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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (RenderState): implement glClipControl, glPolygonOffsetClamp and glTextureBarrier instead of stubbing them
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@@ -340,6 +340,38 @@ namespace MobileGL::MG_Impl::GLImpl {
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MG_State::pGLContext->SetPolygonOffset(static_cast<Float>(factor), static_cast<Float>(units));
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}
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void PolygonOffsetClamp_State(GLfloat factor, GLfloat units, GLfloat clamp) {
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// GL 4.6 core 14.6.5 / GL_EXT_polygon_offset_clamp. No error cases: any three floats are
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// legal, and clamp = 0 is exactly glPolygonOffset. Whether the backend can APPLY the clamp
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// is a separate question (see the DirectGLES/DirectVulkan forwarding); the state is
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// recorded either way, because GL_POLYGON_OFFSET_CLAMP has to read back what was written.
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MG_State::pGLContext->SetPolygonOffsetClamped(static_cast<Float>(factor), static_cast<Float>(units),
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static_cast<Float>(clamp));
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}
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void ClipControl_State(GLenum origin, GLenum depth) {
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// GL 4.5 core 13.5: both arguments are strict enums, and either being wrong is
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// GL_INVALID_ENUM with the state left untouched.
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if (origin != GL_LOWER_LEFT && origin != GL_UPPER_LEFT) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidEnum,
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MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"glClipControl origin must be GL_LOWER_LEFT or GL_UPPER_LEFT; got " +
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MG_Util::ConvertGLEnumToString(origin) + "."));
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return;
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}
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if (depth != GL_NEGATIVE_ONE_TO_ONE && depth != GL_ZERO_TO_ONE) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidEnum,
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MakeUnique<GenericErrorInfo>(
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"MG_Impl/GLImpl", __func__,
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"glClipControl depth must be GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE; got " +
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MG_Util::ConvertGLEnumToString(depth) + "."));
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return;
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}
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MG_State::pGLContext->SetClipControl(origin, depth);
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}
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void PolygonMode_State(GLenum face, GLenum mode) {
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// GL 3.3 core: separate front/back polygon modes were removed in 3.1, so the only legal
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// face is GL_FRONT_AND_BACK. GL_FRONT / GL_BACK must be rejected (some desktop drivers
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@@ -1029,6 +1061,14 @@ namespace MobileGL::MG_Impl::GLImpl {
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PolygonOffset_State(factor, units);
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}
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void PolygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp) {
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PolygonOffsetClamp_State(factor, units, clamp);
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}
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void ClipControl(GLenum origin, GLenum depth) {
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ClipControl_State(origin, depth);
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}
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void PolygonMode(GLenum face, GLenum mode) {
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PolygonMode_State(face, mode);
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}
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@@ -40,6 +40,8 @@ namespace MobileGL::MG_Impl::GLImpl {
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void SampleCoverage(GLfloat value, GLboolean invert);
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void MinSampleShading(GLfloat value);
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void PolygonOffset(GLfloat factor, GLfloat units);
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void PolygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp);
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void ClipControl(GLenum origin, GLenum depth);
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void PolygonMode(GLenum face, GLenum mode);
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void PointSize(GLfloat size);
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void PointParameterf(GLenum pname, GLfloat param);
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