Commit d55a0953 by Nicolas Capens

Renamed boolean state variables and setters.

Change-Id: Ied1be6434a356ec7315df9d728dc424961f44fd0 Reviewed-on: https://swiftshader-review.googlesource.com/3770Reviewed-by: 's avatarNicolas Capens <capn@google.com> Tested-by: 's avatarNicolas Capens <capn@google.com>
parent 48621bd2
...@@ -415,12 +415,12 @@ struct State ...@@ -415,12 +415,12 @@ struct State
GLclampf depthClearValue; GLclampf depthClearValue;
int stencilClearValue; int stencilClearValue;
bool cullFace; bool cullFaceEnabled;
GLenum cullMode; GLenum cullMode;
GLenum frontFace; GLenum frontFace;
bool depthTest; bool depthTestEnabled;
GLenum depthFunc; GLenum depthFunc;
bool blend; bool blendEnabled;
GLenum sourceBlendRGB; GLenum sourceBlendRGB;
GLenum destBlendRGB; GLenum destBlendRGB;
GLenum sourceBlendAlpha; GLenum sourceBlendAlpha;
...@@ -428,7 +428,7 @@ struct State ...@@ -428,7 +428,7 @@ struct State
GLenum blendEquationRGB; GLenum blendEquationRGB;
GLenum blendEquationAlpha; GLenum blendEquationAlpha;
Color blendColor; Color blendColor;
bool stencilTest; bool stencilTestEnabled;
GLenum stencilFunc; GLenum stencilFunc;
GLint stencilRef; GLint stencilRef;
GLuint stencilMask; GLuint stencilMask;
...@@ -443,16 +443,16 @@ struct State ...@@ -443,16 +443,16 @@ struct State
GLenum stencilBackPassDepthFail; GLenum stencilBackPassDepthFail;
GLenum stencilBackPassDepthPass; GLenum stencilBackPassDepthPass;
GLuint stencilBackWritemask; GLuint stencilBackWritemask;
bool polygonOffsetFill; bool polygonOffsetFillEnabled;
GLfloat polygonOffsetFactor; GLfloat polygonOffsetFactor;
GLfloat polygonOffsetUnits; GLfloat polygonOffsetUnits;
bool sampleAlphaToCoverage; bool sampleAlphaToCoverageEnabled;
bool sampleCoverage; bool sampleCoverageEnabled;
GLclampf sampleCoverageValue; GLclampf sampleCoverageValue;
bool sampleCoverageInvert; bool sampleCoverageInvert;
bool scissorTest; bool scissorTestEnabled;
bool dither; bool ditherEnabled;
bool colorLogicOp; bool colorLogicOpEnabled;
GLenum logicalOperation; GLenum logicalOperation;
GLfloat lineWidth; GLfloat lineWidth;
...@@ -510,23 +510,23 @@ public: ...@@ -510,23 +510,23 @@ public:
void setClearDepth(float depth); void setClearDepth(float depth);
void setClearStencil(int stencil); void setClearStencil(int stencil);
void setCullFace(bool enabled); void setCullFaceEnabled(bool enabled);
bool isCullFaceEnabled() const; bool isCullFaceEnabled() const;
void setCullMode(GLenum mode); void setCullMode(GLenum mode);
void setFrontFace(GLenum front); void setFrontFace(GLenum front);
void setDepthTest(bool enabled); void setDepthTestEnabled(bool enabled);
bool isDepthTestEnabled() const; bool isDepthTestEnabled() const;
void setDepthFunc(GLenum depthFunc); void setDepthFunc(GLenum depthFunc);
void setDepthRange(float zNear, float zFar); void setDepthRange(float zNear, float zFar);
void setBlend(bool enabled); void setBlendEnabled(bool enabled);
bool isBlendEnabled() const; bool isBlendEnabled() const;
void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha); void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);
void setBlendColor(float red, float green, float blue, float alpha); void setBlendColor(float red, float green, float blue, float alpha);
void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation); void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);
void setStencilTest(bool enabled); void setStencilTestEnabled(bool enabled);
bool isStencilTestEnabled() const; bool isStencilTestEnabled() const;
void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask); void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);
void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask); void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask);
...@@ -535,17 +535,17 @@ public: ...@@ -535,17 +535,17 @@ public:
void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass); void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);
