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