OSDN Git Service

Renamed boolean state variables and setters.
authorNicolas Capens <capn@google.com>
Mon, 3 Aug 2015 20:36:58 +0000 (16:36 -0400)
committerNicolas Capens <capn@google.com>
Thu, 6 Aug 2015 03:46:29 +0000 (03:46 +0000)
Change-Id: Ied1be6434a356ec7315df9d728dc424961f44fd0
Reviewed-on: https://swiftshader-review.googlesource.com/3770
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
src/OpenGL/libGL/Context.cpp
src/OpenGL/libGL/Context.h
src/OpenGL/libGL/libGL.cpp
src/OpenGL/libGLES_CM/Context.cpp
src/OpenGL/libGLES_CM/Context.h
src/OpenGL/libGLES_CM/libGLES_CM.cpp
src/OpenGL/libGLESv2/Context.cpp
src/OpenGL/libGLESv2/Context.h
src/OpenGL/libGLESv2/libGLESv2.cpp

index bd9b06d..8d0aeba 100644 (file)
@@ -56,12 +56,12 @@ Context::Context(const Context *shareContext)
     mState.depthClearValue = 1.0f;\r
     mState.stencilClearValue = 0;\r
 \r
-    mState.cullFace = false;\r
+    mState.cullFaceEnabled = false;\r
     mState.cullMode = GL_BACK;\r
     mState.frontFace = GL_CCW;\r
-    mState.depthTest = false;\r
+    mState.depthTestEnabled = false;\r
     mState.depthFunc = GL_LESS;\r
-    mState.blend = false;\r
+    mState.blendEnabled = false;\r
     mState.sourceBlendRGB = GL_ONE;\r
     mState.sourceBlendAlpha = GL_ONE;\r
     mState.destBlendRGB = GL_ZERO;\r
@@ -72,7 +72,7 @@ Context::Context(const Context *shareContext)
     mState.blendColor.green = 0;\r
     mState.blendColor.blue = 0;\r
     mState.blendColor.alpha = 0;\r
-    mState.stencilTest = false;\r
+    mState.stencilTestEnabled = false;\r
     mState.stencilFunc = GL_ALWAYS;\r
     mState.stencilRef = 0;\r
     mState.stencilMask = -1;\r
@@ -87,18 +87,18 @@ Context::Context(const Context *shareContext)
     mState.stencilBackFail = GL_KEEP;\r
     mState.stencilBackPassDepthFail = GL_KEEP;\r
     mState.stencilBackPassDepthPass = GL_KEEP;\r
-    mState.polygonOffsetFill = false;\r
+    mState.polygonOffsetFillEnabled = false;\r
     mState.polygonOffsetFactor = 0.0f;\r
     mState.polygonOffsetUnits = 0.0f;\r
-    mState.sampleAlphaToCoverage = false;\r
-    mState.sampleCoverage = false;\r
+    mState.sampleAlphaToCoverageEnabled = false;\r
+    mState.sampleCoverageEnabled = false;\r
     mState.sampleCoverageValue = 1.0f;\r
     mState.sampleCoverageInvert = false;\r
-    mState.scissorTest = false;\r
-    mState.dither = true;\r
+    mState.scissorTestEnabled = false;\r
+    mState.ditherEnabled = true;\r
     mState.generateMipmapHint = GL_DONT_CARE;\r
     mState.fragmentShaderDerivativeHint = GL_DONT_CARE;\r
-       mState.colorLogicOp = false;\r
+       mState.colorLogicOpEnabled = false;\r
        mState.logicalOperation = GL_COPY;\r
 \r
     mState.lineWidth = 1.0f;\r
@@ -339,14 +339,14 @@ void Context::setClearStencil(int stencil)
     mState.stencilClearValue = stencil;\r
 }\r
 \r
-void Context::setCullFace(bool enabled)\r
+void Context::setCullFaceEnabled(bool enabled)\r
 {\r
-    mState.cullFace = enabled;\r
+    mState.cullFaceEnabled = enabled;\r
 }\r
 \r
 bool Context::isCullFaceEnabled() const\r
 {\r
-    return mState.cullFace;\r
+    return mState.cullFaceEnabled;\r
 }\r
 \r
 void Context::setCullMode(GLenum mode)\r
@@ -363,18 +363,18 @@ void Context::setFrontFace(GLenum front)
     }\r
 }\r
 \r
-void Context::setDepthTest(bool enabled)\r
+void Context::setDepthTestEnabled(bool enabled)\r
 {\r
-    if(mState.depthTest != enabled)\r
+    if(mState.depthTestEnabled != enabled)\r
     {\r
-        mState.depthTest = enabled;\r
+        mState.depthTestEnabled = enabled;\r
         mDepthStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isDepthTestEnabled() const\r
 {\r
-    return mState.depthTest;\r
+    return mState.depthTestEnabled;\r
 }\r
 \r
 void Context::setDepthFunc(GLenum depthFunc)\r
@@ -392,18 +392,18 @@ void Context::setDepthRange(float zNear, float zFar)
     mState.zFar = zFar;\r
 }\r
 \r
-void Context::setBlend(bool enabled)\r
+void Context::setBlendEnabled(bool enabled)\r
 {\r
-    if(mState.blend != enabled)\r
+    if(mState.blendEnabled != enabled)\r
     {\r
-        mState.blend = enabled;\r
+        mState.blendEnabled = enabled;\r
         mBlendStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isBlendEnabled() const\r
 {\r
-    return mState.blend;\r
+    return mState.blendEnabled;\r
 }\r
 \r
 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)\r
@@ -447,25 +447,25 @@ void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
     }\r
 }\r
 \r
-void Context::setStencilTest(bool enabled)\r
+void Context::setStencilTestEnabled(bool enabled)\r
 {\r
-    if(mState.stencilTest != enabled)\r
+    if(mState.stencilTestEnabled != enabled)\r
     {\r
-        mState.stencilTest = enabled;\r
+        mState.stencilTestEnabled = enabled;\r
         mStencilStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isStencilTestEnabled() const\r
 {\r
-    return mState.stencilTest;\r
+    return mState.stencilTestEnabled;\r
 }\r
 \r
 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)\r
 {\r
     if(mState.stencilFunc != stencilFunc ||\r
-        mState.stencilRef != stencilRef ||\r
-        mState.stencilMask != stencilMask)\r
+       mState.stencilRef != stencilRef ||\r
+       mState.stencilMask != stencilMask)\r
     {\r
         mState.stencilFunc = stencilFunc;\r
         mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;\r
@@ -477,8 +477,8 @@ void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint sten
 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)\r
 {\r
     if(mState.stencilBackFunc != stencilBackFunc ||\r
-        mState.stencilBackRef != stencilBackRef ||\r
-        mState.stencilBackMask != stencilBackMask)\r
+       mState.stencilBackRef != stencilBackRef ||\r
+       mState.stencilBackMask != stencilBackMask)\r
     {\r
         mState.stencilBackFunc = stencilBackFunc;\r
         mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;\r
@@ -508,8 +508,8 @@ void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)\r
 {\r
     if(mState.stencilFail != stencilFail ||\r
-        mState.stencilPassDepthFail != stencilPassDepthFail ||\r
-        mState.stencilPassDepthPass != stencilPassDepthPass)\r
+       mState.stencilPassDepthFail != stencilPassDepthFail ||\r
+       mState.stencilPassDepthPass != stencilPassDepthPass)\r
     {\r
         mState.stencilFail = stencilFail;\r
         mState.stencilPassDepthFail = stencilPassDepthFail;\r
@@ -521,8 +521,8 @@ void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFa
 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)\r
 {\r
     if(mState.stencilBackFail != stencilBackFail ||\r
-        mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||\r
-        mState.stencilBackPassDepthPass != stencilBackPassDepthPass)\r
+       mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||\r
+       mState.stencilBackPassDepthPass != stencilBackPassDepthPass)\r
     {\r
         mState.stencilBackFail = stencilBackFail;\r
         mState.stencilBackPassDepthFail = stencilBackPassDepthFail;\r
@@ -531,24 +531,24 @@ void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBac
     }\r
 }\r
 \r
-void Context::setPolygonOffsetFill(bool enabled)\r
+void Context::setPolygonOffsetFillEnabled(bool enabled)\r
 {\r
-    if(mState.polygonOffsetFill != enabled)\r
+    if(mState.polygonOffsetFillEnabled != enabled)\r
     {\r
-        mState.polygonOffsetFill = enabled;\r
+        mState.polygonOffsetFillEnabled = enabled;\r
         mPolygonOffsetStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isPolygonOffsetFillEnabled() const\r
 {\r
-    return mState.polygonOffsetFill;\r
+    return mState.polygonOffsetFillEnabled;\r
 }\r
 \r
 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)\r
 {\r
     if(mState.polygonOffsetFactor != factor ||\r
-        mState.polygonOffsetUnits != units)\r
+       mState.polygonOffsetUnits != units)\r
     {\r
         mState.polygonOffsetFactor = factor;\r
         mState.polygonOffsetUnits = units;\r
@@ -556,32 +556,32 @@ void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
     }\r
 }\r
 \r
-void Context::setSampleAlphaToCoverage(bool enabled)\r
+void Context::setSampleAlphaToCoverageEnabled(bool enabled)\r
 {\r
-    if(mState.sampleAlphaToCoverage != enabled)\r
+    if(mState.sampleAlphaToCoverageEnabled != enabled)\r
     {\r
-        mState.sampleAlphaToCoverage = enabled;\r
+        mState.sampleAlphaToCoverageEnabled = enabled;\r
         mSampleStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isSampleAlphaToCoverageEnabled() const\r
 {\r
-    return mState.sampleAlphaToCoverage;\r
+    return mState.sampleAlphaToCoverageEnabled;\r
 }\r
 \r
-void Context::setSampleCoverage(bool enabled)\r
+void Context::setSampleCoverageEnabled(bool enabled)\r
 {\r
-    if(mState.sampleCoverage != enabled)\r
+    if(mState.sampleCoverageEnabled != enabled)\r
     {\r
-        mState.sampleCoverage = enabled;\r
+        mState.sampleCoverageEnabled = enabled;\r
         mSampleStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isSampleCoverageEnabled() const\r
 {\r
-    return mState.sampleCoverage;\r
+    return mState.sampleCoverageEnabled;\r
 }\r
 \r
 void Context::setSampleCoverageParams(GLclampf value, bool invert)\r
@@ -595,28 +595,28 @@ void Context::setSampleCoverageParams(GLclampf value, bool invert)
     }\r
 }\r
 \r
-void Context::setScissorTest(bool enabled)\r
+void Context::setScissorTestEnabled(bool enabled)\r
 {\r
-    mState.scissorTest = enabled;\r
+    mState.scissorTestEnabled = enabled;\r
 }\r
 \r
 bool Context::isScissorTestEnabled() const\r
 {\r
-    return mState.scissorTest;\r
+    return mState.scissorTestEnabled;\r
 }\r
 \r
-void Context::setDither(bool enabled)\r
+void Context::setDitherEnabled(bool enabled)\r
 {\r
-    if(mState.dither != enabled)\r
+    if(mState.ditherEnabled != enabled)\r
     {\r
-        mState.dither = enabled;\r
+        mState.ditherEnabled = enabled;\r
         mDitherStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isDitherEnabled() const\r
 {\r
-    return mState.dither;\r
+    return mState.ditherEnabled;\r
 }\r
 \r
 void Context::setLineWidth(GLfloat width)\r
@@ -725,7 +725,7 @@ GLuint Context::getActiveQuery(GLenum target) const
        return 0;\r
 }\r
 \r
-void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)\r
+void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)\r
 {\r
     mState.vertexAttribute[attribNum].mArrayEnabled = enabled;\r
 }\r
@@ -1247,25 +1247,25 @@ bool Context::getBooleanv(GLenum pname, GLboolean *params)
 {\r
     switch (pname)\r
     {\r
-      case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;\r
-      case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;\r
-      case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;\r
-      case GL_COLOR_WRITEMASK:\r
+       case GL_SHADER_COMPILER:          *params = GL_TRUE;                             break;\r
+       case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;         break;\r
+       case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                    break;\r
+    case GL_COLOR_WRITEMASK:\r
         params[0] = mState.colorMaskRed;\r
         params[1] = mState.colorMaskGreen;\r
         params[2] = mState.colorMaskBlue;\r
         params[3] = mState.colorMaskAlpha;\r
         break;\r
-      case GL_CULL_FACE:                *params = mState.cullFace;                  break;\r
-      case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFill;         break;\r
-      case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage;     break;\r
-      case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverage;            break;\r
-      case GL_SCISSOR_TEST:             *params = mState.scissorTest;               break;\r
-      case GL_STENCIL_TEST:             *params = mState.stencilTest;               break;\r
-      case GL_DEPTH_TEST:               *params = mState.depthTest;                 break;\r
-      case GL_BLEND:                    *params = mState.blend;                     break;\r
-      case GL_DITHER:                   *params = mState.dither;                    break;\r
-      default:\r
+    case GL_CULL_FACE:                *params = mState.cullFaceEnabled;              break;\r
+    case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;     break;\r
+    case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;\r
+    case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;        break;\r
+    case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;           break;\r
+    case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;           break;\r
+    case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;             break;\r
+    case GL_BLEND:                    *params = mState.blendEnabled;                 break;\r
+    case GL_DITHER:                   *params = mState.ditherEnabled;                break;\r
+    default:\r
         return false;\r
     }\r
 \r
@@ -1737,7 +1737,7 @@ bool Context::applyRenderTarget()
 \r
     device->setViewport(viewport);\r
 \r
-    if(mState.scissorTest)\r
+    if(mState.scissorTestEnabled)\r
     {\r
                sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight};\r
