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Lines Matching refs:gl

41 void resetErrors (const glw::Functions& gl)  in resetErrors()  argument
47 if (gl.getError() == GL_NONE) in resetErrors()
59 const glw::Functions& gl = renderCtx.getFunctions(); in resetStateES() local
63 resetErrors(gl); in resetStateES()
70 gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays); in resetStateES()
72 gl.bindBuffer (GL_ARRAY_BUFFER, 0); in resetStateES()
73 gl.bindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); in resetStateES()
77 gl.bindVertexArray (0); in resetStateES()
78 gl.disable (GL_PRIMITIVE_RESTART_FIXED_INDEX); in resetStateES()
82 gl.bindBuffer(GL_DRAW_INDIRECT_BUFFER, 0); in resetStateES()
86 gl.disableVertexAttribArray (ndx); in resetStateES()
87 gl.vertexAttribPointer (ndx, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL); in resetStateES()
90 gl.vertexAttribDivisor(ndx, 0); in resetStateES()
93 GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex attrib array state reset failed"); in resetStateES()
100 gl.viewport (0, 0, renderTarget.getWidth(), renderTarget.getHeight()); in resetStateES()
101 gl.depthRangef (0.0f, 1.0f); in resetStateES()
104 gl.bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); in resetStateES()
106 GLU_EXPECT_NO_ERROR(gl.getError(), "Transformation state reset failed"); in resetStateES()
111 gl.lineWidth (1.0f); in resetStateES()
112 gl.disable (GL_CULL_FACE); in resetStateES()
113 gl.cullFace (GL_BACK); in resetStateES()
114 gl.frontFace (GL_CCW); in resetStateES()
115 gl.polygonOffset(0.0f, 0.0f); in resetStateES()
116 gl.disable (GL_POLYGON_OFFSET_FILL); in resetStateES()
119 gl.disable(GL_RASTERIZER_DISCARD); in resetStateES()
121 GLU_EXPECT_NO_ERROR(gl.getError(), "Rasterization state reset failed"); in resetStateES()
126 gl.disable (GL_SAMPLE_ALPHA_TO_COVERAGE); in resetStateES()
127 gl.disable (GL_SAMPLE_COVERAGE); in resetStateES()
128 gl.sampleCoverage (1.0f, GL_FALSE); in resetStateES()
133 gl.getIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numSampleMaskWords); in resetStateES()
135 gl.disable(GL_SAMPLE_MASK); in resetStateES()
138 gl.sampleMaski(ndx, ~0u); in resetStateES()
141 GLU_EXPECT_NO_ERROR(gl.getError(), "Multisampling state reset failed"); in resetStateES()
149 gl.getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits); in resetStateES()
153 gl.activeTexture(GL_TEXTURE0 + ndx); in resetStateES()
156 gl.bindTexture(GL_TEXTURE_2D, 0); in resetStateES()
157 gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); in resetStateES()
158 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); in resetStateES()
159 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); in resetStateES()
160 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); in resetStateES()
161 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); in resetStateES()
165 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateES()
166 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateES()
167 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateES()
168 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateES()
169 gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, -1000.0f); in resetStateES()
170 gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 1000.0f); in resetStateES()
171 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); in resetStateES()
172 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateES()
173 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); in resetStateES()
174 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); in resetStateES()
178 gl.texParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT); in resetStateES()
181 gl.texParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); in resetStateES()
184 gl.bindTexture(GL_TEXTURE_CUBE_MAP, 0); in resetStateES()
185gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_N… in resetStateES()
186gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_N… in resetStateES()
187gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_N… in resetStateES()
188gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_N… in resetStateES()
189gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_N… in resetStateES()
190gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_N… in resetStateES()
191 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); in resetStateES()
192 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); in resetStateES()
193 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT); in resetStateES()
194 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT); in resetStateES()
198 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateES()
199 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateES()
200 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateES()
201 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateES()
