mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 04:38:30 +09:00
[Feat] (...): Add ProgramState while implementing these gl functions. Rename some functions in MG_State.
This commit is contained in:
+2
-2
@@ -41,8 +41,6 @@ add_library(${CMAKE_PROJECT_NAME} SHARED
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MG/MG_GL/Implementations/GL/Program/GL_Program.cpp
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MG/MG_GL/Implementations/GL/Shader/GL_Shader.cpp
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MG/MG_GL/Implementations/GL/Texture/GL_Texture.cpp
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MG/MG_GL/Implementations/GL/VertexArray/GL_VertexArray.cpp
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@@ -65,6 +63,8 @@ add_library(${CMAKE_PROJECT_NAME} SHARED
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MG/MG_GL/State/VertexArray/VertexArrayState.cpp
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MG/MG_GL/State/Buffer/BufferState.cpp
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MG/MG_GL/State/Program/ProgramState.cpp
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# MG_GL/BackendLoader
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MG/MG_GL/BackendLoader/GLES/Loader.cpp
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+5
-3
@@ -26,9 +26,6 @@
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#ifndef MOBILEGL_GL_PROGRAM_H
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#include "MG_GL/Implementations/GL/Program/GL_Program.h"
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#endif
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#ifndef MOBILEGL_GL_SHADER_H
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#include "MG_GL/Implementations/GL/Shader/GL_Shader.h"
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#endif
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#ifndef MOBILEGL_GL_TEXTURE_H
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#include "MG_GL/Implementations/GL/Texture/GL_Texture.h"
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#endif
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@@ -50,6 +47,9 @@
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#ifndef MOBILEGL_BUFFERSTATE_H
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#include "MG_GL/State/Buffer/BufferState.h"
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#endif
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#ifndef MOBILEGL_PROGRAMSTATE_H
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#include "MG_GL/State/Program/ProgramState.h"
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#endif
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#ifndef MOBILEGL_LOOKUP_H
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#include "MG_GL/Implementations/GLX/LookUp/LookUp.h"
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#endif
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@@ -99,6 +99,8 @@
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#include <glm/glm.hpp>
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#include "GLES/gl32.h"
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#include "MG_Include/UncertainBool.hpp"
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#ifdef __ANDROID__
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#include <android/log.h>
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#include <pthread.h>
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@@ -34,8 +34,8 @@ DECLARE_GL_FUNCTION_HEAD(const GLubyte*, GetString, GLenum name) DECLARE_GL_FUNC
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DECLARE_GL_FUNCTION_HEAD(void*, MapBuffer, GLenum target, GLenum access) DECLARE_GL_FUNCTION_END(void*, MapBuffer, target, access)
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DECLARE_GL_FUNCTION_HEAD(void, ClearDepth, GLclampd depth) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearDepth, depth)
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DECLARE_GL_FUNCTION_HEAD(void, ActiveTexture, GLenum texture) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ActiveTexture, texture)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, AttachShader, GLuint program, GLuint shader) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, AttachShader, program,shader)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, BindAttribLocation, GLuint program, GLuint index, const GLchar *name) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindAttribLocation, program,index,name)
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DECLARE_GL_FUNCTION_HEAD(void, AttachShader, GLuint program, GLuint shader) DECLARE_GL_FUNCTION_END_NO_RETURN(void, AttachShader, program,shader)
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DECLARE_GL_FUNCTION_HEAD(void, BindAttribLocation, GLuint program, GLuint index, const GLchar *name) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindAttribLocation, program,index,name)
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DECLARE_GL_FUNCTION_HEAD(void, BindBuffer, GLenum target, GLuint buffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindBuffer, target,buffer)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, BindFramebuffer, GLenum target, GLuint framebuffer) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindFramebuffer, target,framebuffer)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, BindRenderbuffer, GLenum target, GLuint renderbuffer) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindRenderbuffer, target,renderbuffer)
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@@ -58,14 +58,14 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTexImage2D, GLenum target, GLint l
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DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTexSubImage2D, target,level,xoffset,yoffset,width,height,format,imageSize,data)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, CopyTexImage2D, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CopyTexImage2D, target,level,internalformat,x,y,width,height,border)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, CopyTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CopyTexSubImage2D, target,level,xoffset,yoffset,x,y,width,height)
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DECLARE_GL_FUNCTION_STUB_HEAD(GLuint, CreateProgram) DECLARE_GL_FUNCTION_STUB_END(GLuint, CreateProgram)
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DECLARE_GL_FUNCTION_STUB_HEAD(GLuint, CreateShader, GLenum type) DECLARE_GL_FUNCTION_STUB_END(GLuint, CreateShader, type)
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DECLARE_GL_FUNCTION_HEAD(GLuint, CreateProgram) DECLARE_GL_FUNCTION_END(GLuint, CreateProgram)
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DECLARE_GL_FUNCTION_HEAD(GLuint, CreateShader, GLenum type) DECLARE_GL_FUNCTION_END(GLuint, CreateShader, type)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, CullFace, GLenum mode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CullFace, mode)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteBuffers, GLsizei n, const GLuint *buffers) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteBuffers, n,buffers)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteFramebuffers, GLsizei n, const GLuint *framebuffers) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteFramebuffers, n,framebuffers)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteProgram, GLuint program) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteProgram, program)
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DECLARE_GL_FUNCTION_HEAD(void, DeleteProgram, GLuint program) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteProgram, program)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteRenderbuffers, GLsizei n, const GLuint *renderbuffers) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteRenderbuffers, n,renderbuffers)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteShader, GLuint shader) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteShader, shader)
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DECLARE_GL_FUNCTION_HEAD(void, DeleteShader, GLuint shader) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteShader, shader)
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DECLARE_GL_FUNCTION_HEAD(void, DeleteTextures, GLsizei n, const GLuint *textures) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteTextures, n,textures)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthFunc, GLenum func) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthFunc, func)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthMask, GLboolean flag) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthMask, flag)
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@@ -90,7 +90,7 @@ DECLARE_GL_FUNCTION_HEAD(void, GenTextures, GLsizei n, GLuint *textures) DECLARE
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DECLARE_GL_FUNCTION_STUB_HEAD(void, GetActiveAttrib, GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetActiveAttrib, program,index,bufSize,length,size,type,name)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, GetActiveUniform, GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetActiveUniform, program,index,bufSize,length,size,type,name)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, GetAttachedShaders, GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetAttachedShaders, program,maxCount,count,shaders)
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DECLARE_GL_FUNCTION_STUB_HEAD(GLint, GetAttribLocation, GLuint program, const GLchar *name) DECLARE_GL_FUNCTION_STUB_END(GLint, GetAttribLocation, program,name)
