Format) == 0) || mState.colorMaskAlpha;
const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
- (stencilWritemask & stencilUnmasked) != stencilUnmasked;
+ (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
- !(colorMaskRed && colorMaskGreen &&
- colorMaskBlue && alphaUnmasked);
+ !(mState.colorMaskRed && mState.colorMaskGreen &&
+ mState.colorMaskBlue && alphaUnmasked);
if (needMaskedColorClear || needMaskedStencilClear)
{
@@ -1780,10 +2092,10 @@
if (flags & D3DCLEAR_TARGET)
{
- device->SetRenderState(D3DRS_COLORWRITEENABLE, (colorMaskRed ? D3DCOLORWRITEENABLE_RED : 0) |
- (colorMaskGreen ? D3DCOLORWRITEENABLE_GREEN : 0) |
- (colorMaskBlue ? D3DCOLORWRITEENABLE_BLUE : 0) |
- (colorMaskAlpha ? D3DCOLORWRITEENABLE_ALPHA : 0));
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, (mState.colorMaskRed ? D3DCOLORWRITEENABLE_RED : 0) |
+ (mState.colorMaskGreen ? D3DCOLORWRITEENABLE_GREEN : 0) |
+ (mState.colorMaskBlue ? D3DCOLORWRITEENABLE_BLUE : 0) |
+ (mState.colorMaskAlpha ? D3DCOLORWRITEENABLE_ALPHA : 0));
}
else
{
@@ -1796,7 +2108,7 @@
device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
device->SetRenderState(D3DRS_STENCILREF, stencil);
- device->SetRenderState(D3DRS_STENCILWRITEMASK, stencilWritemask);
+ device->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);
device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
@@ -1860,7 +2172,7 @@
void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
{
- if (!currentProgram)
+ if (!mState.currentProgram)
{
return error(GL_INVALID_OPERATION);
}
@@ -1902,12 +2214,12 @@
void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
{
- if (!currentProgram)
+ if (!mState.currentProgram)
{
return error(GL_INVALID_OPERATION);
}
- if (!indices && !elementArrayBuffer)
+ if (!indices && !mState.elementArrayBuffer)
{
return error(GL_INVALID_OPERATION);
}
@@ -2098,21 +2410,21 @@
// If a buffer object is deleted while it is bound, all bindings to that object in the current context
// (i.e. in the thread that called Delete-Buffers) are reset to zero.
- if (arrayBuffer == buffer)
+ if (mState.arrayBuffer == buffer)
{
- arrayBuffer = 0;
+ mState.arrayBuffer = 0;
}
- if (elementArrayBuffer == buffer)
+ if (mState.elementArrayBuffer == buffer)
{
- elementArrayBuffer = 0;
+ mState.elementArrayBuffer = 0;
}
for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
{
- if (vertexAttribute[attribute].mBoundBuffer == buffer)
+ if (mState.vertexAttribute[attribute].mBoundBuffer == buffer)
{
- vertexAttribute[attribute].mBoundBuffer = 0;
+ mState.vertexAttribute[attribute].mBoundBuffer = 0;
}
}
}
@@ -2127,9 +2439,9 @@
{
for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
{
- if (samplerTexture[type][sampler] == texture)
+ if (mState.samplerTexture[type][sampler] == texture)
{
- samplerTexture[type][sampler] = 0;
+ mState.samplerTexture[type][sampler] = 0;
}
}
}
@@ -2153,7 +2465,7 @@
// If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
// BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
- if (this->framebuffer == framebuffer)
+ if (mState.framebuffer == framebuffer)
{
bindFramebuffer(0);
}
@@ -2165,7 +2477,7 @@
// 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 (this->renderbuffer == renderbuffer)
+ if (mState.renderbuffer == renderbuffer)
{
bindRenderbuffer(0);
}
@@ -2229,7 +2541,7 @@
bool Context::cullSkipsDraw(GLenum drawMode)
{
- return cullFace && cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
+ return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
}
bool Context::isTriangleMode(GLenum drawMode)
@@ -2255,10 +2567,10 @@
{
ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
- vertexAttribute[index].mCurrentValue[0] = values[0];
- vertexAttribute[index].mCurrentValue[1] = values[1];
- vertexAttribute[index].mCurrentValue[2] = values[2];
- vertexAttribute[index].mCurrentValue[3] = values[3];
+ mState.vertexAttribute[index].mCurrentValue[0] = values[0];
+ mState.vertexAttribute[index].mCurrentValue[1] = values[1];
+ mState.vertexAttribute[index].mCurrentValue[2] = values[2];
+ mState.vertexAttribute[index].mCurrentValue[3] = values[3];
mVertexDataManager->dirtyCurrentValues();
}