202 gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_LOD, -1000.0f); in resetStateES()
203 gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LOD, 1000.0f); in resetStateES()
204 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); in resetStateES()
205 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateES()
206 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE); in resetStateES()
207 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); in resetStateES()
211 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT); in resetStateES()
214 gl.texParameterfv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); in resetStateES()
219 gl.bindTexture(GL_TEXTURE_2D_ARRAY, 0); in resetStateES()
220 gl.texImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); in resetStateES()
221 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); in resetStateES()
222 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); in resetStateES()
223 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); in resetStateES()
224 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT); in resetStateES()
225 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateES()
226 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateES()
227 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateES()
228 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateES()
229 gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f); in resetStateES()
230 gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f); in resetStateES()
231 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); in resetStateES()
232 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateES()
233 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE); in resetStateES()
234 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); in resetStateES()
237 gl.texParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); in resetStateES()
241 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT); in resetStateES()
246 gl.bindTexture(GL_TEXTURE_3D, 0); in resetStateES()
247 gl.texImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); in resetStateES()
248 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); in resetStateES()
249 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); in resetStateES()
250 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); in resetStateES()
251 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); in resetStateES()
252 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); in resetStateES()
253 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateES()
254 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateES()
255 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateES()
256 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateES()
257 gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD, -1000.0f); in resetStateES()
258 gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAX_LOD, 1000.0f); in resetStateES()
259 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); in resetStateES()
260 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateES()
261 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_MODE, GL_NONE); in resetStateES()
262 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); in resetStateES()
265 gl.texParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); in resetStateES()
269 gl.texParameteri(GL_TEXTURE_3D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT); in resetStateES()
274 gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); in resetStateES()
275 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateES()
276 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateES()
277 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateES()
278 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateES()
279 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BASE_LEVEL, 0); in resetStateES()
280 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateES()
285 gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0); in resetStateES()
286 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateES()
287 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateES()
288 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateES()
289 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateES()
290 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); in resetStateES()
291 gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateES()
297 gl.bindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0); in resetStateES()
298 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); in resetStateES()
299 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); in resetStateES()
300 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); in resetStateES()
301 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT); in resetStateES()
302 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateES()