                scissor.clip(0, 0, width, height);\r
@@ -1768,7 +1768,7 @@ void Context::applyState(GLenum drawMode)
 {\r
     Framebuffer *framebuffer = getDrawFramebuffer();\r
 \r
-    if(mState.cullFace)\r
+    if(mState.cullFaceEnabled)\r
     {\r
         device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));\r
     }\r
@@ -1779,7 +1779,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mDepthStateDirty)\r
     {\r
-        if(mState.depthTest)\r
+        if(mState.depthTestEnabled)\r
         {\r
                        device->setDepthBufferEnable(true);\r
                        device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));\r
@@ -1794,7 +1794,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mBlendStateDirty)\r
     {\r
-        if(mState.blend)\r
+        if(mState.blendEnabled)\r
         {\r
                        device->setAlphaBlendEnable(true);\r
                        device->setSeparateAlphaBlendEnable(true);\r
@@ -1819,7 +1819,7 @@ void Context::applyState(GLenum drawMode)
 \r
        if(mColorLogicOperatorDirty)\r
        {\r
-               if(mState.colorLogicOp)\r
+               if(mState.colorLogicOpEnabled)\r
                {\r
                        device->setColorLogicOpEnabled(true);\r
                        device->setLogicalOperation(es2sw::ConvertLogicalOperation(mState.logicalOperation));\r
@@ -1834,7 +1834,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mStencilStateDirty || mFrontFaceDirty)\r
     {\r
-        if(mState.stencilTest && framebuffer->hasStencil())\r
+        if(mState.stencilTestEnabled && framebuffer->hasStencil())\r
         {\r
                        device->setStencilEnable(true);\r
                        device->setTwoSidedStencil(true);\r
@@ -1915,7 +1915,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mPolygonOffsetStateDirty)\r
     {\r
-        if(mState.polygonOffsetFill)\r
+        if(mState.polygonOffsetFillEnabled)\r
         {\r
             Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();\r
             if(depthbuffer)\r
@@ -1936,7 +1936,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mSampleStateDirty)\r
     {\r
-        if(mState.sampleAlphaToCoverage)\r
+        if(mState.sampleAlphaToCoverageEnabled)\r
         {\r
             device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);\r
         }\r
@@ -1945,7 +1945,7 @@ void Context::applyState(GLenum drawMode)
                        device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);\r
                }\r
 \r
-        if(mState.sampleCoverage)\r
+        if(mState.sampleCoverageEnabled)\r
         {\r
             unsigned int mask = 0;\r
             if(mState.sampleCoverageValue != 0)\r
@@ -2803,7 +2803,7 @@ void Context::detachRenderbuffer(GLuint renderbuffer)
 \r
 bool Context::cullSkipsDraw(GLenum drawMode)\r
 {\r
-    return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);\r
+    return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);\r
 }\r
 \r
 bool Context::isTriangleMode(GLenum drawMode)\r
@@ -2894,7 +2894,7 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
     sw::Rect sourceScissoredRect = sourceRect;\r
     sw::Rect destScissoredRect = destRect;\r
 \r
-    if(mState.scissorTest)   // Only write to parts of the destination framebuffer which pass the scissor test\r
+    if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test\r
     {\r
         if(destRect.x0 < mState.scissorX)\r
         {\r
@@ -3228,7 +3228,7 @@ void Context::ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top
        currentMatrixStack().ortho(left, right, bottom, top, zNear, zFar);\r
 }\r
 \r
-void Context::setLighting(bool enable)\r
+void Context::setLightingEnabled(bool enable)\r
 {\r
     if(drawing)\r
     {\r
@@ -3238,7 +3238,7 @@ void Context::setLighting(bool enable)
     device->setLightingEnable(enable);\r
 }\r
 \r
-void Context::setFog(bool enable)\r
+void Context::setFogEnabled(bool enable)\r
 {\r
     if(drawing)\r
     {\r
@@ -3248,7 +3248,7 @@ void Context::setFog(bool enable)
     device->setFogEnable(enable);\r
 }\r
 \r
-void Context::setAlphaTest(bool enable)\r
+void Context::setAlphaTestEnabled(bool enable)\r
 {\r
     if(drawing)\r
     {\r
@@ -3281,7 +3281,7 @@ void Context::alphaFunc(GLenum func, GLclampf ref)
        device->setAlphaReference(gl::clamp01(ref));\r
 }\r
 \r
-void Context::setTexture2D(bool enable)\r
+void Context::setTexture2DEnabled(bool enable)\r
 {\r
     if(drawing)\r
     {\r
@@ -3306,12 +3306,12 @@ void Context::setShadeModel(GLenum mode)
        }\r
 }\r
 \r
-void Context::setLight(int index, bool enable)\r
+void Context::setLightEnabled(int index, bool enable)\r
 {\r
     device->setLightEnable(index, enable);\r
 }\r
 \r
-void Context::setNormalizeNormals(bool enable)\r
+void Context::setNormalizeNormalsEnabled(bool enable)\r
 {\r
        device->setNormalizeNormals(enable);\r
 }\r
@@ -3425,7 +3425,7 @@ void APIENTRY glVertexAttribArray(GLuint index, GLint size, GLenum type, GLboole
     if(context)\r
     {\r
         context->setVertexAttribState(index, context->getArrayBuffer(), size, type, (normalized == GL_TRUE), stride, ptr);\r
-               context->setEnableVertexAttribArray(index, ptr != 0);\r
+               context->setVertexAttribArrayEnabled(index, ptr != 0);\r
     }\r
 }\r
 \r
@@ -3614,18 +3614,18 @@ void Context::end()
     drawing = false;\r
 }\r
 \r
-void Context::setColorLogicOpEnable(bool colorLogicOpEnabled)\r
+void Context::setColorLogicOpEnabled(bool colorLogicOpEnabled)\r
 {\r
-       if(mState.colorLogicOp != colorLogicOpEnabled)\r
+       if(mState.colorLogicOpEnabled != colorLogicOpEnabled)\r
        {\r
-               mState.colorLogicOp = colorLogicOpEnabled;\r
+               mState.colorLogicOpEnabled = colorLogicOpEnabled;\r
                mColorLogicOperatorDirty = true;\r
        }\r
 }\r
 \r
 bool Context::isColorLogicOpEnabled()\r
 {\r
-       return mState.colorLogicOp;\r
+       return mState.colorLogicOpEnabled;\r
 }\r
 \r
 void Context::setLogicalOperation(GLenum logicalOperation)\r
@@ -3633,7 +3633,7 @@ void Context::setLogicalOperation(GLenum logicalOperation)
        mState.logicalOperation = logicalOperation;\r
 }\r
 \r
-void Context::setColorMaterial(bool enable)\r
+void Context::setColorMaterialEnabled(bool enable)\r
 {\r
     device->setColorVertexEnable(enable);\r
 }\r
index 704f7fd..dd08449 100644 (file)
@@ -415,12 +415,12 @@ struct State
     GLclampf depthClearValue;\r
     int stencilClearValue;\r
 \r
-    bool cullFace;\r
+    bool cullFaceEnabled;\r
     GLenum cullMode;\r
     GLenum frontFace;\r
-    bool depthTest;\r
+    bool depthTestEnabled;\r
     GLenum depthFunc;\r
-    bool blend;\r
+    bool blendEnabled;\r
     GLenum sourceBlendRGB;\r
     GLenum destBlendRGB;\r
     GLenum sourceBlendAlpha;\r
@@ -428,7 +428,7 @@ struct State
     GLenum blendEquationRGB;\r
     GLenum blendEquationAlpha;\r
     Color blendColor;\r
-    bool stencilTest;\r
+    bool stencilTestEnabled;\r
     GLenum stencilFunc;\r
     GLint stencilRef;\r
     GLuint stencilMask;\r
@@ -443,16 +443,16 @@ struct State
     GLenum stencilBackPassDepthFail;\r
     GLenum stencilBackPassDepthPass;\r
     GLuint stencilBackWritemask;\r
-    bool polygonOffsetFill;\r
+    bool polygonOffsetFillEnabled;\r
     GLfloat polygonOffsetFactor;\r
     GLfloat polygonOffsetUnits;\r
-    bool sampleAlphaToCoverage;\r
-    bool sampleCoverage;\r
+    bool sampleAlphaToCoverageEnabled;\r
+    bool sampleCoverageEnabled;\r
     GLclampf sampleCoverageValue;\r
     bool sampleCoverageInvert;\r
-    bool scissorTest;\r
-    bool dither;\r
-       bool colorLogicOp;\r
+    bool scissorTestEnabled;\r
+    bool ditherEnabled;\r
+       bool colorLogicOpEnabled;\r
        GLenum logicalOperation;\r
 \r
     GLfloat lineWidth;\r
@@ -510,23 +510,23 @@ public:
     void setClearDepth(float depth);\r
     void setClearStencil(int stencil);\r
 \r
-    void setCullFace(bool enabled);\r
+    void setCullFaceEnabled(bool enabled);\r
     bool isCullFaceEnabled() const;\r
     void setCullMode(GLenum mode);\r
     void setFrontFace(GLenum front);\r
 \r
-    void setDepthTest(bool enabled);\r
+    void setDepthTestEnabled(bool enabled);\r
     bool isDepthTestEnabled() const;\r
     void setDepthFunc(GLenum depthFunc);\r
     void setDepthRange(float zNear, float zFar);\r
     \r
-    void setBlend(bool enabled);\r
+    void setBlendEnabled(bool enabled);\r
     bool isBlendEnabled() const;\r
     void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);\r
     void setBlendColor(float red, float green, float blue, float alpha);\r
     void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);\r
 \r
-    void setStencilTest(bool enabled);\r
+    void setStencilTestEnabled(bool enabled);\r
     bool isStencilTestEnabled() const;\r
     void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);\r
     void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask);\r
@@ -535,17 +535,17 @@ public:
     void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);\r
     void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass);\r
 \r
-    void setPolygonOffsetFill(bool enabled);\r
+    void setPolygonOffsetFillEnabled(bool enabled);\r
     bool isPolygonOffsetFillEnabled() const;\r
     void setPolygonOffsetParams(GLfloat factor, GLfloat units);\r
 \r
-    void setSampleAlphaToCoverage(bool enabled);\r
+    void setSampleAlphaToCoverageEnabled(bool enabled);\r
     bool isSampleAlphaToCoverageEnabled() const;\r
-    void setSampleCoverage(bool enabled);\r
+    void setSampleCoverageEnabled(bool enabled);\r
     bool isSampleCoverageEnabled() const;\r
     void setSampleCoverageParams(GLclampf value, bool invert);\r
 \r
-    void setDither(bool enabled);\r
+    void setDitherEnabled(bool enabled);\r
     bool isDitherEnabled() const;\r
 \r
     void setLineWidth(GLfloat width);\r
@@ -555,7 +555,7 @@ public:
 \r
     void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);\r
 \r
-       void setScissorTest(bool enabled);\r
+       void setScissorTestEnabled(bool enabled);\r
     bool isScissorTestEnabled() const;\r
     void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);\r
 \r
@@ -572,7 +572,7 @@ public:
 \r
     GLuint getArrayBufferName() const;\r
 \r
-    void setEnableVertexAttribArray(unsigned int attribNum, bool enabled);\r
+    void setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled);\r
     const VertexAttribute &getVertexAttribState(unsigned int attribNum);\r
     void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,\r
                               bool normalized, GLsizei stride, const void *pointer);\r
@@ -687,14 +687,14 @@ public:
        void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);\r
     void ortho(double left, double right, double bottom, double top, double zNear, double zFar);   // FIXME: GLdouble\r
 \r
-    void setLighting(bool enabled);\r
-    void setFog(bool enabled);\r
-       void setAlphaTest(bool enabled);\r
+    void setLightingEnabled(bool enabled);\r
+    void setFogEnabled(bool enabled);\r
+       void setAlphaTestEnabled(bool enabled);\r
        void alphaFunc(GLenum func, GLclampf ref);\r
-    void setTexture2D(bool enabled);\r
+    void setTexture2DEnabled(bool enabled);\r
        void setShadeModel(GLenum mode);\r
-    void setLight(int index, bool enable);\r
-       void setNormalizeNormals(bool enable);\r
+    void setLightEnabled(int index, bool enable);\r
+       void setNormalizeNormalsEnabled(bool enable);\r
 \r
        GLuint genLists(GLsizei range);\r
        void newList(GLuint list, GLenum mode);\r
@@ -716,10 +716,10 @@ public:
     void position(GLfloat x, GLfloat y, GLfloat z, GLfloat w);\r
     void end();\r
 \r
-    void setColorMaterial(bool enable);\r
+    void setColorMaterialEnabled(bool enable);\r
     void setColorMaterialMode(GLenum mode);\r
 \r
-       void setColorLogicOpEnable(bool colorLogicOpEnabled);\r
+       void setColorLogicOpEnabled(bool colorLogicOpEnabled);\r
        bool isColorLogicOpEnabled();\r
        void setLogicalOperation(GLenum logicalOperation);\r
 \r
index 6a7d33c..9b4516a 100644 (file)
@@ -1591,30 +1591,30 @@ void APIENTRY glDisable(GLenum cap)
 \r
                switch(cap)\r
                {\r
-               case GL_CULL_FACE:                context->setCullFace(false);              break;\r
-               case GL_POLYGON_OFFSET_FILL:      context->setPolygonOffsetFill(false);     break;\r
-               case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(false); break;\r
-               case GL_SAMPLE_COVERAGE:          context->setSampleCoverage(false);        break;\r
-               case GL_SCISSOR_TEST:             context->setScissorTest(false);           break;\r
-               case GL_STENCIL_TEST:             context->setStencilTest(false);           break;\r
-               case GL_DEPTH_TEST:               context->setDepthTest(false);             break;\r
-               case GL_BLEND:                    context->setBlend(false);                 break;\r
-               case GL_DITHER:                   context->setDither(false);                break;\r
