Home | History | Annotate | Download | only in state
      1 /*
      2  * Copyright (C) 2011 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 package com.android.ide.eclipse.gltrace.state;
     18 
     19 import com.android.ide.eclipse.gltrace.GLEnum;
     20 import com.android.ide.eclipse.gltrace.state.GLIntegerProperty.DisplayRadix;
     21 
     22 import java.util.Collections;
     23 
     24 public class GLState {
     25     /** # of texture units modelled in the GL State. */
     26     public static final int TEXTURE_UNIT_COUNT = 16;
     27 
     28     /** # of vertex attributes */
     29     private static final int MAX_VERTEX_ATTRIBS = 8;
     30 
     31     private static GLState sGLState = new GLState();
     32 
     33     private IGLProperty createBufferBindings() {
     34         IGLProperty array, eArray, vArray;
     35 
     36         array      = new GLIntegerProperty(GLStateType.ARRAY_BUFFER_BINDING, 0);
     37         eArray     = new GLIntegerProperty(GLStateType.ELEMENT_ARRAY_BUFFER_BINDING, 0);
     38 
     39         vArray     = new GLIntegerProperty(
     40                 GLStateType.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_PER_INDEX, 0);
     41         IGLProperty vArray8 = new GLListProperty(GLStateType.VERTEX_ATTRIB_ARRAY_BUFFER_BINDINGS,
     42                 vArray, MAX_VERTEX_ATTRIBS);
     43 
     44         return new GLCompositeProperty(
     45                 GLStateType.BUFFER_BINDINGS,
     46                 array,
     47                 eArray,
     48                 vArray8);
     49     }
     50 
     51     private IGLProperty createVertexAttribArrays() {
     52         IGLProperty enabled, size, stride, type, normalized, pointer;
     53 
     54         enabled    = new GLBooleanProperty(GLStateType.VERTEX_ATTRIB_ARRAY_ENABLED, false);
     55         size       = new GLIntegerProperty(GLStateType.VERTEX_ATTRIB_ARRAY_SIZE, 4);
     56         stride     = new GLIntegerProperty(GLStateType.VERTEX_ATTRIB_ARRAY_STRIDE, 0);
     57         type       = new GLEnumProperty(GLStateType.VERTEX_ATTRIB_ARRAY_TYPE, GLEnum.GL_FLOAT);
     58         normalized = new GLBooleanProperty(GLStateType.VERTEX_ATTRIB_ARRAY_NORMALIZED, false);
     59         pointer    = new GLIntegerProperty(GLStateType.VERTEX_ATTRIB_ARRAY_POINTER, 0);
     60 
     61         IGLProperty perVertexAttribArrayState = new GLCompositeProperty(
     62                 GLStateType.VERTEX_ATTRIB_ARRAY_COMPOSITE,
     63                 enabled,
     64                 size,
     65                 stride,
     66                 type,
     67                 normalized,
     68                 pointer);
     69 
     70         return new GLListProperty(
     71                 GLStateType.VERTEX_ATTRIB_ARRAY,
     72                 perVertexAttribArrayState,
     73                 MAX_VERTEX_ATTRIBS);
     74     }
     75 
     76     private IGLProperty createGenericVertexAttributeState() {
     77         IGLProperty v0 = new GLFloatProperty(GLStateType.GENERIC_VERTEX_ATTRIB_V0,
     78                 Float.valueOf(0));
     79         IGLProperty v1 = new GLFloatProperty(GLStateType.GENERIC_VERTEX_ATTRIB_V1,
     80                 Float.valueOf(0));
     81         IGLProperty v2 = new GLFloatProperty(GLStateType.GENERIC_VERTEX_ATTRIB_V2,
     82                 Float.valueOf(0));
     83         IGLProperty v3 = new GLFloatProperty(GLStateType.GENERIC_VERTEX_ATTRIB_V3,
     84                 Float.valueOf(0));
     85 
     86         IGLProperty perGenericVertexAttribState = new GLCompositeProperty(
     87                 GLStateType.GENERIC_VERTEX_ATTRIBUTE_DATA_COMPOSITE,
     88                 v0, v1, v2, v3);
     89 