303 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateES()
304 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateES()
305 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateES()
306 gl.texParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f); in resetStateES()
307 gl.texParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f); in resetStateES()
308 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); in resetStateES()
309 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateES()
310 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE); in resetStateES()
311 gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); in resetStateES()
314 gl.texParameterfv(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); in resetStateES()
318 gl.activeTexture(GL_TEXTURE0); in resetStateES()
323 gl.bindSampler(ndx, 0); in resetStateES()
326 GLU_EXPECT_NO_ERROR(gl.getError(), "Texture state reset failed"); in resetStateES()
336 gl.getIntegerv(GL_MAX_DRAW_BUFFERS, &numDrawBuffers); in resetStateES()
340 gl.disablei (GL_BLEND, drawBufferNdx); in resetStateES()
341 gl.blendFunci (drawBufferNdx, GL_ONE, GL_ZERO); in resetStateES()
342 gl.blendEquationi (drawBufferNdx, GL_FUNC_ADD); in resetStateES()
343 gl.colorMaski (drawBufferNdx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); in resetStateES()
346 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to reset indexed draw buffer state"); in resetStateES()
353 gl.disable (GL_SCISSOR_TEST); in resetStateES()
354 gl.scissor (0, 0, renderTarget.getWidth(), renderTarget.getHeight()); in resetStateES()
356 gl.disable (GL_STENCIL_TEST); in resetStateES()
357 gl.stencilFunc (GL_ALWAYS, 0, ~0u); in resetStateES()
358 gl.stencilOp (GL_KEEP, GL_KEEP, GL_KEEP); in resetStateES()
360 gl.disable (GL_DEPTH_TEST); in resetStateES()
361 gl.depthFunc (GL_LESS); in resetStateES()
363 gl.disable (GL_BLEND); in resetStateES()
364 gl.blendFunc (GL_ONE, GL_ZERO); in resetStateES()
365 gl.blendEquation(GL_FUNC_ADD); in resetStateES()
366 gl.blendColor (0.0f, 0.0f, 0.0f, 0.0f); in resetStateES()
368 gl.enable (GL_DITHER); in resetStateES()
370 GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel operation state reset failed"); in resetStateES()
375 gl.colorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); in resetStateES()
376 gl.depthMask (GL_TRUE); in resetStateES()
377 gl.stencilMask (~0u); in resetStateES()
379 gl.clearColor (0.0f, 0.0f, 0.0f, 0.0f); in resetStateES()
380 gl.clearDepthf (1.0f); in resetStateES()
381 gl.clearStencil (0); in resetStateES()
383 GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer control state reset failed"); in resetStateES()
393 gl.bindFramebuffer(GL_FRAMEBUFFER, defaultFbo); in resetStateES()
397 gl.drawBuffers (1, &drawBuffer); in resetStateES()
398 gl.readBuffer (readBuffer); in resetStateES()
401 GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer state reset failed"); in resetStateES()
406 gl.bindRenderbuffer(GL_RENDERBUFFER, 0); in resetStateES()
407 GLU_EXPECT_NO_ERROR(gl.getError(), "Renderbuffer state reset failed"); in resetStateES()
412 gl.pixelStorei(GL_UNPACK_ALIGNMENT, 4); in resetStateES()
413 gl.pixelStorei(GL_PACK_ALIGNMENT, 4); in resetStateES()
417 gl.pixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0); in resetStateES()
418 gl.pixelStorei(GL_UNPACK_SKIP_IMAGES, 0); in resetStateES()
419 gl.pixelStorei(GL_UNPACK_ROW_LENGTH, 0); in resetStateES()
420 gl.pixelStorei(GL_UNPACK_SKIP_ROWS, 0); in resetStateES()
421 gl.pixelStorei(GL_UNPACK_SKIP_PIXELS, 0); in resetStateES()
423 gl.pixelStorei(GL_PACK_ROW_LENGTH, 0); in resetStateES()
424 gl.pixelStorei(GL_PACK_SKIP_ROWS, 0); in resetStateES()
425 gl.pixelStorei(GL_PACK_SKIP_PIXELS, 0); in resetStateES()
427 gl.bindBuffer(GL_PIXEL_PACK_BUFFER, 0); in resetStateES()
428 gl.bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); in resetStateES()
431 GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel transfer state reset failed"); in resetStateES()
436 gl.useProgram(0); in resetStateES()
441 gl.getIntegerv (GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings); in resetStateES()
442 gl.bindBuffer (GL_UNIFORM_BUFFER, 0); in resetStateES()
445 gl.bindBufferBase(GL_UNIFORM_BUFFER, ndx, 0); in resetStateES()
450 gl.bindProgramPipeline(0); in resetStateES()
454 gl.getIntegerv (GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &maxAtomicCounterBufferBindings); in resetStateES()
455 gl.bindBuffer (GL_ATOMIC_COUNTER_BUFFER, 0); in resetStateES()
458 gl.bindBufferBase(GL_ATOMIC_COUNTER_BUFFER, ndx, 0); in resetStateES()
463 gl.getIntegerv (GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxShaderStorageBufferBindings); in resetStateES()
464 gl.bindBuffer (GL_SHADER_STORAGE_BUFFER, 0); in resetStateES()
467 gl.bindBufferBase(GL_SHADER_STORAGE_BUFFER, ndx, 0); in resetStateES()