-               case GL_LIGHTING:                 context->setLighting(false);              break;\r
-               case GL_FOG:                      context->setFog(false);                   break;\r
-               case GL_ALPHA_TEST:               context->setAlphaTest(false);             break;\r
-               case GL_TEXTURE_2D:               context->setTexture2D(false);             break;\r
-               case GL_LIGHT0:                   context->setLight(0, false);              break;\r
-               case GL_LIGHT1:                   context->setLight(1, false);              break;\r
-               case GL_LIGHT2:                   context->setLight(2, false);              break;\r
-               case GL_LIGHT3:                   context->setLight(3, false);              break;\r
-               case GL_LIGHT4:                   context->setLight(4, false);              break;\r
-               case GL_LIGHT5:                   context->setLight(5, false);              break;\r
-               case GL_LIGHT6:                   context->setLight(6, false);              break;\r
-               case GL_LIGHT7:                   context->setLight(7, false);              break;\r
-               case GL_COLOR_MATERIAL:           context->setColorMaterial(false);         break;\r
-               case GL_RESCALE_NORMAL:           context->setNormalizeNormals(false);      break;\r
-               case GL_COLOR_LOGIC_OP:           context->setColorLogicOpEnable(false);    break;\r
+               case GL_CULL_FACE:                context->setCullFaceEnabled(false);              break;\r
+               case GL_POLYGON_OFFSET_FILL:      context->setPolygonOffsetFillEnabled(false);     break;\r
+               case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverageEnabled(false); break;\r
+               case GL_SAMPLE_COVERAGE:          context->setSampleCoverageEnabled(false);        break;\r
+               case GL_SCISSOR_TEST:             context->setScissorTestEnabled(false);           break;\r
+               case GL_STENCIL_TEST:             context->setStencilTestEnabled(false);           break;\r
+               case GL_DEPTH_TEST:               context->setDepthTestEnabled(false);             break;\r
+               case GL_BLEND:                    context->setBlendEnabled(false);                 break;\r
+               case GL_DITHER:                   context->setDitherEnabled(false);                break;\r
+               case GL_LIGHTING:                 context->setLightingEnabled(false);              break;\r
+               case GL_FOG:                      context->setFogEnabled(false);                   break;\r
+               case GL_ALPHA_TEST:               context->setAlphaTestEnabled(false);             break;\r
+               case GL_TEXTURE_2D:               context->setTexture2DEnabled(false);             break;\r
+               case GL_LIGHT0:                   context->setLightEnabled(0, false);              break;\r
+               case GL_LIGHT1:                   context->setLightEnabled(1, false);              break;\r
+               case GL_LIGHT2:                   context->setLightEnabled(2, false);              break;\r
+               case GL_LIGHT3:                   context->setLightEnabled(3, false);              break;\r
+               case GL_LIGHT4:                   context->setLightEnabled(4, false);              break;\r
+               case GL_LIGHT5:                   context->setLightEnabled(5, false);              break;\r
+               case GL_LIGHT6:                   context->setLightEnabled(6, false);              break;\r
+               case GL_LIGHT7:                   context->setLightEnabled(7, false);              break;\r
+               case GL_COLOR_MATERIAL:           context->setColorMaterialEnabled(false);         break;\r
+               case GL_RESCALE_NORMAL:           context->setNormalizeNormalsEnabled(false);      break;\r
+               case GL_COLOR_LOGIC_OP:           context->setColorLogicOpEnabled(false);          break;\r
                case GL_INDEX_LOGIC_OP:           UNIMPLEMENTED();\r
                default:\r
                        return error(GL_INVALID_ENUM);\r
@@ -1635,7 +1635,7 @@ void APIENTRY glDisableVertexAttribArray(GLuint index)
 \r
        if(context)\r
        {\r
-               context->setEnableVertexAttribArray(index, false);\r
+               context->setVertexAttribArrayEnabled(index, false);\r
        }\r
 }\r
 \r
@@ -1740,30 +1740,30 @@ void APIENTRY glEnable(GLenum cap)
 \r
                switch(cap)\r
                {\r
-               case GL_CULL_FACE:                context->setCullFace(true);              break;\r
-               case GL_POLYGON_OFFSET_FILL:      context->setPolygonOffsetFill(true);     break;\r
-               case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(true); break;\r
-               case GL_SAMPLE_COVERAGE:          context->setSampleCoverage(true);        break;\r
-               case GL_SCISSOR_TEST:             context->setScissorTest(true);           break;\r
-               case GL_STENCIL_TEST:             context->setStencilTest(true);           break;\r
-               case GL_DEPTH_TEST:               context->setDepthTest(true);             break;\r
-               case GL_BLEND:                    context->setBlend(true);                 break;\r
-               case GL_DITHER:                   context->setDither(true);                break;\r
-               case GL_TEXTURE_2D:               context->setTexture2D(true);             break;\r
-               case GL_ALPHA_TEST:               context->setAlphaTest(true);             break;\r
-               case GL_COLOR_MATERIAL:           context->setColorMaterial(true);         break;\r
-               case GL_FOG:                      context->setFog(true);                   break;\r
-               case GL_LIGHTING:                 context->setLighting(true);              break;\r
-               case GL_LIGHT0:                   context->setLight(0, true);              break;\r
-               case GL_LIGHT1:                   context->setLight(1, true);              break;\r
-               case GL_LIGHT2:                   context->setLight(2, true);              break;\r
-               case GL_LIGHT3:                   context->setLight(3, true);              break;\r
-               case GL_LIGHT4:                   context->setLight(4, true);              break;\r
-               case GL_LIGHT5:                   context->setLight(5, true);              break;\r
-               case GL_LIGHT6:                   context->setLight(6, true);              break;\r
-               case GL_LIGHT7:                   context->setLight(7, true);              break;\r
-               case GL_RESCALE_NORMAL:           context->setNormalizeNormals(true);      break;\r
-               case GL_COLOR_LOGIC_OP:           context->setColorLogicOpEnable(true);    break;\r
+               case GL_CULL_FACE:                context->setCullFaceEnabled(true);              break;\r
+               case GL_POLYGON_OFFSET_FILL:      context->setPolygonOffsetFillEnabled(true);     break;\r
+               case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverageEnabled(true); break;\r
+               case GL_SAMPLE_COVERAGE:          context->setSampleCoverageEnabled(true);        break;\r
+               case GL_SCISSOR_TEST:             context->setScissorTestEnabled(true);           break;\r
+               case GL_STENCIL_TEST:             context->setStencilTestEnabled(true);           break;\r
+               case GL_DEPTH_TEST:               context->setDepthTestEnabled(true);             break;\r
+               case GL_BLEND:                    context->setBlendEnabled(true);                 break;\r
+               case GL_DITHER:                   context->setDitherEnabled(true);                break;\r
+               case GL_TEXTURE_2D:               context->setTexture2DEnabled(true);             break;\r
+               case GL_ALPHA_TEST:               context->setAlphaTestEnabled(true);             break;\r
+               case GL_COLOR_MATERIAL:           context->setColorMaterialEnabled(true);         break;\r
+               case GL_FOG:                      context->setFogEnabled(true);                   break;\r
+               case GL_LIGHTING:                 context->setLightingEnabled(true);              break;\r
+               case GL_LIGHT0:                   context->setLightEnabled(0, true);              break;\r
+               case GL_LIGHT1:                   context->setLightEnabled(1, true);              break;\r
+               case GL_LIGHT2:                   context->setLightEnabled(2, true);              break;\r
+               case GL_LIGHT3:                   context->setLightEnabled(3, true);              break;\r
+               case GL_LIGHT4:                   context->setLightEnabled(4, true);              break;\r
+               case GL_LIGHT5:                   context->setLightEnabled(5, true);              break;\r
+               case GL_LIGHT6:                   context->setLightEnabled(6, true);              break;\r
+               case GL_LIGHT7:                   context->setLightEnabled(7, true);              break;\r
+               case GL_RESCALE_NORMAL:           context->setNormalizeNormalsEnabled(true);      break;\r
+               case GL_COLOR_LOGIC_OP:           context->setColorLogicOpEnabled(true);          break;\r
                case GL_INDEX_LOGIC_OP:           UNIMPLEMENTED();\r
                default:\r
                        return error(GL_INVALID_ENUM);\r
@@ -1784,7 +1784,7 @@ void APIENTRY glEnableVertexAttribArray(GLuint index)
 \r
        if(context)\r
        {\r
-               context->setEnableVertexAttribArray(index, true);\r
+               context->setVertexAttribArrayEnabled(index, true);\r
        }\r
 }\r
 \r
@@ -5935,10 +5935,10 @@ void APIENTRY glDisableClientState(GLenum array)
 \r
                switch(array)\r
                {\r
-               case GL_VERTEX_ARRAY:        context->setEnableVertexAttribArray(sw::Position, false);                            break;\r
-               case GL_COLOR_ARRAY:         context->setEnableVertexAttribArray(sw::Color0, false);                              break;\r
-               case GL_TEXTURE_COORD_ARRAY: context->setEnableVertexAttribArray(sw::TexCoord0 + (texture - GL_TEXTURE0), false); break;\r
-               case GL_NORMAL_ARRAY:        context->setEnableVertexAttribArray(sw::Normal, false);                              break;\r
+               case GL_VERTEX_ARRAY:        context->setVertexAttribArrayEnabled(sw::Position, false);                            break;\r
+               case GL_COLOR_ARRAY:         context->setVertexAttribArrayEnabled(sw::Color0, false);                              break;\r
+               case GL_TEXTURE_COORD_ARRAY: context->setVertexAttribArrayEnabled(sw::TexCoord0 + (texture - GL_TEXTURE0), false); break;\r
+               case GL_NORMAL_ARRAY:        context->setVertexAttribArrayEnabled(sw::Normal, false);                              break;\r
                default:                     UNIMPLEMENTED();\r
                }\r
        }\r
@@ -5981,10 +5981,10 @@ void APIENTRY glEnableClientState(GLenum array)
 \r
                switch(array)\r
                {\r
-               case GL_VERTEX_ARRAY:        context->setEnableVertexAttribArray(sw::Position, true);                            break;\r
-               case GL_COLOR_ARRAY:         context->setEnableVertexAttribArray(sw::Color0, true);                              break;\r
-               case GL_TEXTURE_COORD_ARRAY: context->setEnableVertexAttribArray(sw::TexCoord0 + (texture - GL_TEXTURE0), true); break;\r
-               case GL_NORMAL_ARRAY:        context->setEnableVertexAttribArray(sw::Normal, true);                              break;\r
+               case GL_VERTEX_ARRAY:        context->setVertexAttribArrayEnabled(sw::Position, true);                            break;\r
+               case GL_COLOR_ARRAY:         context->setVertexAttribArrayEnabled(sw::Color0, true);                              break;\r
+               case GL_TEXTURE_COORD_ARRAY: context->setVertexAttribArrayEnabled(sw::TexCoord0 + (texture - GL_TEXTURE0), true); break;\r
+               case GL_NORMAL_ARRAY:        context->setVertexAttribArrayEnabled(sw::Normal, true);                              break;\r
                default:                     UNIMPLEMENTED();\r
                }\r
        }\r
index 81db289..5fc94d5 100644 (file)
@@ -54,19 +54,19 @@ Context::Context(const egl::Config *config, const Context *shareContext)
     mState.depthClearValue = 1.0f;\r
     mState.stencilClearValue = 0;\r
 \r
-    mState.cullFace = false;\r
+    mState.cullFaceEnabled = false;\r
     mState.cullMode = GL_BACK;\r
     mState.frontFace = GL_CCW;\r
-    mState.depthTest = false;\r
+    mState.depthTestEnabled = false;\r
     mState.depthFunc = GL_LESS;\r
-    mState.blend = false;\r
+    mState.blendEnabled = false;\r