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DECLARE_GL_FUNCTION_HEAD(GLint, GetAttribLocation, GLuint program, const GLchar *name) DECLARE_GL_FUNCTION_END(GLint, GetAttribLocation, program,name)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, GetBooleanv, GLenum pname, GLboolean *data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetBooleanv, pname,data)
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DECLARE_GL_FUNCTION_HEAD(void, GetBufferParameteriv, GLenum target, GLenum pname, GLint *params) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GetBufferParameteriv, target,pname,params)
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DECLARE_GL_FUNCTION_HEAD(GLenum, GetError) DECLARE_GL_FUNCTION_END(GLenum, GetError)
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@@ -108,7 +108,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTexParameterfv, GLenum target, GLenum pna
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DECLARE_GL_FUNCTION_STUB_HEAD(void, GetTexParameteriv, GLenum target, GLenum pname, GLint *params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetTexParameteriv, target,pname,params)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, GetUniformfv, GLuint program, GLint location, GLfloat *params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetUniformfv, program,location,params)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, GetUniformiv, GLuint program, GLint location, GLint *params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetUniformiv, program,location,params)
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DECLARE_GL_FUNCTION_STUB_HEAD(GLint, GetUniformLocation, GLuint program, const GLchar *name) DECLARE_GL_FUNCTION_STUB_END(GLint, GetUniformLocation, program,name)
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DECLARE_GL_FUNCTION_HEAD(GLint, GetUniformLocation, GLuint program, const GLchar *name) DECLARE_GL_FUNCTION_END(GLint, GetUniformLocation, program,name)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, GetVertexAttribfv, GLuint index, GLenum pname, GLfloat *params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetVertexAttribfv, index,pname,params)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, GetVertexAttribiv, GLuint index, GLenum pname, GLint *params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetVertexAttribiv, index,pname,params)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, GetVertexAttribPointerv, GLuint index, GLenum pname, void **pointer) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetVertexAttribPointerv, index,pname,pointer)
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@@ -121,7 +121,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsRenderbuffer, GLuint renderbuffer) DE
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DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsShader, GLuint shader) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsShader, shader)
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DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsTexture, GLuint texture) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsTexture, texture)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, LineWidth, GLfloat width) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, LineWidth, width)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, LinkProgram, GLuint program) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, LinkProgram, program)
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DECLARE_GL_FUNCTION_HEAD(void, LinkProgram, GLuint program) DECLARE_GL_FUNCTION_END_NO_RETURN(void, LinkProgram, program)
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DECLARE_GL_FUNCTION_HEAD(void, PixelStorei, GLenum pname, GLint param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, PixelStorei, pname,param)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, PolygonOffset, GLfloat factor, GLfloat units) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PolygonOffset, factor,units)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, ReadPixels, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ReadPixels, x,y,width,height,format,type,pixels)
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@@ -130,7 +130,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, RenderbufferStorage, GLenum target, GLenum i
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DECLARE_GL_FUNCTION_STUB_HEAD(void, SampleCoverage, GLfloat value, GLboolean invert) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, SampleCoverage, value,invert)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, Scissor, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Scissor, x,y,width,height)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, ShaderBinary, GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ShaderBinary, count,shaders,binaryformat,binary,length)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, ShaderSource, GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ShaderSource, shader,count,string,length)
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DECLARE_GL_FUNCTION_HEAD(void, ShaderSource, GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ShaderSource, shader,count,string,length)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilFunc, GLenum func, GLint ref, GLuint mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, StencilFunc, func,ref,mask)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilFuncSeparate, GLenum face, GLenum func, GLint ref, GLuint mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, StencilFuncSeparate, face,func,ref,mask)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilMask, GLuint mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, StencilMask, mask)
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@@ -162,7 +162,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, Uniform4iv, GLint location, GLsizei count, c
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DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformMatrix2fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UniformMatrix2fv, location,count,transpose,value)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformMatrix3fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UniformMatrix3fv, location,count,transpose,value)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, UniformMatrix4fv, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UniformMatrix4fv, location,count,transpose,value)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, UseProgram, GLuint program) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, UseProgram, program)
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DECLARE_GL_FUNCTION_HEAD(void, UseProgram, GLuint program) DECLARE_GL_FUNCTION_END_NO_RETURN(void, UseProgram, program)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, ValidateProgram, GLuint program) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ValidateProgram, program)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttrib1f, GLuint index, GLfloat x) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttrib1f, index,x)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttrib1fv, GLuint index, const GLfloat *v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttrib1fv, index,v)
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@@ -5,8 +5,129 @@
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#include "GL_Program.h"
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namespace MG_GL::GL {
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void GetProgramiv(GLuint program, GLenum pname, GLint *params) {
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// TODO: Check if program linking is successful.
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*params = GL_TRUE;
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GLuint CreateShader(GLenum type) {
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MG_Util::Debug::LogD("glCreateShader, type: %s", MG_Util::Debug::GLEnumToString(type));
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GLuint shader;
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GLenum result = MG_State::CreateShader(type, &shader);
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if (result == GL_NO_ERROR) {
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MG_Util::Debug::LogD("Created shader ID: %u", shader);
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return shader;
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}
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MG_State::SetError(result);
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MG_Util::Debug::LogE("Error creating shader: %s", MG_Util::Debug::GLEnumToString(result));
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return 0;
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}
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GLuint CreateProgram() {
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MG_Util::Debug::LogD("glCreateProgram");
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GLuint program;
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GLenum result = MG_State::CreateProgram(&program);
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if (result == GL_NO_ERROR) {
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MG_Util::Debug::LogD("Created program ID: %u", program);
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return program;
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}
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MG_State::SetError(result);
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MG_Util::Debug::LogE("Error creating program: %s", MG_Util::Debug::GLEnumToString(result));