471 GLU_EXPECT_NO_ERROR(gl.getError(), "Program object state reset failed"); in resetStateES()
477 gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays); in resetStateES()
480 gl.vertexAttrib4f(ndx, 0.0f, 0.0f, 0.0f, 1.0f); in resetStateES()
482 GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex shader state reset failed"); in resetStateES()
490 gl.getIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &numTransformFeedbackSeparateAttribs); in resetStateES()
491 gl.getBooleanv(GL_TRANSFORM_FEEDBACK_ACTIVE, &transformFeedbackActive); in resetStateES()
494 gl.endTransformFeedback(); in resetStateES()
496 gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0); in resetStateES()
499 gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, ndx, 0); in resetStateES()
501 GLU_EXPECT_NO_ERROR(gl.getError(), "Transform feedback state reset failed"); in resetStateES()
512 gl.getQueryiv(targets[i], GL_CURRENT_QUERY, &queryActive); in resetStateES()
515 gl.endQuery(targets[i]); in resetStateES()
518 GLU_EXPECT_NO_ERROR(gl.getError(), "Asynchronous query state reset failed"); in resetStateES()
523 gl.hint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); in resetStateES()
526 gl.hint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_DONT_CARE); in resetStateES()
528 GLU_EXPECT_NO_ERROR(gl.getError(), "Hints reset failed"); in resetStateES()
534 gl.bindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0); in resetStateES()
535 GLU_EXPECT_NO_ERROR(gl.getError(), "Compute dispatch state reset failed"); in resetStateES()
541 gl.bindBuffer(GL_COPY_READ_BUFFER, 0); in resetStateES()
542 gl.bindBuffer(GL_COPY_WRITE_BUFFER, 0); in resetStateES()
544 GLU_EXPECT_NO_ERROR(gl.getError(), "Buffer copy state reset failed"); in resetStateES()
551 gl.getIntegerv(GL_MAX_IMAGE_UNITS, &numImageUnits); in resetStateES()
554 gl.bindImageTexture(ndx, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI); in resetStateES()
556 GLU_EXPECT_NO_ERROR(gl.getError(), "Image state reset failed"); in resetStateES()
562 gl.minSampleShading(0.0f); in resetStateES()
563 gl.disable(GL_SAMPLE_SHADING); in resetStateES()
565 GLU_EXPECT_NO_ERROR(gl.getError(), "Sample shading state reset failed"); in resetStateES()
571 const bool entrypointsPresent = gl.debugMessageControl != DE_NULL && in resetStateES()
572 gl.debugMessageCallback != DE_NULL && in resetStateES()
573 gl.popDebugGroup != DE_NULL; in resetStateES()
579 gl.getIntegerv(GL_DEBUG_GROUP_STACK_DEPTH, &stackDepth); in resetStateES()
581 gl.popDebugGroup(); in resetStateES()
583 gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, DE_NULL, true); in resetStateES()
584 gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, DE_NULL, false); in resetStateES()
585 gl.debugMessageCallback(DE_NULL, DE_NULL); in resetStateES()
588 gl.enable(GL_DEBUG_OUTPUT); in resetStateES()
590 gl.disable(GL_DEBUG_OUTPUT); in resetStateES()
591 gl.disable(GL_DEBUG_OUTPUT_SYNCHRONOUS); in resetStateES()
593 GLU_EXPECT_NO_ERROR(gl.getError(), "Debug state reset failed"); in resetStateES()
600 gl.primitiveBoundingBox(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); in resetStateES()
601 GLU_EXPECT_NO_ERROR(gl.getError(), "Primitive bounding box state reset failed"); in resetStateES()
607 gl.patchParameteri(GL_PATCH_VERTICES, 3); in resetStateES()
608 GLU_EXPECT_NO_ERROR(gl.getError(), "Tessellation patch vertices state reset failed"); in resetStateES()
614 gl.enable(GL_BLEND_ADVANCED_COHERENT_KHR); in resetStateES()
615 GLU_EXPECT_NO_ERROR(gl.getError(), "Blend equation advanced coherent state reset failed"); in resetStateES()
621 gl.bindTexture(GL_TEXTURE_BUFFER, 0); in resetStateES()
622 gl.bindBuffer(GL_TEXTURE_BUFFER, 0); in resetStateES()
623 GLU_EXPECT_NO_ERROR(gl.getError(), "Texture buffer state reset failed"); in resetStateES()
629 const glw::Functions& gl = renderCtx.getFunctions(); in resetStateGLCore() local
633 resetErrors(gl); in resetStateGLCore()
637 gl.bindVertexArray (0); in resetStateGLCore()
638 gl.bindBuffer (GL_ARRAY_BUFFER, 0); in resetStateGLCore()
639 gl.bindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); in resetStateGLCore()
643 gl.disable (GL_PRIMITIVE_RESTART); in resetStateGLCore()
644 gl.primitiveRestartIndex(0); in resetStateGLCore()
647 GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex attrib array state reset failed"); in resetStateGLCore()
655 gl.getIntegerv(GL_MAX_CLIP_DISTANCES, &numUserClipPlanes); in resetStateGLCore()
657 gl.viewport (0, 0, renderTarget.getWidth(), renderTarget.getHeight()); in resetStateGLCore()
658 gl.depthRange (0.0, 1.0); in resetStateGLCore()
661 gl.disable(GL_CLIP_DISTANCE0+ndx); in resetStateGLCore()
664 gl.disable(GL_DEPTH_CLAMP); in resetStateGLCore()
668 GLU_EXPECT_NO_ERROR(gl.getError(), "Transformation state reset failed"); in resetStateGLCore()
673 gl.clampColor(GL_CLAMP_READ_COLOR, GL_FIXED_ONLY); in resetStateGLCore()
