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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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@@ -249,6 +249,15 @@ namespace MobileGL {
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FloatVec2 PatchDefaultInnerLevel = FloatVec2(1.0f, 1.0f);
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Float PolygonOffsetFactor = 0.0f;
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Float PolygonOffsetUnits = 0.0f;
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// GL_POLYGON_OFFSET_CLAMP (GL 4.6 core 14.6.5 / GL_EXT_polygon_offset_clamp): the maximum
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// magnitude of the offset glPolygonOffsetClamp's third argument allows. Zero - the default
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// - means "no clamp", which is exactly the behaviour glPolygonOffset leaves behind.
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Float PolygonOffsetClamp = 0.0f;
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// glClipControl (GL 4.5 core 13.5). Defaults per table 23.7 are the pre-4.5 fixed
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// behaviour: origin at the lower left, depth mapped from -1..1.
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GLenum ClipOrigin = GL_LOWER_LEFT;
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GLenum ClipDepthMode = GL_NEGATIVE_ONE_TO_ONE;
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// Blending
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Array<PerBufferBlendState, MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS> BlendStates;
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@@ -391,8 +400,16 @@ namespace MobileGL {
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void SetPatchDefaultInnerLevel(const FloatVec2& levels);
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const FloatVec2& GetPatchDefaultInnerLevel() const;
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void SetPolygonOffset(Float factor, Float units);
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// glPolygonOffsetClamp. Writes the same factor/units as glPolygonOffset plus the
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// clamp, because that is what the entry point does - glPolygonOffset is the
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// clamp = 0 case of it (GL 4.6 core 14.6.5).
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void SetPolygonOffsetClamped(Float factor, Float units, Float clamp);
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Float GetPolygonOffsetFactor() const;
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Float GetPolygonOffsetUnits() const;
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Float GetPolygonOffsetClamp() const;
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void SetClipControl(GLenum origin, GLenum depth);
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GLenum GetClipOrigin() const;
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GLenum GetClipDepthMode() const;
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// Hints. target must be one of the 4 GL 3.3 core hint targets (validated by the caller).
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void SetHint(GLenum target, GLenum mode);
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GLenum GetHint(GLenum target) const;
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