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return 0;
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}
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void DeleteShader(GLuint shader) {
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MG_Util::Debug::LogD("glDeleteShader, shader: %u", shader);
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GLenum result = MG_State::DeleteShader(shader);
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if (result == GL_NO_ERROR) return;
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MG_State::SetError(result);
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MG_Util::Debug::LogE("Error deleting shader: %s", MG_Util::Debug::GLEnumToString(result));
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}
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void DeleteProgram(GLuint program) {
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MG_Util::Debug::LogD("glDeleteProgram, program: %u", program);
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GLenum result = MG_State::DeleteProgram(program);
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if (result == GL_NO_ERROR) return;
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MG_State::SetError(result);
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MG_Util::Debug::LogE("Error deleting program: %s", MG_Util::Debug::GLEnumToString(result));
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}
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void AttachShader(GLuint program, GLuint shader) {
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MG_Util::Debug::LogD("glAttachShader, program: %u, shader: %u", program, shader);
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GLenum result = MG_State::LinkShaderToProgram(program, shader);
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if (result == GL_NO_ERROR) return;
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MG_State::SetError(result);
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MG_Util::Debug::LogE("Error attaching shader: %s", MG_Util::Debug::GLEnumToString(result));
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}
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void ShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint* length) {
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MG_Util::Debug::LogD("glShaderSource, shader: %u, count: %d", shader, count);
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GLenum result = MG_State::UploadShaderSource(shader, count, (const GLchar **)string, length);
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if (result == GL_NO_ERROR) return;
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MG_State::SetError(result);
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MG_Util::Debug::LogE("Error setting shader source: %s", MG_Util::Debug::GLEnumToString(result));
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}
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void CompileShader(GLuint shader) {
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MG_Util::Debug::LogD("glCompileShader, shader: %u", shader);
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GLenum result = MG_State::BuildShaderStage(shader);
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if (result == GL_NO_ERROR) return;
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MG_State::SetError(result);
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MG_Util::Debug::LogE("Error compiling shader: %s", MG_Util::Debug::GLEnumToString(result));
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}
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void LinkProgram(GLuint program) {
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MG_Util::Debug::LogD("glLinkProgram, program: %u", program);
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GLenum result = MG_State::FinalizeProgramPipeline(program);
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if (result == GL_NO_ERROR) return;
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MG_State::SetError(result);
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MG_Util::Debug::LogE("Error linking program: %s", MG_Util::Debug::GLEnumToString(result));
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}
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void UseProgram(GLuint program) {
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MG_Util::Debug::LogD("glUseProgram, program: %u", program);
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GLenum result = MG_State::ActivateRenderProgram(program);
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if (result == GL_NO_ERROR) return;
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MG_State::SetError(result);
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MG_Util::Debug::LogE("Error using program: %s", MG_Util::Debug::GLEnumToString(result));
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}
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void BindAttribLocation(GLuint program, GLuint index, const GLchar* name) {
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MG_Util::Debug::LogD("glBindAttribLocation, program: %u, index: %u, name: %s", program, index, name);
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GLenum result = MG_State::DefineProgramAttributeBinding(program, index, name);
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if (result == GL_NO_ERROR) return;
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MG_State::SetError(result);
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MG_Util::Debug::LogE("Error binding attribute: %s", MG_Util::Debug::GLEnumToString(result));
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}
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GLint GetAttribLocation(GLuint program, const GLchar* name) {
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MG_Util::Debug::LogD("glGetAttribLocation, program: %u, name: %s", program, name);
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GLint location = MG_State::QueryProgramAttributeBinding(program, name);
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if (location != -1) return location;
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MG_State::SetError(GL_INVALID_OPERATION);
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MG_Util::Debug::LogE("Attribute not found: %s", name);
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return -1;
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}
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GLint GetUniformLocation(GLuint program, const GLchar* name) {
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MG_Util::Debug::LogD("glGetUniformLocation, program: %u, name: %s", program, name);
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GLint location = MG_State::QueryProgramUniformLocation(program, name);
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if (location != -1) return location;
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MG_State::SetError(GL_INVALID_OPERATION);
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MG_Util::Debug::LogE("Uniform not found: %s", name);
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return -1;
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}
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void GetProgramiv(GLuint program, GLenum pname, GLint* params) {
|
||||
MG_Util::Debug::LogD("glGetProgramiv, program: %u, pname: %s",
|
||||
program, MG_Util::Debug::GLEnumToString(pname));
|
||||
GLenum result = MG_State::QueryProgramStateIntVector(program, pname, params);
|
||||
if (result == GL_NO_ERROR) return;
|
||||
MG_State::SetError(result);
|
||||
MG_Util::Debug::LogE("Error getting program param: %s", MG_Util::Debug::GLEnumToString(result));
|
||||
}
|
||||
|
||||
void GetShaderiv(GLuint shader, GLenum pname, GLint* params) {
|
||||
MG_Util::Debug::LogD("glGetShaderiv, shader: %u, pname: %s",
|
||||
shader, MG_Util::Debug::GLEnumToString(pname));
|
||||
GLenum result = MG_State::QueryShaderStateIntVector(shader, pname, params);
|
||||
if (result == GL_NO_ERROR) return;
|
||||
MG_State::SetError(result);
|
||||
MG_Util::Debug::LogE("Error getting shader param: %s", MG_Util::Debug::GLEnumToString(result));
|
||||
}
|
||||
}
|
||||
@@ -8,7 +8,20 @@
|
||||
#include "../../../../Includes.h"
|
||||
|
||||
namespace MG_GL::GL {
|
||||
void GetProgramiv(GLuint program, GLenum pname, GLint *params);
|
||||
GLuint CreateShader(GLenum type);
|
||||
GLuint CreateProgram();
|
||||
void DeleteShader(GLuint shader);
|
||||
void DeleteProgram(GLuint program);
|
||||
void AttachShader(GLuint program, GLuint shader);
|
||||
void ShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint* length);
|
||||
void CompileShader(GLuint shader);
|
||||
void LinkProgram(GLuint program);
|
||||
void UseProgram(GLuint program);
|
||||
void BindAttribLocation(GLuint program, GLuint index, const GLchar* name);
|
||||
GLint GetAttribLocation(GLuint program, const GLchar* name);
|
||||
GLint GetUniformLocation(GLuint program, const GLchar* name);
|
||||
void GetProgramiv(GLuint program, GLenum pname, GLint* params);
|
||||
void GetShaderiv(GLuint shader, GLenum pname, GLint* params);
|
||||
}
|
||||
|
||||
#endif //MOBILEGL_GL_PROGRAM_H
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
//
|
||||
// Created by BZLZHH on 2025/3/15.
|
||||
//
|
||||
|
||||
#include "GL_Shader.h"
|
||||
|
||||
namespace MG_GL::GL {
|
||||
void GetShaderiv(GLuint shader, GLenum pname, GLint *params) {
|
||||
// TODO: Check if shader compilation is successful.
|
||||
*params = GL_TRUE;
|
||||
}
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
//
|
||||
// Created by BZLZHH on 2025/3/15.