     90         return new GLListProperty(
     91                 GLStateType.GENERIC_VERTEX_ATTRIBUTES,
     92                 perGenericVertexAttribState,
     93                 MAX_VERTEX_ATTRIBS);
     94     }
     95 
     96     private IGLProperty createVboState() {
     97         IGLProperty size = new GLIntegerProperty(GLStateType.BUFFER_SIZE, Integer.valueOf(0));
     98         IGLProperty usage = new GLEnumProperty(GLStateType.BUFFER_USAGE, GLEnum.GL_STATIC_DRAW);
     99         IGLProperty data = new GLObjectProperty(GLStateType.BUFFER_DATA, new byte[0]);
    100         IGLProperty type = new GLEnumProperty(GLStateType.BUFFER_TYPE, GLEnum.GL_ARRAY_BUFFER);
    101 
    102         IGLProperty perVboState = new GLCompositeProperty(GLStateType.VBO_COMPOSITE,
    103                 size, usage, data, type);
    104 
    105         return new GLSparseArrayProperty(GLStateType.VBO, perVboState);
    106     }
    107 
    108     private IGLProperty createVertexArrayData() {
    109         IGLProperty vertexAttribArrays = createVertexAttribArrays();
    110         IGLProperty bufferBindings = createBufferBindings();
    111         IGLProperty genericAttribs = createGenericVertexAttributeState();
    112         IGLProperty vboState = createVboState();
    113 
    114         return new GLCompositeProperty(GLStateType.VERTEX_ARRAY_DATA,
    115                 genericAttribs,
    116                 vertexAttribArrays,
    117                 bufferBindings,
    118                 vboState);
    119     }
    120 
    121     private IGLProperty createTransformationState() {
    122         IGLProperty viewPortX = new GLIntegerProperty(GLStateType.VIEWPORT_X, 0);
    123         IGLProperty viewPortY = new GLIntegerProperty(GLStateType.VIEWPORT_Y, 0);
    124         IGLProperty viewPortW = new GLIntegerProperty(GLStateType.VIEWPORT_WIDTH, 0);
    125         IGLProperty viewPortH = new GLIntegerProperty(GLStateType.VIEWPORT_HEIGHT, 0);
    126         IGLProperty viewPort = new GLCompositeProperty(GLStateType.VIEWPORT,
    127                 viewPortX, viewPortY, viewPortW, viewPortH);
    128 
    129         IGLProperty clampNear = new GLFloatProperty(GLStateType.DEPTH_RANGE_NEAR,
    130                 Float.valueOf(0.0f));
    131         IGLProperty clampFar = new GLFloatProperty(GLStateType.DEPTH_RANGE_FAR,
    132                 Float.valueOf(1.0f));
    133         IGLProperty depthRange = new GLCompositeProperty(GLStateType.DEPTH_RANGE,
    134                 clampNear,
    135                 clampFar);
    136 
    137         IGLProperty transformationState = new GLCompositeProperty(GLStateType.TRANSFORMATION_STATE,
    138                 viewPort,
    139                 depthRange);
    140         return transformationState;
    141     }
    142 
    143     private IGLProperty createRasterizationState() {
    144         IGLProperty lineWidth = new GLFloatProperty(GLStateType.LINE_WIDTH, Float.valueOf(1.0f));
    145         IGLProperty cullFace = new GLBooleanProperty(GLStateType.CULL_FACE, Boolean.FALSE);
    146         IGLProperty cullFaceMode = new GLEnumProperty(GLStateType.CULL_FACE_MODE, GLEnum.GL_BACK);
    147         IGLProperty frontFace = new GLEnumProperty(GLStateType.FRONT_FACE, GLEnum.GL_CCW);
    148         IGLProperty polyOffsetFactor = new GLFloatProperty(GLStateType.POLYGON_OFFSET_FACTOR,
    149                 Float.valueOf(0f));
    150         IGLProperty polyOffsetUnits = new GLFloatProperty(GLStateType.POLYGON_OFFSET_UNITS,
    151                 Float.valueOf(0f));
    152         IGLProperty polyOffsetFill = new GLBooleanProperty(GLStateType.POLYGON_OFFSET_FILL,
    153                 Boolean.FALSE);
    154 