void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass); void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass);
void setPolygonOffsetFill(bool enabled); void setPolygonOffsetFillEnabled(bool enabled);
bool isPolygonOffsetFillEnabled() const; bool isPolygonOffsetFillEnabled() const;
void setPolygonOffsetParams(GLfloat factor, GLfloat units); void setPolygonOffsetParams(GLfloat factor, GLfloat units);
void setSampleAlphaToCoverage(bool enabled); void setSampleAlphaToCoverageEnabled(bool enabled);
bool isSampleAlphaToCoverageEnabled() const; bool isSampleAlphaToCoverageEnabled() const;
void setSampleCoverage(bool enabled); void setSampleCoverageEnabled(bool enabled);
bool isSampleCoverageEnabled() const; bool isSampleCoverageEnabled() const;
void setSampleCoverageParams(GLclampf value, bool invert); void setSampleCoverageParams(GLclampf value, bool invert);
void setDither(bool enabled); void setDitherEnabled(bool enabled);
bool isDitherEnabled() const; bool isDitherEnabled() const;
void setLineWidth(GLfloat width); void setLineWidth(GLfloat width);
...@@ -555,7 +555,7 @@ public: ...@@ -555,7 +555,7 @@ public:
void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height); void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);
void setScissorTest(bool enabled); void setScissorTestEnabled(bool enabled);
bool isScissorTestEnabled() const; bool isScissorTestEnabled() const;
void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height); void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);
...@@ -572,7 +572,7 @@ public: ...@@ -572,7 +572,7 @@ public:
GLuint getArrayBufferName() const; GLuint getArrayBufferName() const;
void setEnableVertexAttribArray(unsigned int attribNum, bool enabled); void setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled);
const VertexAttribute &getVertexAttribState(unsigned int attribNum); const VertexAttribute &getVertexAttribState(unsigned int attribNum);
void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,
bool normalized, GLsizei stride, const void *pointer); bool normalized, GLsizei stride, const void *pointer);
...@@ -687,14 +687,14 @@ public: ...@@ -687,14 +687,14 @@ public:
void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
void ortho(double left, double right, double bottom, double top, double zNear, double zFar); // FIXME: GLdouble void ortho(double left, double right, double bottom, double top, double zNear, double zFar); // FIXME: GLdouble
void setLighting(bool enabled); void setLightingEnabled(bool enabled);
void setFog(bool enabled); void setFogEnabled(bool enabled);
void setAlphaTest(bool enabled); void setAlphaTestEnabled(bool enabled);
void alphaFunc(GLenum func, GLclampf ref); void alphaFunc(GLenum func, GLclampf ref);
void setTexture2D(bool enabled); void setTexture2DEnabled(bool enabled);
void setShadeModel(GLenum mode); void setShadeModel(GLenum mode);
void setLight(int index, bool enable); void setLightEnabled(int index, bool enable);
void setNormalizeNormals(bool enable); void setNormalizeNormalsEnabled(bool enable);
GLuint genLists(GLsizei range); GLuint genLists(GLsizei range);
void newList(GLuint list, GLenum mode); void newList(GLuint list, GLenum mode);
...@@ -716,10 +716,10 @@ public: ...@@ -716,10 +716,10 @@ public:
void position(GLfloat x, GLfloat y, GLfloat z, GLfloat w); void position(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void end(); void end();
void setColorMaterial(bool enable); void setColorMaterialEnabled(bool enable);
void setColorMaterialMode(GLenum mode); void setColorMaterialMode(GLenum mode);
void setColorLogicOpEnable(bool colorLogicOpEnabled); void setColorLogicOpEnabled(bool colorLogicOpEnabled);
bool isColorLogicOpEnabled(); bool isColorLogicOpEnabled();
void setLogicalOperation(GLenum logicalOperation); void setLogicalOperation(GLenum logicalOperation);
......