|
||||
//
|
||||
|
||||
#ifndef MOBILEGL_GL_SHADER_H
|
||||
#define MOBILEGL_GL_SHADER_H
|
||||
|
||||
#include "../../../../Includes.h"
|
||||
|
||||
namespace MG_GL::GL {
|
||||
void GetShaderiv(GLuint shader, GLenum pname, GLint *params);
|
||||
}
|
||||
|
||||
#endif //MOBILEGL_GL_SHADER_H
|
||||
@@ -84,7 +84,7 @@ namespace MG_GL::GL {
|
||||
void GetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint* params) {
|
||||
MG_Util::Debug::LogD("glGetTexLevelParameteriv, target: %d, level: %d, pname: %d, params: %p",
|
||||
target, level, pname, params);
|
||||
GLenum result = MG_State::GetTextureLevelPropertyIntVector(target, level, pname, params);
|
||||
GLenum result = MG_State::QueryTextureLevelPropertyIntVector(target, level, pname, params);
|
||||
if (result == GL_NO_ERROR)
|
||||
return;
|
||||
MG_State::SetError(result);
|
||||
|
||||
@@ -45,7 +45,7 @@ GLenum CommonState::SetPixelStoreInt(GLenum pname, GLint param) {
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLint CommonState::GetPixelStoreInt(GLenum pname) {
|
||||
GLint CommonState::QueryPixelStoreInt(GLenum pname) {
|
||||
auto it = pixelStoreParams.find(pname);
|
||||
if (it != pixelStoreParams.end()) {
|
||||
return it->second;
|
||||
|
||||
@@ -16,7 +16,7 @@ public:
|
||||
// Return: the validity of the operation, according to OpenGL 3 standard
|
||||
GLenum SetPixelStoreInt(GLenum pname, GLint param);
|
||||
|
||||
GLint GetPixelStoreInt(GLenum pname);
|
||||
GLint QueryPixelStoreInt(GLenum pname);
|
||||
};
|
||||
|
||||
#endif //MOBILEGL_COMMONSTATE_H
|
||||
|
||||
@@ -9,6 +9,7 @@ TextureState* MG_State_T::textureState = nullptr;
|
||||
CommonState* MG_State_T::commonState = nullptr;
|
||||
BufferState* MG_State_T::bufferState = nullptr;
|
||||
VertexArrayState* MG_State_T::vertexArrayState = nullptr;
|
||||
ProgramState* MG_State_T::programState = nullptr;
|
||||
|
||||
namespace MG_State {
|
||||
void Init() {
|
||||
@@ -16,6 +17,7 @@ namespace MG_State {
|
||||
MG_State_T::commonState = new CommonState();
|
||||
MG_State_T::bufferState = new BufferState();
|
||||
MG_State_T::vertexArrayState = new VertexArrayState();
|
||||
MG_State_T::programState = new ProgramState();
|
||||
}
|
||||
|
||||
void Destroy() {
|
||||
@@ -23,6 +25,7 @@ namespace MG_State {
|
||||
delete MG_State_T::commonState;
|
||||
delete MG_State_T::bufferState;
|
||||
delete MG_State_T::vertexArrayState;
|
||||
delete MG_State_T::programState;
|
||||
}
|
||||
|
||||
void SetError(GLenum error) {
|
||||
@@ -88,8 +91,8 @@ namespace MG_State {
|
||||
return MG_State_T::textureState->DeleteN(n, textures);
|
||||
}
|
||||
|
||||
GLenum GetTextureLevelPropertyIntVector(GLenum target, GLint level, GLenum pname, GLint* params) {
|
||||
return MG_State_T::textureState->GetLevelPropertyIntVector(target, level, pname, params);
|
||||
GLenum QueryTextureLevelPropertyIntVector(GLenum target, GLint level, GLenum pname, GLint* params) {
|
||||
return MG_State_T::textureState->QueryLevelPropertyIntVector(target, level, pname, params);
|
||||
}
|
||||
|
||||
// Common
|
||||
@@ -97,8 +100,8 @@ namespace MG_State {
|
||||
return MG_State_T::commonState->SetPixelStoreInt(pname, param);
|
||||
}
|
||||
|
||||
GLint MG_State::GetPixelStoreInt(GLenum pname) {
|
||||
return MG_State_T::commonState->GetPixelStoreInt(pname);
|
||||
GLint MG_State::QueryPixelStoreInt(GLenum pname) {
|
||||
return MG_State_T::commonState->QueryPixelStoreInt(pname);
|
||||
}
|
||||
|
||||
// Buffer
|
||||
@@ -180,4 +183,73 @@ namespace MG_State {
|
||||
index, size, type, GL_FALSE, stride, pointer, true, currentBuffer
|
||||
);
|
||||
}
|
||||
|
||||
// Program
|
||||
GLenum CreateShader(GLenum type, GLuint* shader) {
|
||||
return MG_State_T::programState->CreateShader(type, shader);
|
||||
}
|
||||
|
||||
GLenum CreateProgram(GLuint* program) {
|
||||
return MG_State_T::programState->CreateProgram(program);
|
||||
}
|
||||
|
||||
GLenum DeleteShader(GLuint shader) {
|
||||
return MG_State_T::programState->DeleteShader(shader);
|
||||
}
|
||||
|
||||
GLenum DeleteProgram(GLuint program) {
|
||||
return MG_State_T::programState->DeleteProgram(program);
|
||||
}
|
||||
|
||||
GLenum LinkShaderToProgram(GLuint program, GLuint shader) {
|
||||
return MG_State_T::programState->LinkShaderToProgram(program, shader);
|
||||
}
|
||||
|
||||
GLenum UploadShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length) {
|
||||
return MG_State_T::programState->UploadShaderSource(shader, count, string, length);
|
||||
}
|
||||
|
||||
GLenum BuildShaderStage(GLuint shader) {
|
||||
return MG_State_T::programState->BuildShaderStage(shader);
|
||||
}
|
||||
|
||||
GLenum FinalizeProgramPipeline(GLuint program) {
|
||||
return MG_State_T::programState->FinalizeProgramPipeline(program);
|
||||
}
|
||||
|
||||
GLenum ActivateRenderProgram(GLuint program) {
|
||||
return MG_State_T::programState->ActivateRenderProgram(program);
|
||||
}
|
||||
|
||||
GLenum DefineProgramAttributeBinding(GLuint program, GLuint index, const GLchar* name) {
|
||||
return MG_State_T::programState->DefineProgramAttributeBinding(program, index, name);
|
||||
}
|
||||
|
||||
GLint QueryProgramAttributeBinding(GLuint program, const GLchar* name) {
|
||||
return MG_State_T::programState->QueryProgramAttributeBinding(program, name);
|
||||
}
|
||||
|
||||
GLint QueryProgramUniformLocation(GLuint program, const GLchar* name) {
|
||||
return MG_State_T::programState->QueryProgramUniformLocation(program, name);
|
||||
}
|
||||
|
||||
GLenum QueryProgramStateIntVector(GLuint program, GLenum pname, GLint* params) {
|
||||
return MG_State_T::programState->QueryProgramStateIntVector(program, pname, params);
|
||||
}
|
||||
|
||||
GLenum QueryShaderStateIntVector(GLuint shader, GLenum pname, GLint* params) {
|
||||
return MG_State_T::programState->QueryShaderStateIntVector(shader, pname, params);
|
||||
}
|
||||
|
||||
GLuint GetCurrentProgram() {
|
||||
return MG_State_T::programState->GetCurrentProgram();
|
||||
}
|
||||
|
||||
bool SetProgramStatus(GLuint program, GLboolean status) {
|
||||
return MG_State_T::programState->SetProgramStatus(program, status);
|
||||
}
|
||||
|
||||
bool SetShaderStatus(GLuint shader, GLboolean status) {
|
||||
return MG_State_T::programState->SetShaderStatus(shader, status);
|
||||
}
|
||||
}
|
