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#pragma once
#include <cstdint>
#include <tuple>
#include <array>
#include <mbgl/gl/gl_values.hpp>
namespace mbgl {
namespace gl {
template <typename T>
class Value {
public:
void operator=(const typename T::Type& value) {
if (dirty || current != value) {
dirty = false;
current = value;
T::Set(current);
}
}
void reset() {
*this = T::Default;
}
void setDirty() {
dirty = true;
}
typename T::Type getCurrent() {
return current;
}
bool getDirty() {
return dirty;
}
private:
typename T::Type current = T::Default;
bool dirty = false;
};
class Config {
public:
void reset() {
stencilFunc.reset();
stencilMask.reset();
stencilTest.reset();
stencilOp.reset();
depthRange.reset();
depthMask.reset();
depthTest.reset();
depthFunc.reset();
blend.reset();
blendFunc.reset();
blendColor.reset();
colorMask.reset();
clearDepth.reset();
clearColor.reset();
clearStencil.reset();
program.reset();
lineWidth.reset();
activeTexture.reset();
#ifndef GL_ES_VERSION_2_0
pixelZoom.reset();
rasterPos.reset();
#endif // GL_ES_VERSION_2_0
}
void setDirty() {
stencilFunc.setDirty();
stencilMask.setDirty();
stencilTest.setDirty();
stencilOp.setDirty();
depthRange.setDirty();
depthMask.setDirty();
depthTest.setDirty();
depthFunc.setDirty();
blend.setDirty();
blendFunc.setDirty();
blendColor.setDirty();
colorMask.setDirty();
clearDepth.setDirty();
clearColor.setDirty();
clearStencil.setDirty();
program.setDirty();
lineWidth.setDirty();
activeTexture.setDirty();
#ifndef GL_ES_VERSION_2_0
pixelZoom.setDirty();
rasterPos.setDirty();
#endif // GL_ES_VERSION_2_0
}
Value<StencilFunc> stencilFunc;
Value<StencilMask> stencilMask;
Value<StencilTest> stencilTest;
Value<StencilOp> stencilOp;
Value<DepthRange> depthRange;
Value<DepthMask> depthMask;
Value<DepthTest> depthTest;
Value<DepthFunc> depthFunc;
Value<Blend> blend;
Value<BlendFunc> blendFunc;
Value<BlendColor> blendColor;
Value<ColorMask> colorMask;
Value<ClearDepth> clearDepth;
Value<ClearColor> clearColor;
Value<ClearStencil> clearStencil;
Value<Program> program;
Value<LineWidth> lineWidth;
Value<ActiveTexture> activeTexture;
#ifndef GL_ES_VERSION_2_0
Value<PixelZoom> pixelZoom;
Value<RasterPos> rasterPos;
#endif // GL_ES_VERSION_2_0
};
} // namespace gl
} // namespace mbgl
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