...@@ -120,7 +120,7 @@ struct Attenuation ...@@ -120,7 +120,7 @@ struct Attenuation
struct Light struct Light
{ {
bool enable; bool enabled;
Color ambient; Color ambient;
Color diffuse; Color diffuse;
Color specular; Color specular;
...@@ -207,19 +207,19 @@ struct State ...@@ -207,19 +207,19 @@ struct State
GLclampf depthClearValue; GLclampf depthClearValue;
int stencilClearValue; int stencilClearValue;
bool cullFace; bool cullFaceEnabled;
GLenum cullMode; GLenum cullMode;
GLenum frontFace; GLenum frontFace;
bool depthTest; bool depthTestEnabled;
GLenum depthFunc; GLenum depthFunc;
bool blend; bool blendEnabled;
GLenum sourceBlendRGB; GLenum sourceBlendRGB;
GLenum destBlendRGB; GLenum destBlendRGB;
GLenum sourceBlendAlpha; GLenum sourceBlendAlpha;
GLenum destBlendAlpha; GLenum destBlendAlpha;
GLenum blendEquationRGB; GLenum blendEquationRGB;
GLenum blendEquationAlpha; GLenum blendEquationAlpha;
bool stencilTest; bool stencilTestEnabled;
GLenum stencilFunc; GLenum stencilFunc;
GLint stencilRef; GLint stencilRef;
GLuint stencilMask; GLuint stencilMask;
...@@ -227,17 +227,17 @@ struct State ...@@ -227,17 +227,17 @@ struct State
GLenum stencilPassDepthFail; GLenum stencilPassDepthFail;
GLenum stencilPassDepthPass; GLenum stencilPassDepthPass;
GLuint stencilWritemask; GLuint stencilWritemask;
bool polygonOffsetFill; bool polygonOffsetFillEnabled;
GLfloat polygonOffsetFactor; GLfloat polygonOffsetFactor;
GLfloat polygonOffsetUnits; GLfloat polygonOffsetUnits;
bool sampleAlphaToCoverage; bool sampleAlphaToCoverageEnabled;
bool sampleCoverage; bool sampleCoverageEnabled;
GLclampf sampleCoverageValue; GLclampf sampleCoverageValue;
bool sampleCoverageInvert; bool sampleCoverageInvert;
bool scissorTest; bool scissorTestEnabled;
bool dither; bool ditherEnabled;
GLenum shadeModel; GLenum shadeModel;
bool colorLogicOp; bool colorLogicOpEnabled;
GLenum logicalOperation; GLenum logicalOperation;
GLfloat lineWidth; GLfloat lineWidth;
...@@ -293,46 +293,46 @@ public: ...@@ -293,46 +293,46 @@ public:
void setClearDepth(float depth); void setClearDepth(float depth);
void setClearStencil(int stencil); void setClearStencil(int stencil);
void setCullFace(bool enabled); void setCullFaceEnabled(bool enabled);
bool isCullFaceEnabled() const; bool isCullFaceEnabled() const;
void setCullMode(GLenum mode); void setCullMode(GLenum mode);
void setFrontFace(GLenum front); void setFrontFace(GLenum front);
void setDepthTest(bool enabled); void setDepthTestEnabled(bool enabled);
bool isDepthTestEnabled() const; bool isDepthTestEnabled() const;
void setDepthFunc(GLenum depthFunc); void setDepthFunc(GLenum depthFunc);
void setDepthRange(float zNear, float zFar); void setDepthRange(float zNear, float zFar);
void setAlphaTest(bool enabled); void setAlphaTestEnabled(bool enabled);
bool isAlphaTestEnabled() const; bool isAlphaTestEnabled() const;
void setAlphaFunc(GLenum alphaFunc, GLclampf reference); void setAlphaFunc(GLenum alphaFunc, GLclampf reference);
void setBlend(bool enabled); void setBlendEnabled(bool enabled);
bool isBlendEnabled() const; bool isBlendEnabled() const;
void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha); void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);
void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation); void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);
void setStencilTest(bool enabled); void setStencilTestEnabled(bool enabled);
bool isStencilTestEnabled() const; bool isStencilTestEnabled() const;
void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask); void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);
void setStencilWritemask(GLuint stencilWritemask); void setStencilWritemask(GLuint stencilWritemask);
void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass); void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);
void setPolygonOffsetFill(bool enabled); void setPolygonOffsetFillEnabled(bool enabled);
bool isPolygonOffsetFillEnabled() const; bool isPolygonOffsetFillEnabled() const;