     mState.sourceBlendRGB = GL_ONE;\r
     mState.sourceBlendAlpha = GL_ONE;\r
     mState.destBlendRGB = GL_ZERO;\r
     mState.destBlendAlpha = GL_ZERO;\r
     mState.blendEquationRGB = GL_FUNC_ADD_OES;\r
     mState.blendEquationAlpha = GL_FUNC_ADD_OES;\r
-    mState.stencilTest = false;\r
+    mState.stencilTestEnabled = false;\r
     mState.stencilFunc = GL_ALWAYS;\r
     mState.stencilRef = 0;\r
     mState.stencilMask = -1;\r
@@ -74,19 +74,19 @@ Context::Context(const egl::Config *config, const Context *shareContext)
     mState.stencilFail = GL_KEEP;\r
     mState.stencilPassDepthFail = GL_KEEP;\r
     mState.stencilPassDepthPass = GL_KEEP;\r
-    mState.polygonOffsetFill = false;\r
+    mState.polygonOffsetFillEnabled = false;\r
     mState.polygonOffsetFactor = 0.0f;\r
     mState.polygonOffsetUnits = 0.0f;\r
-    mState.sampleAlphaToCoverage = false;\r
-    mState.sampleCoverage = false;\r
+    mState.sampleAlphaToCoverageEnabled = false;\r
+    mState.sampleCoverageEnabled = false;\r
     mState.sampleCoverageValue = 1.0f;\r
     mState.sampleCoverageInvert = false;\r
-    mState.scissorTest = false;\r
-    mState.dither = true;\r
+    mState.scissorTestEnabled = false;\r
+    mState.ditherEnabled = true;\r
        mState.shadeModel = GL_SMOOTH;\r
     mState.generateMipmapHint = GL_DONT_CARE;\r
        mState.perspectiveCorrectionHint = GL_DONT_CARE;\r
-       mState.colorLogicOp = false;\r
+       mState.colorLogicOpEnabled = false;\r
        mState.logicalOperation = GL_COPY;\r
 \r
     mState.lineWidth = 1.0f;\r
@@ -166,11 +166,11 @@ Context::Context(const egl::Config *config, const Context *shareContext)
        mMatrixStackOverflow = false;\r
        mMatrixStackUnderflow = false;\r
 \r
-       lighting = false;\r
+       lightingEnabled = false;\r
 \r
        for(int i = 0; i < MAX_LIGHTS; i++)\r
        {\r
-               light[i].enable = false;\r
+               light[i].enabled = false;\r
                light[i].ambient = {0.0f, 0.0f, 0.0f, 1.0f};\r
                light[i].diffuse = {0.0f, 0.0f, 0.0f, 1.0f};\r
                light[i].specular = {0.0f, 0.0f, 0.0f, 1.0f};\r
@@ -211,7 +211,7 @@ Context::Context(const egl::Config *config, const Context *shareContext)
 \r
        clipFlags = 0;\r
 \r
-       alphaTest = false;\r
+       alphaTestEnabled = false;\r
        alphaTestFunc = GL_ALWAYS;\r
        alphaTestRef = 0;\r
 \r
@@ -330,14 +330,14 @@ void Context::setClearStencil(int stencil)
     mState.stencilClearValue = stencil;\r
 }\r
 \r
-void Context::setCullFace(bool enabled)\r
+void Context::setCullFaceEnabled(bool enabled)\r
 {\r
-    mState.cullFace = enabled;\r
+    mState.cullFaceEnabled = enabled;\r
 }\r
 \r
 bool Context::isCullFaceEnabled() const\r
 {\r
-    return mState.cullFace;\r
+    return mState.cullFaceEnabled;\r
 }\r
 \r
 void Context::setCullMode(GLenum mode)\r
@@ -354,18 +354,18 @@ void Context::setFrontFace(GLenum front)
     }\r
 }\r
 \r
-void Context::setDepthTest(bool enabled)\r
+void Context::setDepthTestEnabled(bool enabled)\r
 {\r
-    if(mState.depthTest != enabled)\r
+    if(mState.depthTestEnabled != enabled)\r
     {\r
-        mState.depthTest = enabled;\r
+        mState.depthTestEnabled = enabled;\r
         mDepthStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isDepthTestEnabled() const\r
 {\r
-    return mState.depthTest;\r
+    return mState.depthTestEnabled;\r
 }\r
 \r
 void Context::setDepthFunc(GLenum depthFunc)\r
@@ -383,14 +383,14 @@ void Context::setDepthRange(float zNear, float zFar)
     mState.zFar = zFar;\r
 }\r
 \r
-void Context::setAlphaTest(bool enabled)\r
+void Context::setAlphaTestEnabled(bool enabled)\r
 {\r
-       alphaTest = enabled;\r
+       alphaTestEnabled = enabled;\r
 }\r
 \r
 bool Context::isAlphaTestEnabled() const\r
 {\r
-       return alphaTest;\r
+       return alphaTestEnabled;\r
 }\r
 \r
 void Context::setAlphaFunc(GLenum alphaFunc, GLclampf reference)\r
@@ -399,18 +399,18 @@ void Context::setAlphaFunc(GLenum alphaFunc, GLclampf reference)
        alphaTestRef = reference;\r
 }\r
 \r
-void Context::setBlend(bool enabled)\r
+void Context::setBlendEnabled(bool enabled)\r
 {\r
-    if(mState.blend != enabled)\r
+    if(mState.blendEnabled != enabled)\r
     {\r
-        mState.blend = enabled;\r
+        mState.blendEnabled = enabled;\r
         mBlendStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isBlendEnabled() const\r
 {\r
-    return mState.blend;\r
+    return mState.blendEnabled;\r
 }\r
 \r
 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)\r
@@ -439,18 +439,18 @@ void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
     }\r
 }\r
 \r
-void Context::setStencilTest(bool enabled)\r
+void Context::setStencilTestEnabled(bool enabled)\r
 {\r
-    if(mState.stencilTest != enabled)\r
+    if(mState.stencilTestEnabled != enabled)\r
     {\r
-        mState.stencilTest = enabled;\r
+        mState.stencilTestEnabled = enabled;\r
         mStencilStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isStencilTestEnabled() const\r
 {\r
-    return mState.stencilTest;\r
+    return mState.stencilTestEnabled;\r
 }\r
 \r
 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)\r
@@ -488,18 +488,18 @@ void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFa
     }\r
 }\r
 \r
-void Context::setPolygonOffsetFill(bool enabled)\r
+void Context::setPolygonOffsetFillEnabled(bool enabled)\r
 {\r
-    if(mState.polygonOffsetFill != enabled)\r
+    if(mState.polygonOffsetFillEnabled != enabled)\r
     {\r
-        mState.polygonOffsetFill = enabled;\r
+        mState.polygonOffsetFillEnabled = enabled;\r
         mPolygonOffsetStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isPolygonOffsetFillEnabled() const\r
 {\r
-    return mState.polygonOffsetFill;\r
+    return mState.polygonOffsetFillEnabled;\r
 }\r
 \r
 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)\r
@@ -513,32 +513,32 @@ void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
     }\r
 }\r
 \r
-void Context::setSampleAlphaToCoverage(bool enabled)\r
+void Context::setSampleAlphaToCoverageEnabled(bool enabled)\r
 {\r
-    if(mState.sampleAlphaToCoverage != enabled)\r
+    if(mState.sampleAlphaToCoverageEnabled != enabled)\r
     {\r
-        mState.sampleAlphaToCoverage = enabled;\r
+        mState.sampleAlphaToCoverageEnabled = enabled;\r
         mSampleStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isSampleAlphaToCoverageEnabled() const\r
 {\r
-    return mState.sampleAlphaToCoverage;\r
+    return mState.sampleAlphaToCoverageEnabled;\r
 }\r
 \r
-void Context::setSampleCoverage(bool enabled)\r
+void Context::setSampleCoverageEnabled(bool enabled)\r
 {\r
-    if(mState.sampleCoverage != enabled)\r
+    if(mState.sampleCoverageEnabled != enabled)\r
     {\r
-        mState.sampleCoverage = enabled;\r
+        mState.sampleCoverageEnabled = enabled;\r
         mSampleStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isSampleCoverageEnabled() const\r
 {\r
-    return mState.sampleCoverage;\r
+    return mState.sampleCoverageEnabled;\r
 }\r
 \r
 void Context::setSampleCoverageParams(GLclampf value, bool invert)\r
@@ -552,14 +552,14 @@ void Context::setSampleCoverageParams(GLclampf value, bool invert)
     }\r
 }\r
 \r
-void Context::setScissorTest(bool enabled)\r
+void Context::setScissorTestEnabled(bool enabled)\r
 {\r
-    mState.scissorTest = enabled;\r
+    mState.scissorTestEnabled = enabled;\r
 }\r
 \r
 bool Context::isScissorTestEnabled() const\r
 {\r
-    return mState.scissorTest;\r
+    return mState.scissorTestEnabled;\r
 }\r
 \r
 void Context::setShadeModel(GLenum mode)\r
@@ -567,28 +567,28 @@ void Context::setShadeModel(GLenum mode)
     mState.shadeModel = mode;\r
 }\r
 \r
-void Context::setDither(bool enabled)\r
+void Context::setDitherEnabled(bool enabled)\r
 {\r
-    if(mState.dither != enabled)\r
+    if(mState.ditherEnabled != enabled)\r
     {\r
-        mState.dither = enabled;\r
+        mState.ditherEnabled = enabled;\r
         mDitherStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isDitherEnabled() const\r
 {\r
-    return mState.dither;\r
+    return mState.ditherEnabled;\r
 }\r
 \r
-void Context::setLighting(bool enable)\r
+void Context::setLightingEnabled(bool enable)\r
 {\r
-    lighting = enable;\r
+    lightingEnabled = enable;\r
 }\r
 \r
-void Context::setLight(int index, bool enable)\r
+void Context::setLightEnabled(int index, bool enable)\r
 {\r
-    light[index].enable = enable;\r
+    light[index].enabled = enable;\r
 }\r
 \r
 void Context::setLightAmbient(int index, float r, float g, float b, float a)\r
@@ -682,7 +682,7 @@ void Context::setMaterialShininess(float shininess)
        materialShininess = shininess;\r
 }\r
 \r
-void Context::setFog(bool enable)\r
+void Context::setFogEnabled(bool enable)\r
 {\r
        device->setFogEnable(enable);\r
 }\r
@@ -809,7 +809,7 @@ GLuint Context::getArrayBufferName() const
     return mState.arrayBuffer.name();\r
 }\r
 \r
-void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)\r
+void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)\r
 {\r
     mState.vertexAttribute[attribNum].mArrayEnabled = enabled;\r
 }\r
@@ -1057,26 +1057,26 @@ Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
 \r
 bool Context::getBooleanv(GLenum pname, GLboolean *params)\r
 {\r
-    switch (pname)\r
+    switch(pname)\r
     {\r
-      case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;\r
-      case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;\r
-      case GL_COLOR_WRITEMASK:\r
+    case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;         break;\r
+    case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                    break;\r
+    case GL_COLOR_WRITEMASK:\r
         params[0] = mState.colorMaskRed;\r
         params[1] = mState.colorMaskGreen;\r
         params[2] = mState.colorMaskBlue;\r
         params[3] = mState.colorMaskAlpha;\r
         break;\r
-      case GL_CULL_FACE:                *params = mState.cullFace;                  break;\r
-      case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFill;         break;\r
-      case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage;     break;\r
-      case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverage;            break;\r
-      case GL_SCISSOR_TEST:             *params = mState.scissorTest;               break;\r
-      case GL_STENCIL_TEST:             *params = mState.stencilTest;               break;\r
-      case GL_DEPTH_TEST:               *params = mState.depthTest;                 break;\r
-      case GL_BLEND:                    *params = mState.blend;                     break;\r
-      case GL_DITHER:                   *params = mState.dither;                    break;\r
-      default:\r
+    case GL_CULL_FACE:                *params = mState.cullFaceEnabled;              break;\r
+    case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;     break;\r
+    case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;\r
+    case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;        break;\r
+    case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;           break;\r
+    case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;           break;\r
+    case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;             break;\r
+    case GL_BLEND:                    *params = mState.blendEnabled;                 break;\r
+    case GL_DITHER:                   *params = mState.ditherEnabled;                break;\r
+    default:\r
         return false;\r
     }\r
 \r
@@ -1601,7 +1601,7 @@ bool Context::applyRenderTarget()
 \r
     device->setViewport(viewport);\r
 \r
-    if(mState.scissorTest)\r
+    if(mState.scissorTestEnabled)\r
     {\r
                sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight};\r
                scissor.clip(0, 0, width, height);\r
@@ -1622,7 +1622,7 @@ void Context::applyState(GLenum drawMode)
 {\r
     Framebuffer *framebuffer = getFramebuffer();\r
 \r
-    if(mState.cullFace)\r
+    if(mState.cullFaceEnabled)\r
     {\r
         device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));\r
     }\r
@@ -1633,7 +1633,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mDepthStateDirty)\r
     {\r
-        if(mState.depthTest)\r
+        if(mState.depthTestEnabled)\r
         {\r
                        device->setDepthBufferEnable(true);\r
                        device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));\r
@@ -1648,7 +1648,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mBlendStateDirty)\r
     {\r
-        if(mState.blend)\r
+        if(mState.blendEnabled)\r
         {\r
                        device->setAlphaBlendEnable(true);\r
                        device->setSeparateAlphaBlendEnable(true);\r
@@ -1671,7 +1671,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mStencilStateDirty || mFrontFaceDirty)\r
     {\r
-        if(mState.stencilTest && framebuffer->hasStencil())\r
+        if(mState.stencilTestEnabled && framebuffer->hasStencil())\r
         {\r
                        device->setStencilEnable(true);\r
                        device->setTwoSidedStencil(true);\r