    155         return new GLCompositeProperty(GLStateType.RASTERIZATION_STATE,
    156                 lineWidth,
    157                 cullFace,
    158                 cullFaceMode,
    159                 frontFace,
    160                 polyOffsetFactor,
    161                 polyOffsetUnits,
    162                 polyOffsetFill);
    163     }
    164 
    165     private IGLProperty createPixelOperationsState() {
    166         IGLProperty scissorTest = new GLBooleanProperty(GLStateType.SCISSOR_TEST, Boolean.FALSE);
    167         IGLProperty scissorBoxX = new GLIntegerProperty(GLStateType.SCISSOR_BOX_X, 0);
    168         IGLProperty scissorBoxY = new GLIntegerProperty(GLStateType.SCISSOR_BOX_Y, 0);
    169         IGLProperty scissorBoxW = new GLIntegerProperty(GLStateType.SCISSOR_BOX_WIDTH, 0);
    170         IGLProperty scissorBoxH = new GLIntegerProperty(GLStateType.SCISSOR_BOX_HEIGHT, 0);
    171         IGLProperty scissorBox = new GLCompositeProperty(GLStateType.SCISSOR_BOX,
    172                 scissorBoxX, scissorBoxY, scissorBoxW, scissorBoxH);
    173 
    174         IGLProperty stencilTest = new GLBooleanProperty(GLStateType.STENCIL_TEST, Boolean.FALSE);
    175         IGLProperty stencilFunc = new GLEnumProperty(GLStateType.STENCIL_FUNC, GLEnum.GL_ALWAYS);
    176         IGLProperty stencilMask = new GLIntegerProperty(GLStateType.STENCIL_VALUE_MASK,
    177                 Integer.valueOf(0xffffffff), DisplayRadix.HEX);
    178         IGLProperty stencilRef = new GLIntegerProperty(GLStateType.STENCIL_REF,
    179                 Integer.valueOf(0));
    180         IGLProperty stencilFail = new GLEnumProperty(GLStateType.STENCIL_FAIL, GLEnum.GL_KEEP);
    181         IGLProperty stencilPassDepthFail = new GLEnumProperty(GLStateType.STENCIL_PASS_DEPTH_FAIL,
    182                 GLEnum.GL_KEEP);
    183         IGLProperty stencilPassDepthPass = new GLEnumProperty(GLStateType.STENCIL_PASS_DEPTH_PASS,
    184                 GLEnum.GL_KEEP);
    185         IGLProperty stencilBackFunc = new GLEnumProperty(GLStateType.STENCIL_BACK_FUNC,
    186                 GLEnum.GL_ALWAYS);
    187         IGLProperty stencilBackValueMask = new GLIntegerProperty(
    188                 GLStateType.STENCIL_BACK_VALUE_MASK, Integer.valueOf(0xffffffff), DisplayRadix.HEX);
    189         IGLProperty stencilBackRef = new GLIntegerProperty(GLStateType.STENCIL_BACK_REF, 0);
    190         IGLProperty stencilBackFail = new GLEnumProperty(GLStateType.STENCIL_BACK_FAIL,
    191                 GLEnum.GL_KEEP);
    192         IGLProperty stencilBackPassDepthFail = new GLEnumProperty(
    193                 GLStateType.STENCIL_BACK_PASS_DEPTH_FAIL, GLEnum.GL_KEEP);
    194         IGLProperty stencilBackPassDepthPass = new GLEnumProperty(
    195                 GLStateType.STENCIL_BACK_PASS_DEPTH_PASS, GLEnum.GL_KEEP);
    196         IGLProperty stencil = new GLCompositeProperty(GLStateType.STENCIL,
    197                 stencilTest, stencilFunc,
    198                 stencilMask, stencilRef, stencilFail,
    199                 stencilPassDepthFail, stencilPassDepthPass,
    200                 stencilBackFunc, stencilBackValueMask,
    201                 stencilBackRef, stencilBackFail,
    202                 stencilBackPassDepthFail, stencilBackPassDepthPass);
    203 
    204         IGLProperty depthTest = new GLBooleanProperty(GLStateType.DEPTH_TEST, Boolean.FALSE);
    205         IGLProperty depthFunc = new GLEnumProperty(GLStateType.DEPTH_FUNC, GLEnum.GL_LESS);
    206 
    207         IGLProperty blendEnabled = new GLBooleanProperty(GLStateType.BLEND_ENABLED, Boolean.FALSE);
    208         // FIXME: BLEND_SRC_RGB should be set to GL_ONE, but GL_LINES is already 0x1.
