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#ifndef SkGLState_DEFINED
#define SkGLState_DEFINED
#include "SkGL.h"
#include "SkSize.h"
class SkGLState {
public:
static SkGLState& GlobalState() { return gState; }
SkGLState();
void reset();
// internally, these are bit_shifts, so they must be 0, 1, ...
enum Caps {
kDITHER,
kTEXTURE_2D,
};
void enable(Caps);
void disable(Caps);
// internally, these are bit_shifts, so they must be 0, 1, ...
enum ClientState {
kTEXTURE_COORD_ARRAY,
kCOLOR_ARRAY,
};
void enableClientState(ClientState);
void disableClientState(ClientState);
// we use -1 for unknown, so the enum must be >= 0
enum ShadeModel {
kFLAT,
kSMOOTH,
};
void shadeModel(ShadeModel);
void scissor(int x, int y, int w, int h);
void color(SkColor c) {
this->pmColor(SkPreMultiplyColor(c));
}
void alpha(U8CPU a) {
this->pmColor((a << 24) | (a << 16) | (a << 8) | a);
}
void pmColor(SkPMColor);
void blendFunc(GLenum src, GLenum dst);
void pointSize(float);
void lineWidth(float);
private:
void init();
unsigned fCapBits;
unsigned fClientStateBits;
int fShadeModel;
SkIPoint fScissorLoc;
SkISize fScissorSize;
SkPMColor fPMColor;
GLenum fSrcBlend, fDstBlend;
float fPointSize;
float fLineWidth;
const GLenum* fCapsPtr;
const GLenum* fClientPtr;
const GLenum* fShadePtr;
static SkGLState gState;
};
#endif
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