||||
@@ -13,6 +13,7 @@ struct MG_State_T {
|
||||
static CommonState* commonState;
|
||||
static BufferState* bufferState;
|
||||
static VertexArrayState* vertexArrayState;
|
||||
static ProgramState* programState;
|
||||
};
|
||||
|
||||
namespace MG_State {
|
||||
@@ -36,11 +37,11 @@ namespace MG_State {
|
||||
GLenum SetTexturePropertyFloat(GLenum target, GLenum pname, GLfloat param);
|
||||
GLenum DeleteTexture(GLuint texture);
|
||||
GLenum DeleteTextures(GLsizei n, const GLuint* textures);
|
||||
GLenum GetTextureLevelPropertyIntVector(GLenum target, GLint level, GLenum pname, GLint* params);
|
||||
GLenum QueryTextureLevelPropertyIntVector(GLenum target, GLint level, GLenum pname, GLint* params);
|
||||
|
||||
// Common
|
||||
GLenum SetPixelStoreInt(GLenum pname, GLint param);
|
||||
GLint GetPixelStoreInt(GLenum pname);
|
||||
GLint QueryPixelStoreInt(GLenum pname);
|
||||
|
||||
// Buffer
|
||||
GLenum AcquireBufferMemory(GLenum target, GLenum access, void** mappedPtr);
|
||||
@@ -54,7 +55,6 @@ namespace MG_State {
|
||||
GLenum QueryBufferPropertyIntVector(GLenum target, GLenum pname, GLint* params);
|
||||
|
||||
// VertexArray
|
||||
|
||||
GLenum CreateVertexArray(GLuint* array);
|
||||
GLenum CreateVertexArrays(GLsizei n, GLuint* arrays);
|
||||
GLenum BindVertexArray(GLuint array);
|
||||
@@ -65,6 +65,26 @@ namespace MG_State {
|
||||
const void* pointer);
|
||||
GLenum SetVertexAttributeLayoutInt(GLuint index, GLint size, GLenum type,
|
||||
GLsizei stride, const void* pointer);
|
||||
|
||||
// Program
|
||||
GLenum CreateShader(GLenum type, GLuint* shader);
|
||||
GLenum CreateProgram(GLuint* program);
|
||||
GLenum DeleteShader(GLuint shader);
|
||||
GLenum DeleteProgram(GLuint program);
|
||||
GLenum LinkShaderToProgram(GLuint program, GLuint shader);
|
||||
GLenum UploadShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length);
|
||||
GLenum BuildShaderStage(GLuint shader);
|
||||
GLenum FinalizeProgramPipeline(GLuint program);
|
||||
GLenum ActivateRenderProgram(GLuint program);
|
||||
GLenum DefineProgramAttributeBinding(GLuint program, GLuint index, const GLchar* name);
|
||||
GLint QueryProgramAttributeBinding(GLuint program, const GLchar* name);
|
||||
GLint QueryProgramUniformLocation(GLuint program, const GLchar* name);
|
||||
GLenum QueryProgramStateIntVector(GLuint program, GLenum pname, GLint* params);
|
||||
GLenum QueryShaderStateIntVector(GLuint shader, GLenum pname, GLint* params);
|
||||
|
||||
GLuint GetCurrentProgram();
|
||||
bool SetProgramStatus(GLuint program, GLboolean status);
|
||||
bool SetShaderStatus(GLuint shader, GLboolean status);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,258 @@
|
||||
//
|
||||
// Created by BZLZHH on 2025/5/1.
|
||||
//
|
||||
|
||||
// TODO: Add more gl error check for buffer state manager.
|
||||
// TODO: Check if the state machine really meets up to OpenGL 3 standard.
|
||||
|
||||
#include "ProgramState.h"
|
||||
|
||||
GLenum ProgramState::CreateShader(GLenum type, GLuint* shader) {
|
||||
if (!shader) return GL_INVALID_VALUE;
|
||||
if (type != GL_VERTEX_SHADER && type != GL_FRAGMENT_SHADER)
|
||||
return GL_INVALID_ENUM;
|
||||
|
||||
GLuint id = freeShaderIds_.empty() ? ++lastShaderId_ : *freeShaderIds_.begin();
|
||||
if (!freeShaderIds_.empty()) freeShaderIds_.erase(freeShaderIds_.begin());
|
||||
|
||||
ShaderObject obj;
|
||||
obj.type = type;
|
||||
obj.compiled = UncertainBool::False;
|
||||
obj.markedForDeletion = false;
|
||||
shaders_[id] = obj;
|
||||
*shader = id;
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::CreateProgram(GLuint* program) {
|
||||
if (!program) return GL_INVALID_VALUE;
|
||||
|
||||
GLuint id = freeProgramIds_.empty() ? ++lastProgramId_ : *freeProgramIds_.begin();
|
||||
if (!freeProgramIds_.empty()) freeProgramIds_.erase(freeProgramIds_.begin());
|
||||
|
||||
ProgramObject obj;
|
||||
obj.linked = UncertainBool::False;
|
||||
obj.markedForDeletion = false;
|
||||
programs_[id] = obj;
|
||||
*program = id;
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::DeleteShader(GLuint shader) {
|
||||
if (!ValidateShader_(shader)) return GL_INVALID_VALUE;
|
||||
|
||||
if (shaders_[shader].markedForDeletion) return GL_NO_ERROR;
|
||||
|
||||
bool inUse = false;
|
||||
for (auto& [progId, program] : programs_) {
|
||||
auto it = std::find(program.attachedShaders.begin(),
|
||||
program.attachedShaders.end(), shader);
|
||||
if (it != program.attachedShaders.end()) {
|
||||
inUse = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (inUse) {
|
||||
shaders_[shader].markedForDeletion = true;
|
||||
} else {
|
||||
shaders_.erase(shader);
|
||||
freeShaderIds_.insert(shader);
|
||||
}
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::DeleteProgram(GLuint program) {
|
||||
if (!ValidateProgram_(program)) return GL_INVALID_VALUE;
|
||||
|
||||
programs_.erase(program);
|
||||
freeProgramIds_.insert(program);
|
||||
if (currentProgram_ == program)
|
||||
currentProgram_ = 0;
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::LinkShaderToProgram(GLuint program, GLuint shader) {
|
||||
if (!ValidateProgram_(program) || !ValidateShader_(shader))
|
||||
return GL_INVALID_VALUE;
|
||||
|
||||
auto& prog = programs_[program];
|
||||
if (std::find(prog.attachedShaders.begin(),
|
||||
prog.attachedShaders.end(), shader) != prog.attachedShaders.end())
|
||||
return GL_INVALID_OPERATION;
|
||||
|
||||
prog.attachedShaders.push_back(shader);
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::UploadShaderSource(GLuint shader, GLsizei count,
|
||||
const GLchar** string, const GLint* length) {
|
||||
if (!ValidateShader_(shader)) return GL_INVALID_VALUE;
|
||||
if (count < 0) return GL_INVALID_VALUE;
|
||||
|
||||
std::string source;
|
||||
for (GLsizei i = 0; i < count; ++i) {
|
||||
const GLchar* str = string[i];
|
||||
GLint len = (length && length[i] >= 0) ? length[i] : strlen(str);
|
||||
source.append(str, len);
|
||||
}
|
||||
shaders_[shader].source = std::move(source);
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::BuildShaderStage(GLuint shader) {
|
||||
if (!ValidateShader_(shader)) return GL_INVALID_VALUE;
|
||||
|
||||
auto& obj = shaders_[shader];
|
||||
// TODO: Add glslang to convert it to SPIR-V first, and then check it in the actual backend.