    209         IGLProperty blendSrcRgb = new GLEnumProperty(GLStateType.BLEND_SRC_RGB, GLEnum.GL_LINES);
    210         IGLProperty blendSrcAlpha = new GLEnumProperty(GLStateType.BLEND_SRC_ALPHA,
    211                 GLEnum.GL_LINES);
    212         IGLProperty blendDstRgb = new GLEnumProperty(GLStateType.BLEND_DST_RGB, GLEnum.GL_NONE);
    213         IGLProperty blendDstAlpha = new GLEnumProperty(GLStateType.BLEND_DST_ALPHA,
    214                 GLEnum.GL_NONE);
    215         IGLProperty blendEquationRgb = new GLEnumProperty(GLStateType.BLEND_EQUATION_RGB,
    216                 GLEnum.GL_FUNC_ADD);
    217         IGLProperty blendEquationAlpha = new GLEnumProperty(GLStateType.BLEND_EQUATION_ALPHA,
    218                 GLEnum.GL_FUNC_ADD);
    219         IGLProperty blend = new GLCompositeProperty(GLStateType.BLEND,
    220                 blendEnabled, blendSrcRgb, blendSrcAlpha, blendDstRgb, blendDstAlpha,
    221                 blendEquationRgb, blendEquationAlpha);
    222 
    223         IGLProperty dither = new GLBooleanProperty(GLStateType.DITHER, Boolean.TRUE);
    224 
    225         return new GLCompositeProperty(GLStateType.PIXEL_OPERATIONS,
    226                 scissorTest, scissorBox, stencil,
    227                 depthTest, depthFunc, blend, dither);
    228     }
    229 
    230     private IGLProperty createPixelPackState() {
    231         IGLProperty packAlignment = new GLIntegerProperty(GLStateType.PACK_ALIGNMENT,
    232                 Integer.valueOf(4));
    233         IGLProperty unpackAlignment = new GLIntegerProperty(GLStateType.UNPACK_ALIGNMENT,
    234                 Integer.valueOf(4));
    235         IGLProperty pixelPack = new GLCompositeProperty(GLStateType.PIXEL_PACKING,
    236                 packAlignment, unpackAlignment);
    237         return pixelPack;
    238     }
    239 
    240     private IGLProperty createFramebufferState() {
    241         IGLProperty binding = new GLIntegerProperty(GLStateType.FRAMEBUFFER_BINDING, 0);
    242         GLCompositeProperty framebufferState = new GLCompositeProperty(
    243                 GLStateType.FRAMEBUFFER_STATE,
    244                 binding);
    245         return framebufferState;
    246     }
    247 
    248     private IGLProperty createTextureState() {
    249         IGLProperty activeTexture = new GLIntegerProperty(GLStateType.ACTIVE_TEXTURE_UNIT,
    250                 Integer.valueOf(0));
    251 
    252         IGLProperty binding2D = new GLIntegerProperty(GLStateType.TEXTURE_BINDING_2D,
    253                 Integer.valueOf(0));
    254         IGLProperty bindingCubeMap = new GLIntegerProperty(GLStateType.TEXTURE_BINDING_CUBE_MAP,
    255                 Integer.valueOf(0));
    256         IGLProperty bindingExternal = new GLIntegerProperty(GLStateType.TEXTURE_BINDING_EXTERNAL,
    257                 Integer.valueOf(0));
    258         IGLProperty perTextureUnitState = new GLCompositeProperty(
    259                 GLStateType.PER_TEXTURE_UNIT_STATE, binding2D, bindingCubeMap, bindingExternal);
    260         IGLProperty textureUnitState = new GLListProperty(GLStateType.TEXTURE_UNITS,
    261                 perTextureUnitState, TEXTURE_UNIT_COUNT);
    262 
    263         IGLProperty swizzleR = new GLEnumProperty(GLStateType.TEXTURE_SWIZZLE_R, GLEnum.GL_RED);
    264         IGLProperty swizzleG = new GLEnumProperty(GLStateType.TEXTURE_SWIZZLE_G, GLEnum.GL_GREEN);
    265         IGLProperty swizzleB = new GLEnumProperty(GLStateType.TEXTURE_SWIZZLE_B, GLEnum.GL_BLUE);
    266         IGLProperty swizzleA = new GLEnumProperty(GLStateType.TEXTURE_SWIZZLE_A, GLEnum.GL_ALPHA);
    267         IGLProperty minFilter = new GLEnumProperty(GLStateType.TEXTURE_MIN_FILTER,
    268                 GLEnum.GL_NEAREST);
    269         IGLProperty magFilter = new GLEnumProperty(GLStateType.TEXTURE_MAG_FILTER,
    270                 GLEnum.GL_NEAREST);