676 gl.provokingVertex(GL_LAST_VERTEX_CONVENTION); in resetStateGLCore()
678 GLU_EXPECT_NO_ERROR(gl.getError(), "Coloring state reset failed"); in resetStateGLCore()
683 gl.disable (GL_RASTERIZER_DISCARD); in resetStateGLCore()
684 gl.pointSize (1.0f); in resetStateGLCore()
685 gl.pointParameterf (GL_POINT_FADE_THRESHOLD_SIZE, 1.0f); in resetStateGLCore()
686 gl.pointParameteri (GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT); in resetStateGLCore()
687 gl.lineWidth (1.0f); in resetStateGLCore()
688 gl.disable (GL_LINE_SMOOTH); in resetStateGLCore()
689 gl.disable (GL_CULL_FACE); in resetStateGLCore()
690 gl.cullFace (GL_BACK); in resetStateGLCore()
691 gl.frontFace (GL_CCW); in resetStateGLCore()
692 gl.disable (GL_POLYGON_SMOOTH); in resetStateGLCore()
693 gl.polygonOffset (0.0f, 0.0f); in resetStateGLCore()
694 gl.disable (GL_POLYGON_OFFSET_POINT); in resetStateGLCore()
695 gl.disable (GL_POLYGON_OFFSET_LINE); in resetStateGLCore()
696 gl.disable (GL_POLYGON_OFFSET_FILL); in resetStateGLCore()
698 GLU_EXPECT_NO_ERROR(gl.getError(), "Rasterization state reset failed"); in resetStateGLCore()
703 gl.enable (GL_MULTISAMPLE); in resetStateGLCore()
704 gl.disable (GL_SAMPLE_ALPHA_TO_COVERAGE); in resetStateGLCore()
705 gl.disable (GL_SAMPLE_ALPHA_TO_ONE); in resetStateGLCore()
706 gl.disable (GL_SAMPLE_COVERAGE); in resetStateGLCore()
707 gl.sampleCoverage (1.0f, GL_FALSE); in resetStateGLCore()
712 gl.getIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numSampleMaskWords); in resetStateGLCore()
714 gl.disable(GL_SAMPLE_MASK); in resetStateGLCore()
717 gl.sampleMaski(ndx, ~0u); in resetStateGLCore()
720 GLU_EXPECT_NO_ERROR(gl.getError(), "Multisampling state reset failed"); in resetStateGLCore()
728 gl.getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits); in resetStateGLCore()
730 gl.bindBuffer(GL_TEXTURE_BUFFER, 0); in resetStateGLCore()
734 gl.activeTexture(GL_TEXTURE0 + ndx); in resetStateGLCore()
737 gl.bindTexture (GL_TEXTURE_1D, 0); in resetStateGLCore()
738 gl.texImage1D (GL_TEXTURE_1D, 0, GL_RGBA, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); in resetStateGLCore()
739 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); in resetStateGLCore()
740 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); in resetStateGLCore()
741 gl.texParameterfv (GL_TEXTURE_1D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); in resetStateGLCore()
742 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); in resetStateGLCore()
743 gl.texParameterf (GL_TEXTURE_1D, GL_TEXTURE_MIN_LOD, -1000.0f); in resetStateGLCore()
744 gl.texParameterf (GL_TEXTURE_1D, GL_TEXTURE_MAX_LOD, 1000.0f); in resetStateGLCore()
745 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_BASE_LEVEL, 0); in resetStateGLCore()
746 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateGLCore()
747 gl.texParameterf (GL_TEXTURE_1D, GL_TEXTURE_LOD_BIAS, 0.0f); in resetStateGLCore()
748 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_COMPARE_MODE, GL_NONE); in resetStateGLCore()
749 gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); in resetStateGLCore()
753 gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateGLCore()
754 gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateGLCore()
755 gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateGLCore()
756 gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateGLCore()
760 gl.bindTexture (GL_TEXTURE_2D, 0); in resetStateGLCore()
761 gl.texImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); in resetStateGLCore()
762 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); in resetStateGLCore()
763 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); in resetStateGLCore()
764 gl.texParameterfv (GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); in resetStateGLCore()
765 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); in resetStateGLCore()
766 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); in resetStateGLCore()
767 gl.texParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, -1000.0f); in resetStateGLCore()
768 gl.texParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 1000.0f); in resetStateGLCore()
769 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); in resetStateGLCore()
770 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateGLCore()
771 gl.texParameterf (GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, 0.0f); in resetStateGLCore()
772 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); in resetStateGLCore()
773 gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); in resetStateGLCore()
777 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateGLCore()
778 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateGLCore()
779 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateGLCore()
780 gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateGLCore()
784 gl.bindTexture (GL_TEXTURE_CUBE_MAP, 0); in resetStateGLCore()