void setPolygonOffsetParams(GLfloat factor, GLfloat units); void setPolygonOffsetParams(GLfloat factor, GLfloat units);
void setSampleAlphaToCoverage(bool enabled); void setSampleAlphaToCoverageEnabled(bool enabled);
bool isSampleAlphaToCoverageEnabled() const; bool isSampleAlphaToCoverageEnabled() const;
void setSampleCoverage(bool enabled); void setSampleCoverageEnabled(bool enabled);
bool isSampleCoverageEnabled() const; bool isSampleCoverageEnabled() const;
void setSampleCoverageParams(GLclampf value, bool invert); void setSampleCoverageParams(GLclampf value, bool invert);
void setShadeModel(GLenum mode); void setShadeModel(GLenum mode);
void setDither(bool enabled); void setDitherEnabled(bool enabled);
bool isDitherEnabled() const; bool isDitherEnabled() const;
void setLighting(bool enabled); void setLightingEnabled(bool enabled);
void setLight(int index, bool enable); void setLightEnabled(int index, bool enable);
void setLightAmbient(int index, float r, float g, float b, float a); void setLightAmbient(int index, float r, float g, float b, float a);
void setLightDiffuse(int index, float r, float g, float b, float a); void setLightDiffuse(int index, float r, float g, float b, float a);
void setLightSpecular(int index, float r, float g, float b, float a); void setLightSpecular(int index, float r, float g, float b, float a);
...@@ -349,7 +349,7 @@ public: ...@@ -349,7 +349,7 @@ public:
void setMaterialEmission(float red, float green, float blue, float alpha); void setMaterialEmission(float red, float green, float blue, float alpha);
void setMaterialShininess(float shininess); void setMaterialShininess(float shininess);
void setFog(bool enabled); void setFogEnabled(bool enabled);
void setFogMode(GLenum mode); void setFogMode(GLenum mode);
void setFogDensity(float fogDensity); void setFogDensity(float fogDensity);
void setFogStart(float fogStart); void setFogStart(float fogStart);
...@@ -386,7 +386,7 @@ public: ...@@ -386,7 +386,7 @@ public:
void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height); void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);
void setScissorTest(bool enabled); void setScissorTestEnabled(bool enabled);
bool isScissorTestEnabled() const; bool isScissorTestEnabled() const;
void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height); void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);
...@@ -400,7 +400,7 @@ public: ...@@ -400,7 +400,7 @@ public:
GLuint getArrayBufferName() const; GLuint getArrayBufferName() const;
void setEnableVertexAttribArray(unsigned int attribNum, bool enabled); void setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled);
const VertexAttribute &getVertexAttribState(unsigned int attribNum); const VertexAttribute &getVertexAttribState(unsigned int attribNum);
void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,
bool normalized, GLsizei stride, const void *pointer); bool normalized, GLsizei stride, const void *pointer);
...@@ -501,7 +501,7 @@ public: ...@@ -501,7 +501,7 @@ public:
void ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); void ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
void setClipPlane(int index, const float plane[4]); void setClipPlane(int index, const float plane[4]);
void setClipPlaneEnable(int index, bool enable); void setClipPlaneEnabled(int index, bool enable);
bool isClipPlaneEnabled(int index) const; bool isClipPlaneEnabled(int index) const;
private: private:
...@@ -534,7 +534,7 @@ private: ...@@ -534,7 +534,7 @@ private:
VertexDataManager *mVertexDataManager; VertexDataManager *mVertexDataManager;
IndexDataManager *mIndexDataManager; IndexDataManager *mIndexDataManager;
bool lighting; bool lightingEnabled;
Light light[MAX_LIGHTS]; Light light[MAX_LIGHTS];
Color globalAmbient; Color globalAmbient;
Color materialAmbient; Color materialAmbient;
...@@ -578,7 +578,7 @@ private: ...@@ -578,7 +578,7 @@ private:
int clipFlags; int clipFlags;
bool alphaTest; bool alphaTestEnabled;
GLenum alphaTestFunc; GLenum alphaTestFunc;
float alphaTestRef; float alphaTestRef;
......