    271         IGLProperty wrapS = new GLEnumProperty(GLStateType.TEXTURE_WRAP_S, GLEnum.GL_REPEAT);
    272         IGLProperty wrapT = new GLEnumProperty(GLStateType.TEXTURE_WRAP_T, GLEnum.GL_REPEAT);
    273         IGLProperty wrapR = new GLEnumProperty(GLStateType.TEXTURE_WRAP_R, GLEnum.GL_REPEAT);
    274         IGLProperty minLod = new GLFloatProperty(GLStateType.TEXTURE_MIN_LOD, Float.valueOf(-1000));
    275         IGLProperty maxLod = new GLFloatProperty(GLStateType.TEXTURE_MAX_LOD, Float.valueOf(1000));
    276         IGLProperty baseLevel = new GLIntegerProperty(GLStateType.TEXTURE_BASE_LEVEL, 0);
    277         IGLProperty maxLevel = new GLIntegerProperty(GLStateType.TEXTURE_MAX_LEVEL, 1000);
    278         IGLProperty cmpMode = new GLEnumProperty(GLStateType.TEXTURE_COMPARE_MODE, GLEnum.GL_NONE);
    279         IGLProperty cmpFunc = new GLEnumProperty(GLStateType.TEXTURE_COMPARE_FUNC,
    280                 GLEnum.GL_LEQUAL);
    281         IGLProperty immutableFormat = new GLBooleanProperty(GLStateType.TEXTURE_IMMUTABLE_FORMAT,
    282                 Boolean.FALSE);
    283         IGLProperty immutableLevels = new GLIntegerProperty(GLStateType.TEXTURE_IMMUTABLE_LEVELS,
    284                 0);
    285 
    286         IGLProperty width = new GLIntegerProperty(GLStateType.TEXTURE_WIDTH, Integer.valueOf(-1));
    287         IGLProperty height = new GLIntegerProperty(GLStateType.TEXTURE_HEIGHT,
    288                 Integer.valueOf(-1));
    289         IGLProperty format = new GLEnumProperty(GLStateType.TEXTURE_FORMAT,
    290                 GLEnum.GL_INVALID_VALUE);
    291         IGLProperty imageType = new GLEnumProperty(GLStateType.TEXTURE_IMAGE_TYPE,
    292                 GLEnum.GL_UNSIGNED_BYTE);
    293         IGLProperty image = new GLStringProperty(GLStateType.TEXTURE_IMAGE, null);
    294 
    295         IGLProperty perTextureLevelState = new GLCompositeProperty(
    296                 GLStateType.PER_TEXTURE_LEVEL_STATE,
    297                 width, height, format, imageType, image);
    298         IGLProperty mipmapState = new GLSparseArrayProperty(GLStateType.TEXTURE_MIPMAPS,
    299                 perTextureLevelState, true);
    300 
    301         IGLProperty textureDefaultState = new GLCompositeProperty(GLStateType.PER_TEXTURE_STATE,
    302                 swizzleR, swizzleG, swizzleB, swizzleA,
    303                 minFilter, magFilter,
    304                 wrapS, wrapT, wrapR,
    305                 minLod, maxLod,
    306                 baseLevel, maxLevel,
    307                 cmpMode, cmpFunc,
    308                 immutableFormat, immutableLevels,
    309                 mipmapState);
    310         GLSparseArrayProperty textures = new GLSparseArrayProperty(GLStateType.TEXTURES,
    311                 textureDefaultState);
    312         textures.add(0);
    313 
    314         return new GLCompositeProperty(GLStateType.TEXTURE_STATE,
    315                 activeTexture,
    316                 textureUnitState,
    317                 textures);
    318     }
    319 
    320     private IGLProperty createProgramState() {
    321         IGLProperty currentProgram = new GLIntegerProperty(GLStateType.CURRENT_PROGRAM,
    322                 Integer.valueOf(0));
    323 
    324         IGLProperty attachedShaderId = new GLIntegerProperty(GLStateType.ATTACHED_SHADER_ID,
    325                 Integer.valueOf(0));
    326         IGLProperty attachedShaders = new GLSparseArrayProperty(GLStateType.ATTACHED_SHADERS,
    327                 attachedShaderId);
    328 
    329         IGLProperty attributeName = new GLStringProperty(GLStateType.ATTRIBUTE_NAME, "");
    330         IGLProperty attributeType = new GLEnumProperty(GLStateType.ATTRIBUTE_TYPE,
    331                 GLEnum.GL_FLOAT_MAT4);
    332         IGLProperty attributeSize = new GLIntegerProperty(GLStateType.ATTRIBUTE_SIZE,