785gl.texImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE… in resetStateGLCore()
786gl.texImage2D (GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE… in resetStateGLCore()
787gl.texImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE… in resetStateGLCore()
788gl.texImage2D (GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE… in resetStateGLCore()
789gl.texImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE… in resetStateGLCore()
790gl.texImage2D (GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE… in resetStateGLCore()
791 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); in resetStateGLCore()
792 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); in resetStateGLCore()
793 gl.texParameterfv (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); in resetStateGLCore()
794 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT); in resetStateGLCore()
795 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT); in resetStateGLCore()
796 gl.texParameterf (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_LOD, -1000.0f); in resetStateGLCore()
797 gl.texParameterf (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LOD, 1000.0f); in resetStateGLCore()
798 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); in resetStateGLCore()
799 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateGLCore()
800 gl.texParameterf (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, 0.0f); in resetStateGLCore()
801 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE); in resetStateGLCore()
802 gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); in resetStateGLCore()
806 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateGLCore()
807 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateGLCore()
808 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateGLCore()
809 gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateGLCore()
813 gl.bindTexture (GL_TEXTURE_1D_ARRAY, 0); in resetStateGLCore()
814 gl.texImage2D (GL_TEXTURE_1D_ARRAY, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); in resetStateGLCore()
815 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); in resetStateGLCore()
816 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); in resetStateGLCore()
817 gl.texParameterfv (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); in resetStateGLCore()
818 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); in resetStateGLCore()
819 gl.texParameterf (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f); in resetStateGLCore()
820 gl.texParameterf (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f); in resetStateGLCore()
821 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); in resetStateGLCore()
822 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateGLCore()
823 gl.texParameterf (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_LOD_BIAS, 0.0f); in resetStateGLCore()
824 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE); in resetStateGLCore()
825 gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); in resetStateGLCore()
829 gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateGLCore()
830 gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateGLCore()
831 gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateGLCore()
832 gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateGLCore()
836 gl.bindTexture (GL_TEXTURE_2D_ARRAY, 0); in resetStateGLCore()
837 gl.texImage3D (GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); in resetStateGLCore()
838 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); in resetStateGLCore()
839 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); in resetStateGLCore()
840 gl.texParameterfv (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); in resetStateGLCore()
841 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); in resetStateGLCore()
842 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT); in resetStateGLCore()
843 gl.texParameterf (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f); in resetStateGLCore()
844 gl.texParameterf (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f); in resetStateGLCore()
845 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); in resetStateGLCore()
846 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateGLCore()
847 gl.texParameterf (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_LOD_BIAS, 0.0f); in resetStateGLCore()
848 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE); in resetStateGLCore()
849 gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); in resetStateGLCore()
853 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateGLCore()
854 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateGLCore()
855 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateGLCore()
856 gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateGLCore()
860 gl.bindTexture (GL_TEXTURE_3D, 0); in resetStateGLCore()