@@ -1719,7 +1719,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mPolygonOffsetStateDirty)\r
     {\r
-        if(mState.polygonOffsetFill)\r
+        if(mState.polygonOffsetFillEnabled)\r
         {\r
             Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();\r
             if(depthbuffer)\r
@@ -1740,7 +1740,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mSampleStateDirty)\r
     {\r
-        if(mState.sampleAlphaToCoverage)\r
+        if(mState.sampleAlphaToCoverageEnabled)\r
         {\r
             device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);\r
         }\r
@@ -1749,7 +1749,7 @@ void Context::applyState(GLenum drawMode)
                        device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);\r
                }\r
 \r
-        if(mState.sampleCoverage)\r
+        if(mState.sampleCoverageEnabled)\r
         {\r
             unsigned int mask = 0;\r
             if(mState.sampleCoverageValue != 0)\r
@@ -1800,12 +1800,12 @@ void Context::applyState(GLenum drawMode)
        case GL_FLAT:   device->setShadingMode(sw::SHADING_FLAT);    break;\r
        }\r
 \r
-       device->setLightingEnable(lighting);\r
+       device->setLightingEnable(lightingEnabled);\r
        device->setGlobalAmbient(sw::Color<float>(globalAmbient.red, globalAmbient.green, globalAmbient.blue, globalAmbient.alpha));\r
 \r
        for(int i = 0; i < MAX_LIGHTS; i++)\r
        {\r
-               device->setLightEnable(i, light[i].enable);\r
+               device->setLightEnable(i, light[i].enabled);\r
                device->setLightAmbient(i, sw::Color<float>(light[i].ambient.red, light[i].ambient.green, light[i].ambient.blue, light[i].ambient.alpha));\r
                device->setLightDiffuse(i, sw::Color<float>(light[i].diffuse.red, light[i].diffuse.green, light[i].diffuse.blue, light[i].diffuse.alpha));\r
                device->setLightSpecular(i, sw::Color<float>(light[i].specular.red, light[i].specular.green, light[i].specular.blue, light[i].specular.alpha));\r
@@ -1848,7 +1848,7 @@ void Context::applyState(GLenum drawMode)
        device->setTexGen(0, sw::TEXGEN_NONE);\r
        device->setTexGen(1, sw::TEXGEN_NONE);\r
 \r
-       device->setAlphaTestEnable(alphaTest);\r
+       device->setAlphaTestEnable(alphaTestEnabled);\r
        device->setAlphaCompare(es2sw::ConvertAlphaComparison(alphaTestFunc));\r
        device->setAlphaReference(alphaTestRef * 0xFF);\r
 }\r
@@ -2893,7 +2893,7 @@ void Context::detachRenderbuffer(GLuint renderbuffer)
 \r
 bool Context::cullSkipsDraw(GLenum drawMode)\r
 {\r
-    return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);\r
+    return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);\r
 }\r
 \r
 bool Context::isTriangleMode(GLenum drawMode)\r
@@ -3109,7 +3109,7 @@ void Context::setClipPlane(int index, const float plane[4])
        device->setClipPlane(index, &clipPlane.A);\r
 }\r
 \r
-void Context::setClipPlaneEnable(int index, bool enable)\r
+void Context::setClipPlaneEnabled(int index, bool enable)\r
 {\r
        clipFlags = clipFlags & ~((int)!enable << index) | ((int)enable << index);\r
        device->setClipFlags(clipFlags);\r
index 064bc7a..b1073a4 100644 (file)
@@ -120,7 +120,7 @@ struct Attenuation
 \r
 struct Light\r
 {\r
-       bool enable;\r
+       bool enabled;\r
        Color ambient;\r
        Color diffuse;\r
        Color specular;\r
@@ -207,19 +207,19 @@ struct State
     GLclampf depthClearValue;\r
     int stencilClearValue;\r
 \r
-    bool cullFace;\r
+    bool cullFaceEnabled;\r
     GLenum cullMode;\r
     GLenum frontFace;\r
-    bool depthTest;\r
+    bool depthTestEnabled;\r
     GLenum depthFunc;\r
-    bool blend;\r
+    bool blendEnabled;\r
     GLenum sourceBlendRGB;\r
     GLenum destBlendRGB;\r
     GLenum sourceBlendAlpha;\r
     GLenum destBlendAlpha;\r
     GLenum blendEquationRGB;\r
     GLenum blendEquationAlpha;\r
-    bool stencilTest;\r
+    bool stencilTestEnabled;\r
     GLenum stencilFunc;\r
     GLint stencilRef;\r
     GLuint stencilMask;\r
@@ -227,17 +227,17 @@ struct State
     GLenum stencilPassDepthFail;\r
     GLenum stencilPassDepthPass;\r
     GLuint stencilWritemask;\r
-    bool polygonOffsetFill;\r
+    bool polygonOffsetFillEnabled;\r
     GLfloat polygonOffsetFactor;\r
     GLfloat polygonOffsetUnits;\r
-    bool sampleAlphaToCoverage;\r
-    bool sampleCoverage;\r
+    bool sampleAlphaToCoverageEnabled;\r
+    bool sampleCoverageEnabled;\r
     GLclampf sampleCoverageValue;\r
     bool sampleCoverageInvert;\r
-    bool scissorTest;\r
-    bool dither;\r
+    bool scissorTestEnabled;\r
+    bool ditherEnabled;\r
        GLenum shadeModel;\r
-       bool colorLogicOp;\r
+       bool colorLogicOpEnabled;\r
        GLenum logicalOperation;\r
 \r
     GLfloat lineWidth;\r
@@ -293,46 +293,46 @@ public:
     void setClearDepth(float depth);\r
     void setClearStencil(int stencil);\r
 \r
-    void setCullFace(bool enabled);\r
+    void setCullFaceEnabled(bool enabled);\r
     bool isCullFaceEnabled() const;\r
     void setCullMode(GLenum mode);\r
     void setFrontFace(GLenum front);\r
 \r
-    void setDepthTest(bool enabled);\r
+    void setDepthTestEnabled(bool enabled);\r
     bool isDepthTestEnabled() const;\r
     void setDepthFunc(GLenum depthFunc);\r
     void setDepthRange(float zNear, float zFar);\r
 \r
-       void setAlphaTest(bool enabled);\r
+       void setAlphaTestEnabled(bool enabled);\r
     bool isAlphaTestEnabled() const;\r
     void setAlphaFunc(GLenum alphaFunc, GLclampf reference);\r
 \r
-    void setBlend(bool enabled);\r
+    void setBlendEnabled(bool enabled);\r
     bool isBlendEnabled() const;\r
     void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);\r
     void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);\r
 \r
-    void setStencilTest(bool enabled);\r
+    void setStencilTestEnabled(bool enabled);\r
     bool isStencilTestEnabled() const;\r
     void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);\r
     void setStencilWritemask(GLuint stencilWritemask);\r
     void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);\r
 \r
-    void setPolygonOffsetFill(bool enabled);\r
+    void setPolygonOffsetFillEnabled(bool enabled);\r
     bool isPolygonOffsetFillEnabled() const;\r
     void setPolygonOffsetParams(GLfloat factor, GLfloat units);\r
 \r
-    void setSampleAlphaToCoverage(bool enabled);\r
+    void setSampleAlphaToCoverageEnabled(bool enabled);\r
     bool isSampleAlphaToCoverageEnabled() const;\r
-    void setSampleCoverage(bool enabled);\r
+    void setSampleCoverageEnabled(bool enabled);\r
     bool isSampleCoverageEnabled() const;\r
     void setSampleCoverageParams(GLclampf value, bool invert);\r
 \r
        void setShadeModel(GLenum mode);\r
-    void setDither(bool enabled);\r
+    void setDitherEnabled(bool enabled);\r
     bool isDitherEnabled() const;\r
-       void setLighting(bool enabled);\r
-       void setLight(int index, bool enable);\r
+       void setLightingEnabled(bool enabled);\r
+       void setLightEnabled(int index, bool enable);\r
        void setLightAmbient(int index, float r, float g, float b, float a);\r
        void setLightDiffuse(int index, float r, float g, float b, float a);\r
        void setLightSpecular(int index, float r, float g, float b, float a);\r
@@ -349,7 +349,7 @@ public:
        void setMaterialEmission(float red, float green, float blue, float alpha);\r
        void setMaterialShininess(float shininess);\r
 \r
-       void setFog(bool enabled);\r
+       void setFogEnabled(bool enabled);\r
        void setFogMode(GLenum mode);\r
        void setFogDensity(float fogDensity);\r
        void setFogStart(float fogStart);\r
@@ -386,7 +386,7 @@ public:
 \r
     void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);\r
 \r
-       void setScissorTest(bool enabled);\r
+       void setScissorTestEnabled(bool enabled);\r
     bool isScissorTestEnabled() const;\r
     void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);\r
 \r
@@ -400,7 +400,7 @@ public:
 \r
     GLuint getArrayBufferName() const;\r
 \r
-    void setEnableVertexAttribArray(unsigned int attribNum, bool enabled);\r
+    void setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled);\r
     const VertexAttribute &getVertexAttribState(unsigned int attribNum);\r
     void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,\r
                               bool normalized, GLsizei stride, const void *pointer);\r
@@ -501,7 +501,7 @@ public:
     void ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);\r
 \r
        void setClipPlane(int index, const float plane[4]);\r
-       void setClipPlaneEnable(int index, bool enable);\r
+       void setClipPlaneEnabled(int index, bool enable);\r
        bool isClipPlaneEnabled(int index) const;\r
 \r
 private:\r
@@ -534,7 +534,7 @@ private:
     VertexDataManager *mVertexDataManager;\r
     IndexDataManager *mIndexDataManager;\r
 \r
-       bool lighting;\r
+       bool lightingEnabled;\r
        Light light[MAX_LIGHTS];\r
        Color globalAmbient;\r
        Color materialAmbient;\r
@@ -578,7 +578,7 @@ private:
 \r
        int clipFlags;\r
 \r
-       bool alphaTest;\r
+       bool alphaTestEnabled;\r
        GLenum alphaTestFunc;\r
        float alphaTestRef;\r
 \r
index 39f894a..0119030 100644 (file)
@@ -1189,28 +1189,28 @@ void Disable(GLenum cap)
        {\r
                switch(cap)\r
                {\r
-               case GL_CULL_FACE:                context->setCullFace(false);              break;\r
-               case GL_POLYGON_OFFSET_FILL:      context->setPolygonOffsetFill(false);     break;\r
-               case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(false); break;\r
-               case GL_SAMPLE_COVERAGE:          context->setSampleCoverage(false);        break;\r
-               case GL_SCISSOR_TEST:             context->setScissorTest(false);           break;\r
-               case GL_STENCIL_TEST:             context->setStencilTest(false);           break;\r
-               case GL_DEPTH_TEST:               context->setDepthTest(false);             break;\r
-               case GL_BLEND:                    context->setBlend(false);                 break;\r
-               case GL_DITHER:                   context->setDither(false);                break;\r
-               case GL_LIGHTING:                 context->setLighting(false);              break;\r
-               case GL_LIGHT0:                   context->setLight(0, false);              break;\r
-               case GL_LIGHT1:                   context->setLight(1, false);              break;\r
-               case GL_LIGHT2:                   context->setLight(2, false);              break;\r
-               case GL_LIGHT3:                   context->setLight(3, false);              break;\r
-               case GL_LIGHT4:                   context->setLight(4, false);              break;\r
-               case GL_LIGHT5:                   context->setLight(5, false);              break;\r
-               case GL_LIGHT6:                   context->setLight(6, false);              break;\r
-               case GL_LIGHT7:                   context->setLight(7, false);              break;\r
-               case GL_FOG:                      context->setFog(false);                                       break;\r
-               case GL_TEXTURE_2D:               context->setTexture2Denabled(false);      break;\r
-               case GL_TEXTURE_EXTERNAL_OES:     context->setTextureExternalEnabled(false); break;\r
-               case GL_ALPHA_TEST:               context->setAlphaTest(false);             break;\r
+               case GL_CULL_FACE:                context->setCullFaceEnabled(false);              break;\r
+               case GL_POLYGON_OFFSET_FILL:      context->setPolygonOffsetFillEnabled(false);     break;\r
+               case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverageEnabled(false); break;\r
+               case GL_SAMPLE_COVERAGE:          context->setSampleCoverageEnabled(false);        break;\r
+               case GL_SCISSOR_TEST:             context->setScissorTestEnabled(false);           break;\r
+               case GL_STENCIL_TEST:             context->setStencilTestEnabled(false);           break;\r
+               case GL_DEPTH_TEST:               context->setDepthTestEnabled(false);             break;\r
+               case GL_BLEND:                    context->setBlendEnabled(false);                 break;\r
+               case GL_DITHER:                   context->setDitherEnabled(false);                break;\r
+               case GL_LIGHTING:                 context->setLightingEnabled(false);              break;\r
+               case GL_LIGHT0:                   context->setLightEnabled(0, false);              break;\r
+               case GL_LIGHT1:                   context->setLightEnabled(1, false);              break;\r
+               case GL_LIGHT2:                   context->setLightEnabled(2, false);              break;\r
+               case GL_LIGHT3:                   context->setLightEnabled(3, false);              break;\r