    333                 Integer.valueOf(1));
    334         IGLProperty attributeValue = new GLObjectProperty(GLStateType.ATTRIBUTE_VALUE,
    335                 Collections.emptyList());
    336         IGLProperty perAttributeProperty = new GLCompositeProperty(GLStateType.PER_ATTRIBUTE_STATE,
    337                 attributeName, attributeType, attributeSize, attributeValue);
    338         IGLProperty attributes = new GLSparseArrayProperty(GLStateType.ACTIVE_ATTRIBUTES,
    339                 perAttributeProperty);
    340 
    341         IGLProperty uniformName = new GLStringProperty(GLStateType.UNIFORM_NAME, "");
    342         IGLProperty uniformType = new GLEnumProperty(GLStateType.UNIFORM_TYPE,
    343                 GLEnum.GL_FLOAT_MAT4);
    344         IGLProperty uniformSize = new GLIntegerProperty(GLStateType.UNIFORM_SIZE,
    345                 Integer.valueOf(1));
    346         IGLProperty uniformValue = new GLObjectProperty(GLStateType.UNIFORM_VALUE,
    347                 Collections.emptyList());
    348         IGLProperty perUniformProperty = new GLCompositeProperty(GLStateType.PER_UNIFORM_STATE,
    349                 uniformName, uniformType, uniformSize, uniformValue);
    350         IGLProperty uniforms = new GLSparseArrayProperty(GLStateType.ACTIVE_UNIFORMS,
    351                 perUniformProperty);
    352 
    353         IGLProperty perProgramState = new GLCompositeProperty(GLStateType.PER_PROGRAM_STATE,
    354                 attachedShaders, attributes, uniforms);
    355 
    356         IGLProperty programs = new GLSparseArrayProperty(GLStateType.PROGRAMS, perProgramState);
    357 
    358         return new GLCompositeProperty(GLStateType.PROGRAM_STATE,
    359                 currentProgram, programs);
    360     }
    361 
    362     private IGLProperty createShaderState() {
    363         IGLProperty shaderType = new GLEnumProperty(GLStateType.SHADER_TYPE,
    364                 GLEnum.GL_VERTEX_SHADER);
    365         IGLProperty shaderSource = new GLStringProperty(GLStateType.SHADER_SOURCE,
    366                 ""); //$NON-NLS-1$
    367         IGLProperty perShaderState = new GLCompositeProperty(GLStateType.PER_SHADER_STATE,
    368                 shaderType, shaderSource);
    369         return new GLSparseArrayProperty(GLStateType.SHADERS, perShaderState);
    370     }
    371 
    372     public static IGLProperty createDefaultES2State() {
    373         GLCompositeProperty glState = new GLCompositeProperty(GLStateType.GL_STATE_ES2,
    374                 sGLState.createVertexArrayData(),
    375                 sGLState.createFramebufferState(),
    376                 sGLState.createTransformationState(),
    377                 sGLState.createRasterizationState(),
    378                 sGLState.createPixelOperationsState(),
    379                 sGLState.createPixelPackState(),
    380                 sGLState.createTextureState(),
    381                 sGLState.createProgramState(),
    382                 sGLState.createShaderState());
    383         return glState;
    384     }
    385 
    386     public static IGLProperty createDefaultES1State() {
    387         GLCompositeProperty glState = new GLCompositeProperty(GLStateType.GL_STATE_ES1,
    388                 sGLState.createVertexArrayData(),
    389                 sGLState.createFramebufferState(),
    390                 sGLState.createTransformationState(),
    391                 sGLState.createRasterizationState(),
    392                 sGLState.createPixelOperationsState(),
    393                 sGLState.createPixelPackState(),
    394                 sGLState.createTextureState());
    395         return glState;
    396     }
    397 
    398     public static IGLProperty createDefaultState() {
    399         return new GLListProperty(GLStateType.GL_STATE, null, 0);
    400     }
    401 }
    402