861 gl.texImage3D (GL_TEXTURE_3D, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); in resetStateGLCore()
862 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); in resetStateGLCore()
863 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); in resetStateGLCore()
864 gl.texParameterfv (GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); in resetStateGLCore()
865 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); in resetStateGLCore()
866 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); in resetStateGLCore()
867 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); in resetStateGLCore()
868 gl.texParameterf (GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD, -1000.0f); in resetStateGLCore()
869 gl.texParameterf (GL_TEXTURE_3D, GL_TEXTURE_MAX_LOD, 1000.0f); in resetStateGLCore()
870 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); in resetStateGLCore()
871 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateGLCore()
872 gl.texParameterf (GL_TEXTURE_3D, GL_TEXTURE_LOD_BIAS, 0.0f); in resetStateGLCore()
873 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_COMPARE_MODE, GL_NONE); in resetStateGLCore()
874 gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); in resetStateGLCore()
878 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateGLCore()
879 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateGLCore()
880 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateGLCore()
881 gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateGLCore()
887 gl.bindTexture (GL_TEXTURE_RECTANGLE, 0); in resetStateGLCore()
888 gl.texImage2D (GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); in resetStateGLCore()
889 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR); in resetStateGLCore()
890 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR); in resetStateGLCore()
891 gl.texParameterfv (GL_TEXTURE_RECTANGLE, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); in resetStateGLCore()
892 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); in resetStateGLCore()
893 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); in resetStateGLCore()
894 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_BASE_LEVEL, 0); in resetStateGLCore()
895 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAX_LEVEL, 1000); in resetStateGLCore()
896 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_MODE, GL_NONE); in resetStateGLCore()
897 gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); in resetStateGLCore()
902 gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_R, GL_RED); in resetStateGLCore()
903 gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_G, GL_GREEN); in resetStateGLCore()
904 gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_B, GL_BLUE); in resetStateGLCore()
905 gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); in resetStateGLCore()
909 gl.bindTexture (GL_TEXTURE_BUFFER, 0); in resetStateGLCore()
910 gl.texBuffer (GL_TEXTURE_BUFFER, GL_R8, 0); in resetStateGLCore()
917 gl.bindTexture (GL_TEXTURE_2D_MULTISAMPLE, 0); in resetStateGLCore()
918 gl.texImage2DMultisample (GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 0, 0, GL_TRUE); in resetStateGLCore()
921 gl.bindTexture (GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0); in resetStateGLCore()
922 gl.texImage3DMultisample (GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 0, 0, 0, GL_TRUE); in resetStateGLCore()
926 gl.activeTexture(GL_TEXTURE0); in resetStateGLCore()
931 gl.bindSampler(ndx, 0); in resetStateGLCore()
933 gl.disable(GL_TEXTURE_CUBE_MAP_SEAMLESS); in resetStateGLCore()
936 GLU_EXPECT_NO_ERROR(gl.getError(), "Texture state reset failed"); in resetStateGLCore()
943 gl.disable (GL_SCISSOR_TEST); in resetStateGLCore()
944 gl.scissor (0, 0, renderTarget.getWidth(), renderTarget.getHeight()); in resetStateGLCore()
946 gl.disable (GL_STENCIL_TEST); in resetStateGLCore()
947 gl.stencilFunc (GL_ALWAYS, 0, ~0u); in resetStateGLCore()
948 gl.stencilOp (GL_KEEP, GL_KEEP, GL_KEEP); in resetStateGLCore()
950 gl.disable (GL_DEPTH_TEST); in resetStateGLCore()
951 gl.depthFunc (GL_LESS); in resetStateGLCore()
953 gl.disable (GL_BLEND); in resetStateGLCore()
954 gl.blendFunc (GL_ONE, GL_ZERO); in resetStateGLCore()
955 gl.blendEquation(GL_FUNC_ADD); in resetStateGLCore()
956 gl.blendColor (0.0f, 0.0f, 0.0f, 0.0f); in resetStateGLCore()
958 gl.disable (GL_FRAMEBUFFER_SRGB); in resetStateGLCore()
959 gl.enable (GL_DITHER); in resetStateGLCore()
961 gl.disable (GL_COLOR_LOGIC_OP); in resetStateGLCore()
962 gl.logicOp (GL_COPY); in resetStateGLCore()
964 GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel operation state reset failed"); in resetStateGLCore()
969 gl.colorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); in resetStateGLCore()
970 gl.depthMask (GL_TRUE); in resetStateGLCore()
971 gl.stencilMask (~0u); in resetStateGLCore()
