Context now uses the new structures storing state.

TRAC #22041 Context now uses the new structures for holding rasterizer, blend, depth stencil and scissor state andcalls the new set methods on the Renderer interface to set state. Signed-off-by: Shannon Woods Signed-off-by: Daniel Koch Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1422 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 493d4f87
...@@ -154,43 +154,16 @@ struct State ...@@ -154,43 +154,16 @@ struct State
GLclampf depthClearValue; GLclampf depthClearValue;
int stencilClearValue; int stencilClearValue;
bool cullFace; RasterizerState rasterizer;
GLenum cullMode; Rectangle scissor;
GLenum frontFace;
bool depthTest; BlendState blend;
GLenum depthFunc;
bool blend;
GLenum sourceBlendRGB;
GLenum destBlendRGB;
GLenum sourceBlendAlpha;
GLenum destBlendAlpha;
GLenum blendEquationRGB;
GLenum blendEquationAlpha;
Color blendColor; Color blendColor;
bool stencilTest;
GLenum stencilFunc;
GLint stencilRef;
GLuint stencilMask;
GLenum stencilFail;
GLenum stencilPassDepthFail;
GLenum stencilPassDepthPass;
GLuint stencilWritemask;
GLenum stencilBackFunc;
GLint stencilBackRef;
GLuint stencilBackMask;
GLenum stencilBackFail;
GLenum stencilBackPassDepthFail;
GLenum stencilBackPassDepthPass;
GLuint stencilBackWritemask;
bool polygonOffsetFill;
GLfloat polygonOffsetFactor;
GLfloat polygonOffsetUnits;
bool sampleAlphaToCoverage;
bool sampleCoverage; bool sampleCoverage;
GLclampf sampleCoverageValue; GLclampf sampleCoverageValue;
bool sampleCoverageInvert; bool sampleCoverageInvert;
bool scissorTest;
bool dither; DepthStencilState depthStencil;
GLfloat lineWidth; GLfloat lineWidth;
...@@ -204,17 +177,6 @@ struct State ...@@ -204,17 +177,6 @@ struct State
float zNear; float zNear;
float zFar; float zFar;
GLint scissorX;
GLint scissorY;
GLsizei scissorWidth;
GLsizei scissorHeight;
bool colorMaskRed;
bool colorMaskGreen;
bool colorMaskBlue;
bool colorMaskAlpha;
bool depthMask;
unsigned int activeSampler; // Active texture unit selector - GL_TEXTURE0 unsigned int activeSampler; // Active texture unit selector - GL_TEXTURE0
BindingPointer<Buffer> arrayBuffer; BindingPointer<Buffer> arrayBuffer;
BindingPointer<Buffer> elementArrayBuffer; BindingPointer<Buffer> elementArrayBuffer;
......
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