|
||||
obj.compiled = {UncertainBool::Unknown, UncertainBool::True};
|
||||
obj.compileStatus = GL_TRUE;
|
||||
obj.infoLog.clear();
|
||||
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::FinalizeProgramPipeline(GLuint program) {
|
||||
if (!ValidateProgram_(program)) return GL_INVALID_VALUE;
|
||||
auto& prog = programs_[program];
|
||||
|
||||
for (GLuint shader : prog.attachedShaders) {
|
||||
if (!shaders_[shader].compiled.toBool())
|
||||
return GL_INVALID_OPERATION;
|
||||
}
|
||||
|
||||
// TODO: Check the actual program linking status.
|
||||
// We might consider using a program emulator (or real backend checking?) or something better in the future.
|
||||
prog.linked = {UncertainBool::Unknown, UncertainBool::True};
|
||||
prog.linkStatus = GL_TRUE;
|
||||
prog.infoLog.clear();
|
||||
|
||||
for (auto& [name, index] : prog.attribBindings) {
|
||||
prog.attribLocations[name] = index;
|
||||
}
|
||||
|
||||
CleanupShaders_();
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::ActivateRenderProgram(GLuint program) {
|
||||
if (program != 0 && !ValidateProgram_(program))
|
||||
return GL_INVALID_VALUE;
|
||||
|
||||
currentProgram_ = program;
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::DefineProgramAttributeBinding(GLuint program, GLuint index, const GLchar* name) {
|
||||
if (!ValidateProgram_(program)) return GL_INVALID_VALUE;
|
||||
if (index >= GL_MAX_VERTEX_ATTRIBS) return GL_INVALID_VALUE;
|
||||
|
||||
programs_[program].attribBindings[name] = index;
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLint ProgramState::QueryProgramAttributeBinding(GLuint program, const GLchar* name) {
|
||||
if (!ValidateProgram_(program)) return -1;
|
||||
|
||||
auto& prog = programs_[program];
|
||||
if (prog.attribLocations.count(name))
|
||||
return prog.attribLocations[name];
|
||||
return -1;
|
||||
}
|
||||
|
||||
GLint ProgramState::QueryProgramUniformLocation(GLuint program, const GLchar* name) {
|
||||
if (!ValidateProgram_(program)) return -1;
|
||||
|
||||
auto& prog = programs_[program];
|
||||
if (prog.uniformLocations.count(name))
|
||||
return prog.uniformLocations[name];
|
||||
return -1;
|
||||
}
|
||||
|
||||
GLenum ProgramState::QueryProgramStateIntVector(GLuint program, GLenum pname, GLint* params) {
|
||||
if (!ValidateProgram_(program)) return GL_INVALID_VALUE;
|
||||
auto& prog = programs_[program];
|
||||
|
||||
switch (pname) {
|
||||
case GL_LINK_STATUS: *params = prog.linkStatus; break;
|
||||
case GL_DELETE_STATUS: *params = prog.markedForDeletion; break;
|
||||
case GL_ATTACHED_SHADERS: *params = (GLint)prog.attachedShaders.size(); break;
|
||||
default: return GL_INVALID_ENUM;
|
||||
}
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::QueryShaderStateIntVector(GLuint shader, GLenum pname, GLint* params) {
|
||||
if (!ValidateShader_(shader)) return GL_INVALID_VALUE;
|
||||
auto& obj = shaders_[shader];
|
||||
|
||||
switch (pname) {
|
||||
case GL_COMPILE_STATUS: *params = obj.compileStatus; break;
|
||||
case GL_DELETE_STATUS: *params = obj.markedForDeletion; break;
|
||||
case GL_SHADER_TYPE: *params = obj.type; break;
|
||||
default: return GL_INVALID_ENUM;
|
||||
}
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
bool ProgramState::SetProgramStatus(GLuint program, GLboolean status) {
|
||||
if (!ValidateProgram_(program)) return false;
|
||||
auto& prog = programs_[program];
|
||||
if (prog.linked && status != GL_TRUE) {
|
||||
return false;
|
||||
}
|
||||
if (status == GL_TRUE)
|
||||
prog.linked = true;
|
||||
else
|
||||
prog.linked = false;
|
||||
prog.linkStatus = status;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ProgramState::SetShaderStatus(GLuint shader, GLboolean status) {
|
||||
if (!ValidateShader_(shader)) return false;
|
||||
auto& obj = shaders_[shader];
|
||||
if (status == GL_TRUE)
|
||||
obj.compiled = true;
|
||||
else
|
||||
obj.compiled = false;
|
||||
obj.compileStatus = status;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ProgramState::ValidateShader_(GLuint shader) {
|
||||
return shaders_.count(shader) && !shaders_[shader].markedForDeletion;
|
||||
}
|
||||
|
||||
bool ProgramState::ValidateProgram_(GLuint program) {
|
||||
return programs_.count(program) && !programs_[program].markedForDeletion;
|
||||
}
|
||||
|
||||
void ProgramState::CleanupShaders_() {
|
||||
auto it = shaders_.begin();
|
||||
while (it != shaders_.end()) {
|
||||
if (it->second.markedForDeletion) {
|
||||
bool inUse = false;
|
||||
for (auto& [progId, program] : programs_) {
|
||||
if (std::find(program.attachedShaders.begin(),
|
||||
program.attachedShaders.end(), it->first)
|
||||
!= program.attachedShaders.end()) {
|
||||
inUse = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!inUse) {
|
||||
freeShaderIds_.insert(it->first);
|
||||
it = shaders_.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GLuint ProgramState::GetCurrentProgram() const {
|
||||
return currentProgram_;
|
||||
}
|
||||
@@ -0,0 +1,68 @@
|
||||
//
|
||||
// Created by BZLZHH on 2025/5/1.