+               case GL_LIGHT4:                   context->setLightEnabled(4, false);              break;\r
+               case GL_LIGHT5:                   context->setLightEnabled(5, false);              break;\r
+               case GL_LIGHT6:                   context->setLightEnabled(6, false);              break;\r
+               case GL_LIGHT7:                   context->setLightEnabled(7, false);              break;\r
+               case GL_FOG:                      context->setFogEnabled(false);                   break;\r
+               case GL_TEXTURE_2D:               context->setTexture2Denabled(false);             break;\r
+               case GL_TEXTURE_EXTERNAL_OES:     context->setTextureExternalEnabled(false);       break;\r
+               case GL_ALPHA_TEST:               context->setAlphaTestEnabled(false);             break;\r
                case GL_COLOR_LOGIC_OP:           UNIMPLEMENTED(); break;\r
                case GL_POINT_SMOOTH:             UNIMPLEMENTED(); break;\r
                case GL_LINE_SMOOTH:              UNIMPLEMENTED(); break;\r
@@ -1223,12 +1223,12 @@ void Disable(GLenum cap)
                case GL_TEXTURE_COORD_ARRAY:      UNIMPLEMENTED(); break;\r
                case GL_MULTISAMPLE:              UNIMPLEMENTED(); break;\r
                case GL_SAMPLE_ALPHA_TO_ONE:      UNIMPLEMENTED(); break;\r
-               case GL_CLIP_PLANE0:              context->setClipPlaneEnable(0, false); break;\r
-               case GL_CLIP_PLANE1:              context->setClipPlaneEnable(1, false); break;\r
-               case GL_CLIP_PLANE2:              context->setClipPlaneEnable(2, false); break;\r
-               case GL_CLIP_PLANE3:              context->setClipPlaneEnable(3, false); break;\r
-               case GL_CLIP_PLANE4:              context->setClipPlaneEnable(4, false); break;\r
-               case GL_CLIP_PLANE5:              context->setClipPlaneEnable(5, false); break;\r
+               case GL_CLIP_PLANE0:              context->setClipPlaneEnabled(0, false); break;\r
+               case GL_CLIP_PLANE1:              context->setClipPlaneEnabled(1, false); break;\r
+               case GL_CLIP_PLANE2:              context->setClipPlaneEnabled(2, false); break;\r
+               case GL_CLIP_PLANE3:              context->setClipPlaneEnabled(3, false); break;\r
+               case GL_CLIP_PLANE4:              context->setClipPlaneEnabled(4, false); break;\r
+               case GL_CLIP_PLANE5:              context->setClipPlaneEnabled(5, false); break;\r
                default:\r
                        return error(GL_INVALID_ENUM);\r
                }\r
@@ -1247,10 +1247,10 @@ void DisableClientState(GLenum array)
 \r
                switch (array)\r
                {\r
-               case GL_VERTEX_ARRAY:        context->setEnableVertexAttribArray(sw::Position, false);                            break;\r
-               case GL_COLOR_ARRAY:         context->setEnableVertexAttribArray(sw::Color0, false);                              break;\r
-               case GL_TEXTURE_COORD_ARRAY: context->setEnableVertexAttribArray(sw::TexCoord0 + (texture - GL_TEXTURE0), false); break;\r
-               case GL_NORMAL_ARRAY:        context->setEnableVertexAttribArray(sw::Normal, false);                              break;\r
+               case GL_VERTEX_ARRAY:        context->setVertexAttribArrayEnabled(sw::Position, false);                            break;\r
+               case GL_COLOR_ARRAY:         context->setVertexAttribArrayEnabled(sw::Color0, false);                              break;\r
+               case GL_TEXTURE_COORD_ARRAY: context->setVertexAttribArrayEnabled(sw::TexCoord0 + (texture - GL_TEXTURE0), false); break;\r
+               case GL_NORMAL_ARRAY:        context->setVertexAttribArrayEnabled(sw::Normal, false);                              break;\r
                default:                     UNIMPLEMENTED();\r
                }\r
        }\r
@@ -1311,28 +1311,28 @@ void Enable(GLenum cap)
        {\r
                switch(cap)\r
                {\r
-               case GL_CULL_FACE:                context->setCullFace(true);              break;\r
-               case GL_POLYGON_OFFSET_FILL:      context->setPolygonOffsetFill(true);     break;\r
-               case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(true); break;\r
-               case GL_SAMPLE_COVERAGE:          context->setSampleCoverage(true);        break;\r
-               case GL_SCISSOR_TEST:             context->setScissorTest(true);           break;\r
-               case GL_STENCIL_TEST:             context->setStencilTest(true);           break;\r
-               case GL_DEPTH_TEST:               context->setDepthTest(true);             break;\r
-               case GL_BLEND:                    context->setBlend(true);                 break;\r
-               case GL_DITHER:                   context->setDither(true);                break;\r
-               case GL_LIGHTING:                 context->setLighting(true);              break;\r
-               case GL_LIGHT0:                   context->setLight(0, true);              break;\r
-               case GL_LIGHT1:                   context->setLight(1, true);              break;\r
-               case GL_LIGHT2:                   context->setLight(2, true);              break;\r
-               case GL_LIGHT3:                   context->setLight(3, true);              break;\r
-               case GL_LIGHT4:                   context->setLight(4, true);              break;\r
-               case GL_LIGHT5:                   context->setLight(5, true);              break;\r
-               case GL_LIGHT6:                   context->setLight(6, true);              break;\r
-               case GL_LIGHT7:                   context->setLight(7, true);              break;\r
-               case GL_FOG:                      context->setFog(true);                                   break;\r
-               case GL_TEXTURE_2D:               context->setTexture2Denabled(true);      break;\r
-               case GL_TEXTURE_EXTERNAL_OES:     context->setTextureExternalEnabled(true); break;\r
-               case GL_ALPHA_TEST:               context->setAlphaTest(true);             break;\r
+               case GL_CULL_FACE:                context->setCullFaceEnabled(true);              break;\r
+               case GL_POLYGON_OFFSET_FILL:      context->setPolygonOffsetFillEnabled(true);     break;\r
+               case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverageEnabled(true); break;\r
+               case GL_SAMPLE_COVERAGE:          context->setSampleCoverageEnabled(true);        break;\r
+               case GL_SCISSOR_TEST:             context->setScissorTestEnabled(true);           break;\r
+               case GL_STENCIL_TEST:             context->setStencilTestEnabled(true);           break;\r
+               case GL_DEPTH_TEST:               context->setDepthTestEnabled(true);             break;\r
+               case GL_BLEND:                    context->setBlendEnabled(true);                 break;\r
+               case GL_DITHER:                   context->setDitherEnabled(true);                break;\r
+               case GL_LIGHTING:                 context->setLightingEnabled(true);              break;\r
+               case GL_LIGHT0:                   context->setLightEnabled(0, true);              break;\r
+               case GL_LIGHT1:                   context->setLightEnabled(1, true);              break;\r
+               case GL_LIGHT2:                   context->setLightEnabled(2, true);              break;\r
+               case GL_LIGHT3:                   context->setLightEnabled(3, true);              break;\r
+               case GL_LIGHT4:                   context->setLightEnabled(4, true);              break;\r
+               case GL_LIGHT5:                   context->setLightEnabled(5, true);              break;\r
+               case GL_LIGHT6:                   context->setLightEnabled(6, true);              break;\r
+               case GL_LIGHT7:                   context->setLightEnabled(7, true);              break;\r
+               case GL_FOG:                      context->setFogEnabled(true);                               break;\r
+               case GL_TEXTURE_2D:               context->setTexture2Denabled(true);             break;\r
+               case GL_TEXTURE_EXTERNAL_OES:     context->setTextureExternalEnabled(true);       break;\r
+               case GL_ALPHA_TEST:               context->setAlphaTestEnabled(true);             break;\r
                case GL_COLOR_LOGIC_OP:           UNIMPLEMENTED(); break;\r
                case GL_POINT_SMOOTH:             UNIMPLEMENTED(); break;\r
                case GL_LINE_SMOOTH:              UNIMPLEMENTED(); break;\r
@@ -1345,12 +1345,12 @@ void Enable(GLenum cap)
                case GL_TEXTURE_COORD_ARRAY:      UNIMPLEMENTED(); break;\r
                case GL_MULTISAMPLE:              UNIMPLEMENTED(); break;\r
                case GL_SAMPLE_ALPHA_TO_ONE:      UNIMPLEMENTED(); break;\r
-               case GL_CLIP_PLANE0:              context->setClipPlaneEnable(0, true); break;\r
-               case GL_CLIP_PLANE1:              context->setClipPlaneEnable(1, true); break;\r
-               case GL_CLIP_PLANE2:              context->setClipPlaneEnable(2, true); break;\r
-               case GL_CLIP_PLANE3:              context->setClipPlaneEnable(3, true); break;\r
-               case GL_CLIP_PLANE4:              context->setClipPlaneEnable(4, true); break;\r
-               case GL_CLIP_PLANE5:              context->setClipPlaneEnable(5, true); break;\r
+               case GL_CLIP_PLANE0:              context->setClipPlaneEnabled(0, true); break;\r
+               case GL_CLIP_PLANE1:              context->setClipPlaneEnabled(1, true); break;\r
+               case GL_CLIP_PLANE2:              context->setClipPlaneEnabled(2, true); break;\r
+               case GL_CLIP_PLANE3:              context->setClipPlaneEnabled(3, true); break;\r
+               case GL_CLIP_PLANE4:              context->setClipPlaneEnabled(4, true); break;\r
+               case GL_CLIP_PLANE5:              context->setClipPlaneEnabled(5, true); break;\r
                default:\r
                        return error(GL_INVALID_ENUM);\r
                }\r
@@ -1369,10 +1369,10 @@ void EnableClientState(GLenum array)
 \r
                switch(array)\r
                {\r
-               case GL_VERTEX_ARRAY:        context->setEnableVertexAttribArray(sw::Position, true);                            break;\r
-               case GL_COLOR_ARRAY:         context->setEnableVertexAttribArray(sw::Color0, true);                              break;\r
-               case GL_TEXTURE_COORD_ARRAY: context->setEnableVertexAttribArray(sw::TexCoord0 + (texture - GL_TEXTURE0), true); break;\r
-               case GL_NORMAL_ARRAY:        context->setEnableVertexAttribArray(sw::Normal, true);                              break;\r
+               case GL_VERTEX_ARRAY:        context->setVertexAttribArrayEnabled(sw::Position, true);                            break;\r
+               case GL_COLOR_ARRAY:         context->setVertexAttribArrayEnabled(sw::Color0, true);                              break;\r
+               case GL_TEXTURE_COORD_ARRAY: context->setVertexAttribArrayEnabled(sw::TexCoord0 + (texture - GL_TEXTURE0), true); break;\r
+               case GL_NORMAL_ARRAY:        context->setVertexAttribArrayEnabled(sw::Normal, true);                              break;\r
                default:                     UNIMPLEMENTED();\r
                }\r
        }\r
index ae733d0..079c157 100644 (file)
@@ -55,12 +55,12 @@ Context::Context(const egl::Config *config, const Context *shareContext, EGLint
     mState.depthClearValue = 1.0f;\r
     mState.stencilClearValue = 0;\r
 \r
-    mState.cullFace = false;\r
+    mState.cullFaceEnabled = false;\r
     mState.cullMode = GL_BACK;\r
     mState.frontFace = GL_CCW;\r
-    mState.depthTest = false;\r
+    mState.depthTestEnabled = false;\r
     mState.depthFunc = GL_LESS;\r
-    mState.blend = false;\r
+    mState.blendEnabled = false;\r
     mState.sourceBlendRGB = GL_ONE;\r
     mState.sourceBlendAlpha = GL_ONE;\r
     mState.destBlendRGB = GL_ZERO;\r
@@ -71,7 +71,7 @@ Context::Context(const egl::Config *config, const Context *shareContext, EGLint
     mState.blendColor.green = 0;\r
     mState.blendColor.blue = 0;\r
     mState.blendColor.alpha = 0;\r
-    mState.stencilTest = false;\r
+    mState.stencilTestEnabled = false;\r
     mState.stencilFunc = GL_ALWAYS;\r
     mState.stencilRef = 0;\r
     mState.stencilMask = -1;\r
@@ -86,17 +86,17 @@ Context::Context(const egl::Config *config, const Context *shareContext, EGLint
     mState.stencilBackFail = GL_KEEP;\r
     mState.stencilBackPassDepthFail = GL_KEEP;\r
     mState.stencilBackPassDepthPass = GL_KEEP;\r
-    mState.polygonOffsetFill = false;\r
+    mState.polygonOffsetFillEnabled = false;\r
     mState.polygonOffsetFactor = 0.0f;\r
     mState.polygonOffsetUnits = 0.0f;\r
-    mState.sampleAlphaToCoverage = false;\r