...@@ -140,7 +140,7 @@ struct Color ...@@ -140,7 +140,7 @@ struct Color
// Helper structure describing a single vertex attribute // Helper structure describing a single vertex attribute
class VertexAttribute class VertexAttribute
{ {
public: public:
VertexAttribute() : mType(GL_FLOAT), mSize(0), mNormalized(false), mStride(0), mDivisor(0), mPointer(NULL), mArrayEnabled(false) VertexAttribute() : mType(GL_FLOAT), mSize(0), mNormalized(false), mStride(0), mDivisor(0), mPointer(NULL), mArrayEnabled(false)
{ {
mCurrentValue[0].f = 0.0f; mCurrentValue[0].f = 0.0f;
...@@ -245,6 +245,7 @@ class VertexAttribute ...@@ -245,6 +245,7 @@ class VertexAttribute
gl::BindingPointer<Buffer> mBoundBuffer; // Captured when glVertexAttribPointer is called. gl::BindingPointer<Buffer> mBoundBuffer; // Captured when glVertexAttribPointer is called.
bool mArrayEnabled; // From glEnable/DisableVertexAttribArray bool mArrayEnabled; // From glEnable/DisableVertexAttribArray
private: private:
union ValueUnion union ValueUnion
{ {
...@@ -254,6 +255,7 @@ private: ...@@ -254,6 +255,7 @@ private:
GLint i; GLint i;
GLuint ui; GLuint ui;
}; };
ValueUnion mCurrentValue[4]; // From glVertexAttrib ValueUnion mCurrentValue[4]; // From glVertexAttrib
ValueUnion::Type mCurrentValueType; ValueUnion::Type mCurrentValueType;
}; };
...@@ -267,12 +269,12 @@ struct State ...@@ -267,12 +269,12 @@ struct State
GLclampf depthClearValue; GLclampf depthClearValue;
int stencilClearValue; int stencilClearValue;
bool cullFace; bool cullFaceEnabled;
GLenum cullMode; GLenum cullMode;
GLenum frontFace; GLenum frontFace;
bool depthTest; bool depthTestEnabled;
GLenum depthFunc; GLenum depthFunc;
bool blend; bool blendEnabled;
GLenum sourceBlendRGB; GLenum sourceBlendRGB;
GLenum destBlendRGB; GLenum destBlendRGB;
GLenum sourceBlendAlpha; GLenum sourceBlendAlpha;
...@@ -280,7 +282,7 @@ struct State ...@@ -280,7 +282,7 @@ struct State
GLenum blendEquationRGB; GLenum blendEquationRGB;
GLenum blendEquationAlpha; GLenum blendEquationAlpha;
Color blendColor; Color blendColor;
bool stencilTest; bool stencilTestEnabled;
GLenum stencilFunc; GLenum stencilFunc;
GLint stencilRef; GLint stencilRef;
GLuint stencilMask; GLuint stencilMask;
...@@ -295,18 +297,18 @@ struct State ...@@ -295,18 +297,18 @@ struct State
GLenum stencilBackPassDepthFail; GLenum stencilBackPassDepthFail;
GLenum stencilBackPassDepthPass; GLenum stencilBackPassDepthPass;
GLuint stencilBackWritemask; GLuint stencilBackWritemask;
bool polygonOffsetFill; bool polygonOffsetFillEnabled;
GLfloat polygonOffsetFactor; GLfloat polygonOffsetFactor;
GLfloat polygonOffsetUnits; GLfloat polygonOffsetUnits;
bool sampleAlphaToCoverage; bool sampleAlphaToCoverageEnabled;
bool sampleCoverage; bool sampleCoverageEnabled;
GLclampf sampleCoverageValue; GLclampf sampleCoverageValue;
bool sampleCoverageInvert; bool sampleCoverageInvert;
bool scissorTest; bool scissorTestEnabled;
bool dither; bool ditherEnabled;
bool primitiveRestartFixedIndex; bool primitiveRestartFixedIndexEnabled;
bool rasterizerDiscard; bool rasterizerDiscardEnabled;
bool colorLogicOp; bool colorLogicOpEnabled;
GLenum logicalOperation; GLenum logicalOperation;
GLfloat lineWidth; GLfloat lineWidth;
...@@ -377,23 +379,23 @@ public: ...@@ -377,23 +379,23 @@ public:
void setClearDepth(float depth); void setClearDepth(float depth);
void setClearStencil(int stencil); void setClearStencil(int stencil);
void setCullFace(bool enabled); void setCullFaceEnabled(bool enabled);
bool isCullFaceEnabled() const; bool isCullFaceEnabled() const;
void setCullMode(GLenum mode); void setCullMode(GLenum mode);
void setFrontFace(GLenum front); void setFrontFace(GLenum front);
void setDepthTest(bool enabled); void setDepthTestEnabled(bool enabled);
bool isDepthTestEnabled() const; bool isDepthTestEnabled() const;