|
||||
//
|
||||
|
||||
#ifndef MOBILEGL_PROGRAMSTATE_H
|
||||
#define MOBILEGL_PROGRAMSTATE_H
|
||||
#define MOBILEGL_GLSTATE_H
|
||||
|
||||
#include "../../../Includes.h"
|
||||
|
||||
struct ShaderObject {
|
||||
GLenum type;
|
||||
std::string source;
|
||||
UncertainBool compiled;
|
||||
GLint compileStatus;
|
||||
std::string infoLog;
|
||||
bool markedForDeletion;
|
||||
};
|
||||
|
||||
struct ProgramObject {
|
||||
std::vector<GLuint> attachedShaders;
|
||||
UncertainBool linked;
|
||||
GLint linkStatus;
|
||||
std::string infoLog;
|
||||
std::unordered_map<std::string, GLint> attribBindings;
|
||||
std::unordered_map<std::string, GLint> attribLocations;
|
||||
std::unordered_map<std::string, GLint> uniformLocations;
|
||||
bool markedForDeletion;
|
||||
};
|
||||
|
||||
class ProgramState {
|
||||
private:
|
||||
std::unordered_map<GLuint, ShaderObject> shaders_;
|
||||
std::unordered_map<GLuint, ProgramObject> programs_;
|
||||
std::set<GLuint> freeShaderIds_;
|
||||
std::set<GLuint> freeProgramIds_;
|
||||
GLuint lastShaderId_ = 0;
|
||||
GLuint lastProgramId_ = 0;
|
||||
GLuint currentProgram_ = 0;
|
||||
|
||||
public:
|
||||
// Return: the validity of the operation, according to OpenGL 3 standard
|
||||
GLenum CreateShader(GLenum type, GLuint* shader);
|
||||
GLenum CreateProgram(GLuint* program);
|
||||
GLenum DeleteShader(GLuint shader);
|
||||
GLenum DeleteProgram(GLuint program);
|
||||
GLenum LinkShaderToProgram(GLuint program, GLuint shader);
|
||||
GLenum UploadShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length);
|
||||
GLenum BuildShaderStage(GLuint shader);
|
||||
GLenum FinalizeProgramPipeline(GLuint program);
|
||||
GLenum ActivateRenderProgram(GLuint program);
|
||||
GLenum DefineProgramAttributeBinding(GLuint program, GLuint index, const GLchar* name);
|
||||
GLint QueryProgramAttributeBinding(GLuint program, const GLchar* name);
|
||||
GLint QueryProgramUniformLocation(GLuint program, const GLchar* name);
|
||||
GLenum QueryProgramStateIntVector(GLuint program, GLenum pname, GLint* params);
|
||||
GLenum QueryShaderStateIntVector(GLuint shader, GLenum pname, GLint* params);
|
||||
|
||||
GLuint GetCurrentProgram() const;
|
||||
bool SetProgramStatus(GLuint program, GLboolean status);
|
||||
bool SetShaderStatus(GLuint shader, GLboolean status);
|
||||
|
||||
private:
|
||||
bool ValidateShader_(GLuint shader);
|
||||
bool ValidateProgram_(GLuint program);
|
||||
void CleanupShaders_();
|
||||
};
|
||||
|
||||
#endif // MOBILEGL_PROGRAMSTATE_H
|
||||
@@ -38,7 +38,7 @@ TextureState::TextureState() {
|
||||
}
|
||||
|
||||
GLint TextureState::GetUnpackParam_(GLenum pname) {
|
||||
GLint result = MG_State::GetPixelStoreInt(pname);
|
||||
GLint result = MG_State::QueryPixelStoreInt(pname);
|
||||
MG_Util::Debug::LogD("MG_State: Texture: GetUnpackParam_ pname=0x%x, returns %d", pname, result);
|
||||
return result;
|
||||
}
|
||||
@@ -574,31 +574,31 @@ GLenum TextureState::DeleteN(GLsizei n, const GLuint* textures) {
|
||||
}
|
||||
|
||||
|
||||
GLenum TextureState::GetLevelPropertyIntVector(GLenum target, GLint level, GLenum pname, GLint* params) {
|
||||
MG_Util::Debug::LogD("MG_State: Texture: GetLevelPropertyIntVector called target=0x%x, level=%d, pname=0x%x", target, level, pname);
|
||||
GLenum TextureState::QueryLevelPropertyIntVector(GLenum target, GLint level, GLenum pname, GLint* params) {
|
||||
MG_Util::Debug::LogD("MG_State: Texture: QueryLevelPropertyIntVector called target=0x%x, level=%d, pname=0x%x", target, level, pname);
|
||||
if (MG_Constants::Texture::VALID_TARGETS.find(target) == MG_Constants::Texture::VALID_TARGETS.end()) {
|
||||
MG_Util::Debug::LogE("MG_State: Texture: GetLevelPropertyIntVector invalid target=0x%x", target);
|
||||
MG_Util::Debug::LogE("MG_State: Texture: QueryLevelPropertyIntVector invalid target=0x%x", target);
|
||||
return GL_INVALID_ENUM;
|
||||
}
|
||||
|
||||
if (level < 0) {
|
||||
MG_Util::Debug::LogE("MG_State: Texture: GetLevelPropertyIntVector invalid level=%d", level);
|
||||
MG_Util::Debug::LogE("MG_State: Texture: QueryLevelPropertyIntVector invalid level=%d", level);
|
||||
return GL_INVALID_VALUE;
|
||||
}
|
||||
|
||||
if (MG_Constants::Texture::VALID_QUERY_LEVEL_PROPERTY_PARAM_NAMES.find(pname) == MG_Constants::Texture::VALID_QUERY_LEVEL_PROPERTY_PARAM_NAMES.end()) {
|
||||
MG_Util::Debug::LogE("MG_State: Texture: GetLevelPropertyIntVector invalid pname=0x%x", pname);
|
||||
MG_Util::Debug::LogE("MG_State: Texture: QueryLevelPropertyIntVector invalid pname=0x%x", pname);
|
||||
return GL_INVALID_ENUM;
|
||||
}
|
||||
|
||||
if ((target == GL_TEXTURE_RECTANGLE || target == GL_PROXY_TEXTURE_RECTANGLE) && level != 0) {
|
||||
MG_Util::Debug::LogE("MG_State: Texture: GetLevelPropertyIntVector invalid level for rectangle texture");
|
||||
MG_Util::Debug::LogE("MG_State: Texture: QueryLevelPropertyIntVector invalid level for rectangle texture");
|
||||
return GL_INVALID_VALUE;
|
||||
}
|
||||
|
||||
GLuint activeUnit = activeTextureUnit_;
|
||||
if (activeUnit >= textureUnits_.size()) {