-    mState.sampleCoverage = false;\r
+    mState.sampleAlphaToCoverageEnabled = false;\r
+    mState.sampleCoverageEnabled = false;\r
     mState.sampleCoverageValue = 1.0f;\r
     mState.sampleCoverageInvert = false;\r
-    mState.scissorTest = false;\r
-    mState.dither = true;\r
-    mState.primitiveRestartFixedIndex = false;\r
-    mState.rasterizerDiscard = false;\r
+    mState.scissorTestEnabled = false;\r
+    mState.ditherEnabled = true;\r
+    mState.primitiveRestartFixedIndexEnabled = false;\r
+    mState.rasterizerDiscardEnabled = false;\r
     mState.generateMipmapHint = GL_DONT_CARE;\r
     mState.fragmentShaderDerivativeHint = GL_DONT_CARE;\r
 \r
@@ -349,14 +349,14 @@ void Context::setClearStencil(int stencil)
     mState.stencilClearValue = stencil;\r
 }\r
 \r
-void Context::setCullFace(bool enabled)\r
+void Context::setCullFaceEnabled(bool enabled)\r
 {\r
-    mState.cullFace = enabled;\r
+    mState.cullFaceEnabled = enabled;\r
 }\r
 \r
 bool Context::isCullFaceEnabled() const\r
 {\r
-    return mState.cullFace;\r
+    return mState.cullFaceEnabled;\r
 }\r
 \r
 void Context::setCullMode(GLenum mode)\r
@@ -373,18 +373,18 @@ void Context::setFrontFace(GLenum front)
     }\r
 }\r
 \r
-void Context::setDepthTest(bool enabled)\r
+void Context::setDepthTestEnabled(bool enabled)\r
 {\r
-    if(mState.depthTest != enabled)\r
+    if(mState.depthTestEnabled != enabled)\r
     {\r
-        mState.depthTest = enabled;\r
+        mState.depthTestEnabled = enabled;\r
         mDepthStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isDepthTestEnabled() const\r
 {\r
-    return mState.depthTest;\r
+    return mState.depthTestEnabled;\r
 }\r
 \r
 void Context::setDepthFunc(GLenum depthFunc)\r
@@ -402,18 +402,18 @@ void Context::setDepthRange(float zNear, float zFar)
     mState.zFar = zFar;\r
 }\r
 \r
-void Context::setBlend(bool enabled)\r
+void Context::setBlendEnabled(bool enabled)\r
 {\r
-    if(mState.blend != enabled)\r
+    if(mState.blendEnabled != enabled)\r
     {\r
-        mState.blend = enabled;\r
+        mState.blendEnabled = enabled;\r
         mBlendStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isBlendEnabled() const\r
 {\r
-    return mState.blend;\r
+    return mState.blendEnabled;\r
 }\r
 \r
 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)\r
@@ -457,25 +457,25 @@ void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
     }\r
 }\r
 \r
-void Context::setStencilTest(bool enabled)\r
+void Context::setStencilTestEnabled(bool enabled)\r
 {\r
-    if(mState.stencilTest != enabled)\r
+    if(mState.stencilTestEnabled != enabled)\r
     {\r
-        mState.stencilTest = enabled;\r
+        mState.stencilTestEnabled = enabled;\r
         mStencilStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isStencilTestEnabled() const\r
 {\r
-    return mState.stencilTest;\r
+    return mState.stencilTestEnabled;\r
 }\r
 \r
 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)\r
 {\r
     if(mState.stencilFunc != stencilFunc ||\r
-        mState.stencilRef != stencilRef ||\r
-        mState.stencilMask != stencilMask)\r
+       mState.stencilRef != stencilRef ||\r
+       mState.stencilMask != stencilMask)\r
     {\r
         mState.stencilFunc = stencilFunc;\r
         mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;\r
@@ -487,8 +487,8 @@ void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint sten
 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)\r
 {\r
     if(mState.stencilBackFunc != stencilBackFunc ||\r
-        mState.stencilBackRef != stencilBackRef ||\r
-        mState.stencilBackMask != stencilBackMask)\r
+       mState.stencilBackRef != stencilBackRef ||\r
+       mState.stencilBackMask != stencilBackMask)\r
     {\r
         mState.stencilBackFunc = stencilBackFunc;\r
         mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;\r
@@ -518,8 +518,8 @@ void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)\r
 {\r
     if(mState.stencilFail != stencilFail ||\r
-        mState.stencilPassDepthFail != stencilPassDepthFail ||\r
-        mState.stencilPassDepthPass != stencilPassDepthPass)\r
+       mState.stencilPassDepthFail != stencilPassDepthFail ||\r
+       mState.stencilPassDepthPass != stencilPassDepthPass)\r
     {\r
         mState.stencilFail = stencilFail;\r
         mState.stencilPassDepthFail = stencilPassDepthFail;\r
@@ -531,8 +531,8 @@ void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFa
 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)\r
 {\r
     if(mState.stencilBackFail != stencilBackFail ||\r
-        mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||\r
-        mState.stencilBackPassDepthPass != stencilBackPassDepthPass)\r
+       mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||\r
+       mState.stencilBackPassDepthPass != stencilBackPassDepthPass)\r
     {\r
         mState.stencilBackFail = stencilBackFail;\r
         mState.stencilBackPassDepthFail = stencilBackPassDepthFail;\r
@@ -541,24 +541,24 @@ void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBac
     }\r
 }\r
 \r
-void Context::setPolygonOffsetFill(bool enabled)\r
+void Context::setPolygonOffsetFillEnabled(bool enabled)\r
 {\r
-    if(mState.polygonOffsetFill != enabled)\r
+    if(mState.polygonOffsetFillEnabled != enabled)\r
     {\r
-        mState.polygonOffsetFill = enabled;\r
+        mState.polygonOffsetFillEnabled = enabled;\r
         mPolygonOffsetStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isPolygonOffsetFillEnabled() const\r
 {\r
-    return mState.polygonOffsetFill;\r
+    return mState.polygonOffsetFillEnabled;\r
 }\r
 \r
 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)\r
 {\r
     if(mState.polygonOffsetFactor != factor ||\r
-        mState.polygonOffsetUnits != units)\r
+       mState.polygonOffsetUnits != units)\r
     {\r
         mState.polygonOffsetFactor = factor;\r
         mState.polygonOffsetUnits = units;\r
@@ -566,38 +566,38 @@ void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
     }\r
 }\r
 \r
-void Context::setSampleAlphaToCoverage(bool enabled)\r
+void Context::setSampleAlphaToCoverageEnabled(bool enabled)\r
 {\r
-    if(mState.sampleAlphaToCoverage != enabled)\r
+    if(mState.sampleAlphaToCoverageEnabled != enabled)\r
     {\r
-        mState.sampleAlphaToCoverage = enabled;\r
+        mState.sampleAlphaToCoverageEnabled = enabled;\r
         mSampleStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isSampleAlphaToCoverageEnabled() const\r
 {\r
-    return mState.sampleAlphaToCoverage;\r
+    return mState.sampleAlphaToCoverageEnabled;\r
 }\r
 \r
-void Context::setSampleCoverage(bool enabled)\r
+void Context::setSampleCoverageEnabled(bool enabled)\r
 {\r
-    if(mState.sampleCoverage != enabled)\r
+    if(mState.sampleCoverageEnabled != enabled)\r
     {\r
-        mState.sampleCoverage = enabled;\r
+        mState.sampleCoverageEnabled = enabled;\r
         mSampleStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isSampleCoverageEnabled() const\r
 {\r
-    return mState.sampleCoverage;\r
+    return mState.sampleCoverageEnabled;\r
 }\r
 \r
 void Context::setSampleCoverageParams(GLclampf value, bool invert)\r
 {\r
     if(mState.sampleCoverageValue != value ||\r
-        mState.sampleCoverageInvert != invert)\r
+       mState.sampleCoverageInvert != invert)\r
     {\r
         mState.sampleCoverageValue = value;\r
         mState.sampleCoverageInvert = invert;\r
@@ -605,50 +605,50 @@ void Context::setSampleCoverageParams(GLclampf value, bool invert)
     }\r
 }\r
 \r
-void Context::setScissorTest(bool enabled)\r
+void Context::setScissorTestEnabled(bool enabled)\r
 {\r
-    mState.scissorTest = enabled;\r
+    mState.scissorTestEnabled = enabled;\r
 }\r
 \r
 bool Context::isScissorTestEnabled() const\r
 {\r
-    return mState.scissorTest;\r
+    return mState.scissorTestEnabled;\r
 }\r
 \r
-void Context::setDither(bool enabled)\r
+void Context::setDitherEnabled(bool enabled)\r
 {\r
-    if(mState.dither != enabled)\r
+    if(mState.ditherEnabled != enabled)\r
     {\r
-        mState.dither = enabled;\r
+        mState.ditherEnabled = enabled;\r
         mDitherStateDirty = true;\r
     }\r
 }\r
 \r
 bool Context::isDitherEnabled() const\r
 {\r
-    return mState.dither;\r
+    return mState.ditherEnabled;\r
 }\r
 \r
-void Context::setPrimitiveRestartFixedIndex(bool enabled)\r
+void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)\r
 {\r
     UNIMPLEMENTED();\r
-    mState.primitiveRestartFixedIndex = enabled;\r
+    mState.primitiveRestartFixedIndexEnabled = enabled;\r
 }\r
 \r
 bool Context::isPrimitiveRestartFixedIndexEnabled() const\r
 {\r
-    return mState.primitiveRestartFixedIndex;\r
+    return mState.primitiveRestartFixedIndexEnabled;\r
 }\r
 \r
-void Context::setRasterizerDiscard(bool enabled)\r
+void Context::setRasterizerDiscardEnabled(bool enabled)\r
 {\r
     UNIMPLEMENTED();\r
-    mState.rasterizerDiscard = enabled;\r
+    mState.rasterizerDiscardEnabled = enabled;\r
 }\r
 \r
 bool Context::isRasterizerDiscardEnabled() const\r
 {\r
-    return mState.rasterizerDiscard;\r
+    return mState.rasterizerDiscardEnabled;\r
 }\r
 \r
 void Context::setLineWidth(GLfloat width)\r
@@ -792,7 +792,7 @@ GLuint Context::getActiveQuery(GLenum target) const
        return 0;\r
 }\r
 \r
-void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)\r
+void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)\r
 {\r
        getCurrentVertexArray()->enableAttribute(attribNum, enabled);\r
 }\r
@@ -1827,17 +1827,17 @@ bool Context::getBooleanv(GLenum pname, GLboolean *params) const
         params[2] = mState.colorMaskBlue;\r
         params[3] = mState.colorMaskAlpha;\r
         break;\r
-    case GL_CULL_FACE:                *params = mState.cullFace;                  break;\r
-    case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFill;         break;\r
-    case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage;     break;\r
-    case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverage;            break;\r
-    case GL_SCISSOR_TEST:             *params = mState.scissorTest;               break;\r
-    case GL_STENCIL_TEST:             *params = mState.stencilTest;               break;\r
-    case GL_DEPTH_TEST:               *params = mState.depthTest;                 break;\r
-    case GL_BLEND:                    *params = mState.blend;                     break;\r
-    case GL_DITHER:                   *params = mState.dither;                    break;\r
-    case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndex; break;\r
-    case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscard;         break;\r
+    case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;\r
+    case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;\r
+    case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;\r
+    case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;\r
+    case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;\r
+    case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;\r
+    case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;\r
+    case GL_BLEND:                    *params = mState.blendEnabled;                     break;\r
+    case GL_DITHER:                   *params = mState.ditherEnabled;                    break;\r
+    case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;\r
+    case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;\r
        case GL_TRANSFORM_FEEDBACK_ACTIVE:\r
                {\r
                        TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);\r
@@ -2683,7 +2683,7 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
 \r
 void Context::applyScissor(int width, int height)\r
 {\r
-       if(mState.scissorTest)\r
+       if(mState.scissorTestEnabled)\r
        {\r
                sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };\r
                scissor.clip(0, 0, width, height);\r
@@ -2761,7 +2761,7 @@ void Context::applyState(GLenum drawMode)
 {\r
     Framebuffer *framebuffer = getDrawFramebuffer();\r
 \r
-    if(mState.cullFace)\r
+    if(mState.cullFaceEnabled)\r
     {\r
         device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));\r
     }\r
@@ -2772,7 +2772,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mDepthStateDirty)\r
     {\r
-        if(mState.depthTest)\r
+        if(mState.depthTestEnabled)\r
         {\r
                        device->setDepthBufferEnable(true);\r
                        device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));\r
@@ -2787,7 +2787,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mBlendStateDirty)\r
     {\r
-        if(mState.blend)\r
+        if(mState.blendEnabled)\r
         {\r
                        device->setAlphaBlendEnable(true);\r
                        device->setSeparateAlphaBlendEnable(true);\r
@@ -2812,7 +2812,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mStencilStateDirty || mFrontFaceDirty)\r
     {\r
-        if(mState.stencilTest && framebuffer->hasStencil())\r
+        if(mState.stencilTestEnabled && framebuffer->hasStencil())\r
         {\r
                        device->setStencilEnable(true);\r