void setDepthFunc(GLenum depthFunc); void setDepthFunc(GLenum depthFunc);
void setDepthRange(float zNear, float zFar); void setDepthRange(float zNear, float zFar);
void setBlend(bool enabled); void setBlendEnabled(bool enabled);
bool isBlendEnabled() const; bool isBlendEnabled() const;
void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha); void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);
void setBlendColor(float red, float green, float blue, float alpha); void setBlendColor(float red, float green, float blue, float alpha);
void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation); void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);
void setStencilTest(bool enabled); void setStencilTestEnabled(bool enabled);
bool isStencilTestEnabled() const; bool isStencilTestEnabled() const;
void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask); void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);
void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask); void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask);
...@@ -402,23 +404,23 @@ public: ...@@ -402,23 +404,23 @@ public:
void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass); void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);
void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass); void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass);
void setPolygonOffsetFill(bool enabled); void setPolygonOffsetFillEnabled(bool enabled);
bool isPolygonOffsetFillEnabled() const; bool isPolygonOffsetFillEnabled() const;
void setPolygonOffsetParams(GLfloat factor, GLfloat units); void setPolygonOffsetParams(GLfloat factor, GLfloat units);
void setSampleAlphaToCoverage(bool enabled); void setSampleAlphaToCoverageEnabled(bool enabled);
bool isSampleAlphaToCoverageEnabled() const; bool isSampleAlphaToCoverageEnabled() const;
void setSampleCoverage(bool enabled); void setSampleCoverageEnabled(bool enabled);
bool isSampleCoverageEnabled() const; bool isSampleCoverageEnabled() const;
void setSampleCoverageParams(GLclampf value, bool invert); void setSampleCoverageParams(GLclampf value, bool invert);
void setDither(bool enabled); void setDitherEnabled(bool enabled);
bool isDitherEnabled() const; bool isDitherEnabled() const;
void setPrimitiveRestartFixedIndex(bool enabled); void setPrimitiveRestartFixedIndexEnabled(bool enabled);
bool isPrimitiveRestartFixedIndexEnabled() const; bool isPrimitiveRestartFixedIndexEnabled() const;
void setRasterizerDiscard(bool enabled); void setRasterizerDiscardEnabled(bool enabled);
bool isRasterizerDiscardEnabled() const; bool isRasterizerDiscardEnabled() const;
void setLineWidth(GLfloat width); void setLineWidth(GLfloat width);
...@@ -428,7 +430,7 @@ public: ...@@ -428,7 +430,7 @@ public:
void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height); void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);
void setScissorTest(bool enabled); void setScissorTestEnabled(bool enabled);
bool isScissorTestEnabled() const; bool isScissorTestEnabled() const;
void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height); void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);
...@@ -451,7 +453,7 @@ public: ...@@ -451,7 +453,7 @@ public:
GLuint getArrayBufferName() const; GLuint getArrayBufferName() const;
GLuint getElementArrayBufferName() const; GLuint getElementArrayBufferName() const;
void setEnableVertexAttribArray(unsigned int attribNum, bool enabled); void setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled);
void setVertexAttribDivisor(unsigned int attribNum, GLuint divisor); void setVertexAttribDivisor(unsigned int attribNum, GLuint divisor);
const VertexAttribute &getVertexAttribState(unsigned int attribNum) const; const VertexAttribute &getVertexAttribState(unsigned int attribNum) const;
void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,
......