|
||||
MG_Util::Debug::LogE("MG_State: Texture: GetLevelPropertyIntVector active texture unit out of range");
|
||||
MG_Util::Debug::LogE("MG_State: Texture: QueryLevelPropertyIntVector active texture unit out of range");
|
||||
return GL_INVALID_OPERATION;
|
||||
}
|
||||
|
||||
@@ -614,7 +614,7 @@ GLenum TextureState::GetLevelPropertyIntVector(GLenum target, GLint level, GLenu
|
||||
if (!isProxyTexture && boundTexture == 0) {
|
||||
switch (pname) {
|
||||
case GL_TEXTURE_COMPRESSED_IMAGE_SIZE:
|
||||
MG_Util::Debug::LogE("MG_State: Texture: GetLevelPropertyIntVector no texture bound for compressed image size");
|
||||
MG_Util::Debug::LogE("MG_State: Texture: QueryLevelPropertyIntVector no texture bound for compressed image size");
|
||||
return GL_INVALID_OPERATION;
|
||||
case GL_TEXTURE_INTERNAL_FORMAT:
|
||||
*params = GL_NONE;
|
||||
@@ -626,7 +626,7 @@ GLenum TextureState::GetLevelPropertyIntVector(GLenum target, GLint level, GLenu
|
||||
*params = 0;
|
||||
break;
|
||||
}
|
||||
MG_Util::Debug::LogD("MG_State: Texture: GetLevelPropertyIntVector returns default value for unbound texture");
|
||||
MG_Util::Debug::LogD("MG_State: Texture: QueryLevelPropertyIntVector returns default value for unbound texture");
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
@@ -637,7 +637,7 @@ GLenum TextureState::GetLevelPropertyIntVector(GLenum target, GLint level, GLenu
|
||||
if (texIt == textures.end()) {
|
||||
*params = 0;
|
||||
MG_Util::Debug::LogW(
|
||||
"MG_State: Texture: GetLevelPropertyIntVector texture %u not found",
|
||||
"MG_State: Texture: QueryLevelPropertyIntVector texture %u not found",
|
||||
boundTexture);
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
@@ -646,7 +646,7 @@ GLenum TextureState::GetLevelPropertyIntVector(GLenum target, GLint level, GLenu
|
||||
TextureObject& tex = isProxyTexture ? proxyTextures_[target] : texIt->second;
|
||||
|
||||
if (!isProxyTexture && tex.target != target && tex.target != GL_NONE) {
|
||||
MG_Util::Debug::LogE("MG_State: Texture: GetLevelPropertyIntVector texture target mismatch: texture target=0x%x, expected=0x%x", tex.target, target);
|
||||
MG_Util::Debug::LogE("MG_State: Texture: QueryLevelPropertyIntVector texture target mismatch: texture target=0x%x, expected=0x%x", tex.target, target);
|
||||
return GL_INVALID_OPERATION;
|
||||
}
|
||||
|
||||
@@ -654,7 +654,7 @@ GLenum TextureState::GetLevelPropertyIntVector(GLenum target, GLint level, GLenu
|
||||
if (mipIt == tex.params.mipmapData.end()) {
|
||||
switch (pname) {
|
||||
case GL_TEXTURE_COMPRESSED_IMAGE_SIZE:
|
||||
MG_Util::Debug::LogE("MG_State: Texture: GetLevelPropertyIntVector no mipmap level %d for compressed image size", level);
|
||||
MG_Util::Debug::LogE("MG_State: Texture: QueryLevelPropertyIntVector no mipmap level %d for compressed image size", level);
|
||||
return GL_INVALID_OPERATION;
|
||||
case GL_TEXTURE_INTERNAL_FORMAT:
|
||||
*params = GL_NONE;
|
||||
@@ -666,7 +666,7 @@ GLenum TextureState::GetLevelPropertyIntVector(GLenum target, GLint level, GLenu
|
||||
*params = 0;
|
||||
break;
|
||||
}
|
||||
MG_Util::Debug::LogD("MG_State: Texture: GetLevelPropertyIntVector returns default value for missing mipmap level");
|
||||
MG_Util::Debug::LogD("MG_State: Texture: QueryLevelPropertyIntVector returns default value for missing mipmap level");
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
@@ -707,16 +707,16 @@ GLenum TextureState::GetLevelPropertyIntVector(GLenum target, GLint level, GLenu
|
||||
break;
|
||||
case GL_TEXTURE_COMPRESSED_IMAGE_SIZE:
|
||||
if (!sizes.isCompressed) {
|
||||
MG_Util::Debug::LogE("MG_State: Texture: GetLevelPropertyIntVector texture is not compressed");
|
||||
MG_Util::Debug::LogE("MG_State: Texture: QueryLevelPropertyIntVector texture is not compressed");
|
||||
return GL_INVALID_OPERATION;
|
||||
}
|
||||
*params = static_cast<GLint>(mip.pixelData.size());
|
||||
break;
|
||||
default:
|
||||
MG_Util::Debug::LogE("MG_State: Texture: GetLevelPropertyIntVector invalid pname=0x%x", pname);
|
||||
MG_Util::Debug::LogE("MG_State: Texture: QueryLevelPropertyIntVector invalid pname=0x%x", pname);
|
||||
return GL_INVALID_ENUM;
|
||||
}
|
||||
MG_Util::Debug::LogD("MG_State: Texture: GetLevelPropertyIntVector returns %d for pname=0x%x", *params, pname);
|
||||
MG_Util::Debug::LogD("MG_State: Texture: QueryLevelPropertyIntVector returns %d for pname=0x%x", *params, pname);
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
|
||||
@@ -86,7 +86,7 @@ public:
|
||||
GLenum SetTexturePropertyFloat(GLenum target, GLenum pname, GLfloat param);
|
||||
GLenum Delete(GLuint texture);
|
||||
GLenum DeleteN(GLsizei n, const GLuint* textures);
|
||||
GLenum GetLevelPropertyIntVector(GLenum target, GLint level, GLenum pname, GLint* params);
|
||||
GLenum QueryLevelPropertyIntVector(GLenum target, GLint level, GLenum pname, GLint* params);
|
||||
|
||||
private:
|
||||
size_t CalculatePixelDataSize_(GLenum format, GLenum type, GLsizei width, GLsizei height);
|
||||
|
||||
Reference in New Issue
Block a user