973 gl.clearColor (0.0f, 0.0f, 0.0f, 0.0f); in resetStateGLCore()
974 gl.clearDepth (1.0); in resetStateGLCore()
975 gl.clearStencil (0); in resetStateGLCore()
977 GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer control state reset failed"); in resetStateGLCore()
986 gl.bindFramebuffer (GL_FRAMEBUFFER, renderCtx.getDefaultFramebuffer()); in resetStateGLCore()
987 gl.drawBuffer (drawReadBuffer); in resetStateGLCore()
988 gl.readBuffer (drawReadBuffer); in resetStateGLCore()
990 GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer state reset failed"); in resetStateGLCore()
995 gl.bindRenderbuffer(GL_RENDERBUFFER, 0); in resetStateGLCore()
996 GLU_EXPECT_NO_ERROR(gl.getError(), "Renderbuffer state reset failed"); in resetStateGLCore()
1001 gl.pixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE); in resetStateGLCore()
1002 gl.pixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE); in resetStateGLCore()
1003 gl.pixelStorei (GL_UNPACK_IMAGE_HEIGHT, 0); in resetStateGLCore()
1004 gl.pixelStorei (GL_UNPACK_SKIP_IMAGES, 0); in resetStateGLCore()
1005 gl.pixelStorei (GL_UNPACK_ROW_LENGTH, 0); in resetStateGLCore()
1006 gl.pixelStorei (GL_UNPACK_SKIP_ROWS, 0); in resetStateGLCore()
1007 gl.pixelStorei (GL_UNPACK_SKIP_PIXELS, 0); in resetStateGLCore()
1008 gl.pixelStorei (GL_UNPACK_ALIGNMENT, 4); in resetStateGLCore()
1010 gl.pixelStorei (GL_PACK_SWAP_BYTES, GL_FALSE); in resetStateGLCore()
1011 gl.pixelStorei (GL_PACK_LSB_FIRST, GL_FALSE); in resetStateGLCore()
1012 gl.pixelStorei (GL_PACK_IMAGE_HEIGHT, 0); in resetStateGLCore()
1013 gl.pixelStorei (GL_PACK_SKIP_IMAGES, 0); in resetStateGLCore()
1014 gl.pixelStorei (GL_PACK_ROW_LENGTH, 0); in resetStateGLCore()
1015 gl.pixelStorei (GL_PACK_SKIP_ROWS, 0); in resetStateGLCore()
1016 gl.pixelStorei (GL_PACK_SKIP_PIXELS, 0); in resetStateGLCore()
1017 gl.pixelStorei (GL_PACK_ALIGNMENT, 4); in resetStateGLCore()
1019 gl.bindBuffer (GL_PIXEL_PACK_BUFFER, 0); in resetStateGLCore()
1020 gl.bindBuffer (GL_PIXEL_UNPACK_BUFFER, 0); in resetStateGLCore()
1022 GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel transfer state reset failed"); in resetStateGLCore()
1027 gl.useProgram(0); in resetStateGLCore()
1032 gl.getIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings); in resetStateGLCore()
1034 gl.bindBuffer(GL_UNIFORM_BUFFER, 0); in resetStateGLCore()
1037 gl.bindBufferBase(GL_UNIFORM_BUFFER, ndx, 0); in resetStateGLCore()
1040 GLU_EXPECT_NO_ERROR(gl.getError(), "Program object state reset failed"); in resetStateGLCore()
1046 gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays); in resetStateGLCore()
1049 gl.vertexAttrib4f(ndx, 0.0f, 0.0f, 0.0f, 1.0f); in resetStateGLCore()
1051 gl.disable(GL_VERTEX_PROGRAM_POINT_SIZE); in resetStateGLCore()
1053 GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex shader state reset failed"); in resetStateGLCore()
1059 gl.getIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &numTransformFeedbackSeparateAttribs); in resetStateGLCore()
1064 gl.getBooleanv(GL_TRANSFORM_FEEDBACK_ACTIVE, &transformFeedbackActive); in resetStateGLCore()
1067 gl.endTransformFeedback(); in resetStateGLCore()
1070 gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0); in resetStateGLCore()
1073 gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, ndx, 0); in resetStateGLCore()
1075 GLU_EXPECT_NO_ERROR(gl.getError(), "Transform feedback state reset failed"); in resetStateGLCore()
1092 gl.getQueryiv(queryTargets[i], GL_CURRENT_QUERY, &queryActive); in resetStateGLCore()
1095 gl.endQuery(queryTargets[i]); in resetStateGLCore()
1098 GLU_EXPECT_NO_ERROR(gl.getError(), "Asynchronous query state reset failed"); in resetStateGLCore()
1103 gl.hint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE); in resetStateGLCore()
1104 gl.hint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE); in resetStateGLCore()
1105 gl.hint(GL_TEXTURE_COMPRESSION_HINT, GL_DONT_CARE); in resetStateGLCore()
1106 gl.hint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_DONT_CARE); in resetStateGLCore()
1108 GLU_EXPECT_NO_ERROR(gl.getError(), "Hints reset failed"); in resetStateGLCore()
1114 gl.bindBuffer(GL_COPY_READ_BUFFER, 0); in resetStateGLCore()
1115 gl.bindBuffer(GL_COPY_WRITE_BUFFER, 0); in resetStateGLCore()
1117 GLU_EXPECT_NO_ERROR(gl.getError(), "Buffer copy state reset failed"); in resetStateGLCore()
1123 const bool entrypointsPresent = gl.debugMessageControl != DE_NULL && in resetStateGLCore()
1124 gl.debugMessageCallback != DE_NULL; in resetStateGLCore()
1129 gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, DE_NULL, true); in resetStateGLCore()
1130 gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, DE_NULL, false); in resetStateGLCore()
1131 gl.debugMessageCallback(DE_NULL, DE_NULL); in resetStateGLCore()
1134 gl.enable(GL_DEBUG_OUTPUT); in resetStateGLCore()
1136 gl.disable(GL_DEBUG_OUTPUT); in resetStateGLCore()