...@@ -1713,17 +1713,17 @@ void Disable(GLenum cap) ...@@ -1713,17 +1713,17 @@ void Disable(GLenum cap)
{ {
switch(cap) switch(cap)
{ {
case GL_CULL_FACE: context->setCullFace(false); break; case GL_CULL_FACE: context->setCullFaceEnabled(false); break;
case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(false); break; case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFillEnabled(false); break;
case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(false); break; case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverageEnabled(false); break;
case GL_SAMPLE_COVERAGE: context->setSampleCoverage(false); break; case GL_SAMPLE_COVERAGE: context->setSampleCoverageEnabled(false); break;
case GL_SCISSOR_TEST: context->setScissorTest(false); break; case GL_SCISSOR_TEST: context->setScissorTestEnabled(false); break;
case GL_STENCIL_TEST: context->setStencilTest(false); break; case GL_STENCIL_TEST: context->setStencilTestEnabled(false); break;
case GL_DEPTH_TEST: context->setDepthTest(false); break; case GL_DEPTH_TEST: context->setDepthTestEnabled(false); break;
case GL_BLEND: context->setBlend(false); break; case GL_BLEND: context->setBlendEnabled(false); break;
case GL_DITHER: context->setDither(false); break; case GL_DITHER: context->setDitherEnabled(false); break;
case GL_PRIMITIVE_RESTART_FIXED_INDEX: context->setPrimitiveRestartFixedIndex(false); break; case GL_PRIMITIVE_RESTART_FIXED_INDEX: context->setPrimitiveRestartFixedIndexEnabled(false); break;
case GL_RASTERIZER_DISCARD: context->setRasterizerDiscard(false); break; case GL_RASTERIZER_DISCARD: context->setRasterizerDiscardEnabled(false); break;
default: default:
return error(GL_INVALID_ENUM); return error(GL_INVALID_ENUM);
} }
...@@ -1743,7 +1743,7 @@ void DisableVertexAttribArray(GLuint index) ...@@ -1743,7 +1743,7 @@ void DisableVertexAttribArray(GLuint index)
if(context) if(context)
{ {
context->setEnableVertexAttribArray(index, false); context->setVertexAttribArrayEnabled(index, false);
} }
} }
...@@ -2058,17 +2058,17 @@ void Enable(GLenum cap) ...@@ -2058,17 +2058,17 @@ void Enable(GLenum cap)
{ {
switch(cap) switch(cap)
{ {
case GL_CULL_FACE: context->setCullFace(true); break; case GL_CULL_FACE: context->setCullFaceEnabled(true); break;
case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(true); break; case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFillEnabled(true); break;
case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(true); break; case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverageEnabled(true); break;
case GL_SAMPLE_COVERAGE: context->setSampleCoverage(true); break; case GL_SAMPLE_COVERAGE: context->setSampleCoverageEnabled(true); break;
case GL_SCISSOR_TEST: context->setScissorTest(true); break; case GL_SCISSOR_TEST: context->setScissorTestEnabled(true); break;
case GL_STENCIL_TEST: context->setStencilTest(true); break; case GL_STENCIL_TEST: context->setStencilTestEnabled(true); break;
case GL_DEPTH_TEST: context->setDepthTest(true); break; case GL_DEPTH_TEST: context->setDepthTestEnabled(true); break;
case GL_BLEND: context->setBlend(true); break; case GL_BLEND: context->setBlendEnabled(true); break;
case GL_DITHER: context->setDither(true); break; case GL_DITHER: context->setDitherEnabled(true); break;
case GL_PRIMITIVE_RESTART_FIXED_INDEX: context->setPrimitiveRestartFixedIndex(true); break; case GL_PRIMITIVE_RESTART_FIXED_INDEX: context->setPrimitiveRestartFixedIndexEnabled(true); break;
case GL_RASTERIZER_DISCARD: context->setRasterizerDiscard(true); break; case GL_RASTERIZER_DISCARD: context->setRasterizerDiscardEnabled(true); break;
default: default:
return error(GL_INVALID_ENUM); return error(GL_INVALID_ENUM);
} }
...@@ -2088,7 +2088,7 @@ void EnableVertexAttribArray(GLuint index) ...@@ -2088,7 +2088,7 @@ void EnableVertexAttribArray(GLuint index)
if(context) if(context)
{ {
context->setEnableVertexAttribArray(index, true); context->setVertexAttribArrayEnabled(index, true);
} }
} }
......
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