                        device->setTwoSidedStencil(true);\r
@@ -2885,7 +2885,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mPolygonOffsetStateDirty)\r
     {\r
-        if(mState.polygonOffsetFill)\r
+        if(mState.polygonOffsetFillEnabled)\r
         {\r
             Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();\r
             if(depthbuffer)\r
@@ -2906,7 +2906,7 @@ void Context::applyState(GLenum drawMode)
 \r
     if(mSampleStateDirty)\r
     {\r
-        if(mState.sampleAlphaToCoverage)\r
+        if(mState.sampleAlphaToCoverageEnabled)\r
         {\r
             device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);\r
         }\r
@@ -2915,7 +2915,7 @@ void Context::applyState(GLenum drawMode)
                        device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);\r
                }\r
 \r
-        if(mState.sampleCoverage)\r
+        if(mState.sampleCoverageEnabled)\r
         {\r
             unsigned int mask = 0;\r
             if(mState.sampleCoverageValue != 0)\r
@@ -3984,7 +3984,7 @@ void Context::detachSampler(GLuint sampler)
 \r
 bool Context::cullSkipsDraw(GLenum drawMode)\r
 {\r
-    return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);\r
+    return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);\r
 }\r
 \r
 bool Context::isTriangleMode(GLenum drawMode)\r
@@ -4106,7 +4106,7 @@ void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1
        sw::Rect sourceScissoredRect = sourceRect;\r
     sw::Rect destScissoredRect = destRect;\r
 \r
-    if(mState.scissorTest)   // Only write to parts of the destination framebuffer which pass the scissor test\r
+    if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test\r
     {\r
         if(destRect.x0 < mState.scissorX)\r
         {\r
index 7232b98..87209a1 100644 (file)
@@ -140,7 +140,7 @@ struct Color
 // Helper structure describing a single vertex attribute\r
 class VertexAttribute\r
 {\r
-  public:\r
+public:\r
     VertexAttribute() : mType(GL_FLOAT), mSize(0), mNormalized(false), mStride(0), mDivisor(0), mPointer(NULL), mArrayEnabled(false)\r
     {\r
         mCurrentValue[0].f = 0.0f;\r
@@ -245,6 +245,7 @@ class VertexAttribute
     gl::BindingPointer<Buffer> mBoundBuffer;   // Captured when glVertexAttribPointer is called.\r
 \r
     bool mArrayEnabled;   // From glEnable/DisableVertexAttribArray\r
+\r
 private:\r
        union ValueUnion\r
        {\r
@@ -254,6 +255,7 @@ private:
                GLint i;\r
                GLuint ui;\r
        };\r
+\r
        ValueUnion mCurrentValue[4];   // From glVertexAttrib\r
        ValueUnion::Type mCurrentValueType;\r
 };\r
@@ -267,12 +269,12 @@ struct State
     GLclampf depthClearValue;\r
     int stencilClearValue;\r
 \r
-    bool cullFace;\r
+    bool cullFaceEnabled;\r
     GLenum cullMode;\r
     GLenum frontFace;\r
-    bool depthTest;\r
+    bool depthTestEnabled;\r
     GLenum depthFunc;\r
-    bool blend;\r
+    bool blendEnabled;\r
     GLenum sourceBlendRGB;\r
     GLenum destBlendRGB;\r
     GLenum sourceBlendAlpha;\r
@@ -280,7 +282,7 @@ struct State
     GLenum blendEquationRGB;\r
     GLenum blendEquationAlpha;\r
     Color blendColor;\r
-    bool stencilTest;\r
+    bool stencilTestEnabled;\r
     GLenum stencilFunc;\r
     GLint stencilRef;\r
     GLuint stencilMask;\r
@@ -295,18 +297,18 @@ struct State
     GLenum stencilBackPassDepthFail;\r
     GLenum stencilBackPassDepthPass;\r
     GLuint stencilBackWritemask;\r
-    bool polygonOffsetFill;\r
+    bool polygonOffsetFillEnabled;\r
     GLfloat polygonOffsetFactor;\r
     GLfloat polygonOffsetUnits;\r
-    bool sampleAlphaToCoverage;\r
-    bool sampleCoverage;\r
+    bool sampleAlphaToCoverageEnabled;\r
+    bool sampleCoverageEnabled;\r
     GLclampf sampleCoverageValue;\r
     bool sampleCoverageInvert;\r
-    bool scissorTest;\r
-    bool dither;\r
-    bool primitiveRestartFixedIndex;\r
-    bool rasterizerDiscard;\r
-    bool colorLogicOp;\r
+    bool scissorTestEnabled;\r
+    bool ditherEnabled;\r
+    bool primitiveRestartFixedIndexEnabled;\r
+    bool rasterizerDiscardEnabled;\r
+    bool colorLogicOpEnabled;\r
     GLenum logicalOperation;\r
 \r
     GLfloat lineWidth;\r
@@ -377,23 +379,23 @@ public:
     void setClearDepth(float depth);\r
     void setClearStencil(int stencil);\r
 \r
-    void setCullFace(bool enabled);\r
+    void setCullFaceEnabled(bool enabled);\r
     bool isCullFaceEnabled() const;\r
     void setCullMode(GLenum mode);\r
     void setFrontFace(GLenum front);\r
 \r
-    void setDepthTest(bool enabled);\r
+    void setDepthTestEnabled(bool enabled);\r
     bool isDepthTestEnabled() const;\r
     void setDepthFunc(GLenum depthFunc);\r
     void setDepthRange(float zNear, float zFar);\r
     \r
-    void setBlend(bool enabled);\r
+    void setBlendEnabled(bool enabled);\r
     bool isBlendEnabled() const;\r
     void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);\r
     void setBlendColor(float red, float green, float blue, float alpha);\r
     void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);\r
 \r
-    void setStencilTest(bool enabled);\r
+    void setStencilTestEnabled(bool enabled);\r
     bool isStencilTestEnabled() const;\r
     void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);\r
     void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask);\r
@@ -402,23 +404,23 @@ public:
     void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);\r
     void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass);\r
 \r
-    void setPolygonOffsetFill(bool enabled);\r
+    void setPolygonOffsetFillEnabled(bool enabled);\r
     bool isPolygonOffsetFillEnabled() const;\r
     void setPolygonOffsetParams(GLfloat factor, GLfloat units);\r
 \r
-    void setSampleAlphaToCoverage(bool enabled);\r
+    void setSampleAlphaToCoverageEnabled(bool enabled);\r
     bool isSampleAlphaToCoverageEnabled() const;\r
-    void setSampleCoverage(bool enabled);\r
+    void setSampleCoverageEnabled(bool enabled);\r
     bool isSampleCoverageEnabled() const;\r
     void setSampleCoverageParams(GLclampf value, bool invert);\r
 \r
-    void setDither(bool enabled);\r
+    void setDitherEnabled(bool enabled);\r
     bool isDitherEnabled() const;\r
 \r
-    void setPrimitiveRestartFixedIndex(bool enabled);\r
+    void setPrimitiveRestartFixedIndexEnabled(bool enabled);\r
     bool isPrimitiveRestartFixedIndexEnabled() const;\r
 \r
-    void setRasterizerDiscard(bool enabled);\r
+    void setRasterizerDiscardEnabled(bool enabled);\r
     bool isRasterizerDiscardEnabled() const;\r
 \r
     void setLineWidth(GLfloat width);\r
@@ -428,7 +430,7 @@ public:
 \r
     void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);\r
 \r
-       void setScissorTest(bool enabled);\r
+       void setScissorTestEnabled(bool enabled);\r
     bool isScissorTestEnabled() const;\r
     void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);\r
 \r
@@ -451,7 +453,7 @@ public:
     GLuint getArrayBufferName() const;\r
        GLuint getElementArrayBufferName() const;\r
 \r
-    void setEnableVertexAttribArray(unsigned int attribNum, bool enabled);\r
+    void setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled);\r
     void setVertexAttribDivisor(unsigned int attribNum, GLuint divisor);\r
     const VertexAttribute &getVertexAttribState(unsigned int attribNum) const;\r
     void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,\r
index 7e5a369..946d7ad 100644 (file)
@@ -1713,17 +1713,17 @@ void Disable(GLenum cap)
        {\r
                switch(cap)\r
                {\r
-               case GL_CULL_FACE:                context->setCullFace(false);              break;\r
-               case GL_POLYGON_OFFSET_FILL:      context->setPolygonOffsetFill(false);     break;\r
-               case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(false); break;\r
-               case GL_SAMPLE_COVERAGE:          context->setSampleCoverage(false);        break;\r
-               case GL_SCISSOR_TEST:             context->setScissorTest(false);           break;\r
-               case GL_STENCIL_TEST:             context->setStencilTest(false);           break;\r
-               case GL_DEPTH_TEST:               context->setDepthTest(false);             break;\r
-               case GL_BLEND:                    context->setBlend(false);                 break;\r
-               case GL_DITHER:                   context->setDither(false);                break;\r
-               case GL_PRIMITIVE_RESTART_FIXED_INDEX: context->setPrimitiveRestartFixedIndex(false); break;\r
-               case GL_RASTERIZER_DISCARD:       context->setRasterizerDiscard(false); break;\r
+               case GL_CULL_FACE:                     context->setCullFaceEnabled(false);                   break;\r
+               case GL_POLYGON_OFFSET_FILL:           context->setPolygonOffsetFillEnabled(false);          break;\r
+               case GL_SAMPLE_ALPHA_TO_COVERAGE:      context->setSampleAlphaToCoverageEnabled(false);      break;\r
+               case GL_SAMPLE_COVERAGE:               context->setSampleCoverageEnabled(false);             break;\r
+               case GL_SCISSOR_TEST:                  context->setScissorTestEnabled(false);                break;\r
+               case GL_STENCIL_TEST:                  context->setStencilTestEnabled(false);                break;\r
+               case GL_DEPTH_TEST:                    context->setDepthTestEnabled(false);                  break;\r
+               case GL_BLEND:                         context->setBlendEnabled(false);                      break;\r
+               case GL_DITHER:                        context->setDitherEnabled(false);                     break;\r
+               case GL_PRIMITIVE_RESTART_FIXED_INDEX: context->setPrimitiveRestartFixedIndexEnabled(false); break;\r
+               case GL_RASTERIZER_DISCARD:            context->setRasterizerDiscardEnabled(false);          break;\r
                default:\r
                        return error(GL_INVALID_ENUM);\r
                }\r
@@ -1743,7 +1743,7 @@ void DisableVertexAttribArray(GLuint index)
 \r
        if(context)\r
        {\r
-               context->setEnableVertexAttribArray(index, false);\r
+               context->setVertexAttribArrayEnabled(index, false);\r
        }\r
 }\r
 \r
@@ -2058,17 +2058,17 @@ void Enable(GLenum cap)
        {\r
                switch(cap)\r
                {\r
-               case GL_CULL_FACE:                context->setCullFace(true);              break;\r
-               case GL_POLYGON_OFFSET_FILL:      context->setPolygonOffsetFill(true);     break;\r
-               case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(true); break;\r
-               case GL_SAMPLE_COVERAGE:          context->setSampleCoverage(true);        break;\r
-               case GL_SCISSOR_TEST:             context->setScissorTest(true);           break;\r
-               case GL_STENCIL_TEST:             context->setStencilTest(true);           break;\r
-               case GL_DEPTH_TEST:               context->setDepthTest(true);             break;\r
-               case GL_BLEND:                    context->setBlend(true);                 break;\r
-               case GL_DITHER:                   context->setDither(true);                break;\r
-               case GL_PRIMITIVE_RESTART_FIXED_INDEX: context->setPrimitiveRestartFixedIndex(true); break;\r
-               case GL_RASTERIZER_DISCARD:       context->setRasterizerDiscard(true); break;\r
+               case GL_CULL_FACE:                     context->setCullFaceEnabled(true);                   break;\r
+               case GL_POLYGON_OFFSET_FILL:           context->setPolygonOffsetFillEnabled(true);          break;\r
+               case GL_SAMPLE_ALPHA_TO_COVERAGE:      context->setSampleAlphaToCoverageEnabled(true);      break;\r
+               case GL_SAMPLE_COVERAGE:               context->setSampleCoverageEnabled(true);             break;\r
+               case GL_SCISSOR_TEST:                  context->setScissorTestEnabled(true);                break;\r
+               case GL_STENCIL_TEST:                  context->setStencilTestEnabled(true);                break;\r
+               case GL_DEPTH_TEST:                    context->setDepthTestEnabled(true);                  break;\r
+               case GL_BLEND:                         context->setBlendEnabled(true);                      break;\r
+               case GL_DITHER:                        context->setDitherEnabled(true);                     break;\r
+               case GL_PRIMITIVE_RESTART_FIXED_INDEX: context->setPrimitiveRestartFixedIndexEnabled(true); break;\r
+               case GL_RASTERIZER_DISCARD:            context->setRasterizerDiscardEnabled(true);          break;\r
                default:\r
                        return error(GL_INVALID_ENUM);\r
                }\r
@@ -2088,7 +2088,7 @@ void EnableVertexAttribArray(GLuint index)
 \r
        if(context)\r
        {\r
-               context->setEnableVertexAttribArray(index, true);\r
+               context->setVertexAttribArrayEnabled(index, true);\r
        }\r
 }\r
 \r