GL_CALL(LineWidth(1));
}
- if (resetBits & kAA_GrGLBackendState) {
- fHWAAState.invalidate();
+ if (resetBits & kMSAAEnable_GrGLBackendState) {
+ fMSAAEnabled = kUnknown_TriState;
}
fHWActiveTextureUnitIdx = -1; // invalid
const GrRenderTarget* rt = this->getDrawState().getRenderTarget();
if (kGL_GrGLStandard == this->glStandard()) {
- // ES doesn't support toggling GL_MULTISAMPLE and doesn't have
- // smooth lines.
- // we prefer smooth lines over multisampled lines
- bool smoothLines = false;
-
- if (kDrawLines_DrawType == type) {
- smoothLines = this->willUseHWAALines();
- if (smoothLines) {
- if (kYes_TriState != fHWAAState.fSmoothLineEnabled) {
- GL_CALL(Enable(GR_GL_LINE_SMOOTH));
- fHWAAState.fSmoothLineEnabled = kYes_TriState;
- // must disable msaa to use line smoothing
- if (RT_HAS_MSAA &&
- kNo_TriState != fHWAAState.fMSAAEnabled) {
- GL_CALL(Disable(GR_GL_MULTISAMPLE));
- fHWAAState.fMSAAEnabled = kNo_TriState;
- }
- }
- } else {
- if (kNo_TriState != fHWAAState.fSmoothLineEnabled) {
- GL_CALL(Disable(GR_GL_LINE_SMOOTH));
- fHWAAState.fSmoothLineEnabled = kNo_TriState;
- }
- }
- }
- if (!smoothLines && RT_HAS_MSAA) {
+ if (RT_HAS_MSAA) {
// FIXME: GL_NV_pr doesn't seem to like MSAA disabled. The paths
// convex hulls of each segment appear to get filled.
bool enableMSAA = kStencilPath_DrawType == type ||
this->getDrawState().isHWAntialiasState();
if (enableMSAA) {
- if (kYes_TriState != fHWAAState.fMSAAEnabled) {
+ if (kYes_TriState != fMSAAEnabled) {
GL_CALL(Enable(GR_GL_MULTISAMPLE));
- fHWAAState.fMSAAEnabled = kYes_TriState;
+ fMSAAEnabled = kYes_TriState;
}
} else {
- if (kNo_TriState != fHWAAState.fMSAAEnabled) {
+ if (kNo_TriState != fMSAAEnabled) {
GL_CALL(Disable(GR_GL_MULTISAMPLE));
- fHWAAState.fMSAAEnabled = kNo_TriState;
+ fMSAAEnabled = kNo_TriState;
}
}
}
void GrGpuGL::flushBlend(bool isLines,
GrBlendCoeff srcCoeff,
GrBlendCoeff dstCoeff) {
- if (isLines && this->willUseHWAALines()) {
+ // Any optimization to disable blending should have already been applied and
+ // tweaked the coeffs to (1, 0).
+ bool blendOff = kOne_GrBlendCoeff == srcCoeff && kZero_GrBlendCoeff == dstCoeff;
+ if (blendOff) {
+ if (kNo_TriState != fHWBlendState.fEnabled) {
+ GL_CALL(Disable(GR_GL_BLEND));
+ fHWBlendState.fEnabled = kNo_TriState;
+ }
+ } else {
if (kYes_TriState != fHWBlendState.fEnabled) {
GL_CALL(Enable(GR_GL_BLEND));
fHWBlendState.fEnabled = kYes_TriState;
}
- if (kSA_GrBlendCoeff != fHWBlendState.fSrcCoeff ||
- kISA_GrBlendCoeff != fHWBlendState.fDstCoeff) {
- GL_CALL(BlendFunc(gXfermodeCoeff2Blend[kSA_GrBlendCoeff],
- gXfermodeCoeff2Blend[kISA_GrBlendCoeff]));
- fHWBlendState.fSrcCoeff = kSA_GrBlendCoeff;
- fHWBlendState.fDstCoeff = kISA_GrBlendCoeff;
- }
- } else {
- // any optimization to disable blending should
- // have already been applied and tweaked the coeffs
- // to (1, 0).
- bool blendOff = kOne_GrBlendCoeff == srcCoeff &&
- kZero_GrBlendCoeff == dstCoeff;
- if (blendOff) {
- if (kNo_TriState != fHWBlendState.fEnabled) {
- GL_CALL(Disable(GR_GL_BLEND));
- fHWBlendState.fEnabled = kNo_TriState;
- }
- } else {
- if (kYes_TriState != fHWBlendState.fEnabled) {
- GL_CALL(Enable(GR_GL_BLEND));
- fHWBlendState.fEnabled = kYes_TriState;
- }
- if (fHWBlendState.fSrcCoeff != srcCoeff ||
- fHWBlendState.fDstCoeff != dstCoeff) {
- GL_CALL(BlendFunc(gXfermodeCoeff2Blend[srcCoeff],
- gXfermodeCoeff2Blend[dstCoeff]));
- fHWBlendState.fSrcCoeff = srcCoeff;
- fHWBlendState.fDstCoeff = dstCoeff;
- }
- GrColor blendConst = this->getDrawState().getBlendConstant();
- if ((BlendCoeffReferencesConstant(srcCoeff) ||
- BlendCoeffReferencesConstant(dstCoeff)) &&
- (!fHWBlendState.fConstColorValid ||
- fHWBlendState.fConstColor != blendConst)) {
- GrGLfloat c[4];
- GrColorToRGBAFloat(blendConst, c);
- GL_CALL(BlendColor(c[0], c[1], c[2], c[3]));
- fHWBlendState.fConstColor = blendConst;
- fHWBlendState.fConstColorValid = true;
- }
+ if (fHWBlendState.fSrcCoeff != srcCoeff ||
+ fHWBlendState.fDstCoeff != dstCoeff) {
+ GL_CALL(BlendFunc(gXfermodeCoeff2Blend[srcCoeff],
+ gXfermodeCoeff2Blend[dstCoeff]));
+ fHWBlendState.fSrcCoeff = srcCoeff;
+ fHWBlendState.fDstCoeff = dstCoeff;
+ }
+ GrColor blendConst = this->getDrawState().getBlendConstant();
+ if ((BlendCoeffReferencesConstant(srcCoeff) ||
+ BlendCoeffReferencesConstant(dstCoeff)) &&
+ (!fHWBlendState.fConstColorValid ||
+ fHWBlendState.fConstColor != blendConst)) {
+ GrGLfloat c[4];
+ GrColorToRGBAFloat(blendConst, c);
+ GL_CALL(BlendColor(c[0], c[1], c[2], c[3]));
+ fHWBlendState.fConstColor = blendConst;
+ fHWBlendState.fConstColorValid = true;
}
}
}