[Feat] (ProgramState): Implement more Global-GL-State functions.

- These functions were implemented:
  - glBlendFunc
  - glBlendFuncSeparate
  - glClear
  - glClearColor
  - glClearDepth
  - glColorMask
  - glDepthFunc
  - glDepthMask
  - glDisable
  - glEnable
  - glViewport
This commit is contained in:
BZLZHH
2025-05-04 02:09:25 +08:00
parent 16559291a3
commit 0e7483bdd4
8 changed files with 326 additions and 17 deletions
+22
View File
@@ -23,6 +23,28 @@ namespace MG_Constants {
inline const int LOG_LEVEL_FATAL = 0x0014;
}
namespace Blend {
static const std::unordered_set<GLenum> VALID_FACTORS = {
GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_SRC_ALPHA_SATURATE
}; // OpenGL 3
}
namespace Depth {
static const std::unordered_set<GLenum> VALID_FUNCS = {
GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS
}; // OpenGL 3
}
namespace CommonState {
static const std::unordered_set<GLenum> VALID_CAPS = {
GL_BLEND, GL_DEPTH_TEST, GL_STENCIL_TEST, GL_SCISSOR_TEST, GL_CULL_FACE,
GL_POLYGON_OFFSET_FILL, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_SAMPLE_COVERAGE
}; // OpenGL 3
}
namespace Framebuffer {
static const std::unordered_set<GLenum> VALID_ATTACHMENTS = {
GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT,
@@ -5,16 +5,99 @@
#include "GL_Common.h"
namespace MG_GL::GL {
void ClearDepth(GLdouble depth) {
void Enable(GLenum cap) {
MG_Util::Debug::LogD("glEnable, cap: %s", MG_Util::Debug::GLEnumToString(cap));
GLenum result = MG_State::glEnable(cap);
if (result == GL_NO_ERROR) return;
MG_State::SetError(result);
MG_Util::Debug::LogE("Error enabling capability: %s", MG_Util::Debug::GLEnumToString(result));
}
void ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
void Disable(GLenum cap) {
MG_Util::Debug::LogD("glDisable, cap: %s", MG_Util::Debug::GLEnumToString(cap));
GLenum result = MG_State::glDisable(cap);
if (result == GL_NO_ERROR) return;
MG_State::SetError(result);
MG_Util::Debug::LogE("Error disabling capability: %s", MG_Util::Debug::GLEnumToString(result));
}
void BlendFunc(GLenum sfactor, GLenum dfactor) {
MG_Util::Debug::LogD("glBlendFunc, sfactor: %s, dfactor: %s",
MG_Util::Debug::GLEnumToString(sfactor),
MG_Util::Debug::GLEnumToString(dfactor));
GLenum result = MG_State::glBlendFunc(sfactor, dfactor);
if (result == GL_NO_ERROR) return;
MG_State::SetError(result);
MG_Util::Debug::LogE("Error setting blend func: %s", MG_Util::Debug::GLEnumToString(result));
}
void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) {
MG_Util::Debug::LogD("glBlendFuncSeparate, srcRGB: %s, dstRGB: %s, srcAlpha: %s, dstAlpha: %s",
MG_Util::Debug::GLEnumToString(srcRGB),
MG_Util::Debug::GLEnumToString(dstRGB),
MG_Util::Debug::GLEnumToString(srcAlpha),
MG_Util::Debug::GLEnumToString(dstAlpha));
GLenum result = MG_State::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
if (result == GL_NO_ERROR) return;
MG_State::SetError(result);
MG_Util::Debug::LogE("Error setting separate blend func: %s", MG_Util::Debug::GLEnumToString(result));
}
void Clear(GLbitfield mask) {
MG_Util::Debug::LogD("glClear, mask: 0x%X", mask);
GLenum result = MG_State::glClear(mask);
if (result == GL_NO_ERROR) return;
MG_State::SetError(result);
MG_Util::Debug::LogE("Error clearing buffers: %s", MG_Util::Debug::GLEnumToString(result));
}
void ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
MG_Util::Debug::LogD("glClearColor, rgba: [%.2f, %.2f, %.2f, %.2f]", red, green, blue, alpha);
GLenum result = MG_State::glClearColor(red, green, blue, alpha);
if (result == GL_NO_ERROR) return;
MG_State::SetError(result);
MG_Util::Debug::LogE("Error setting clear color: %s", MG_Util::Debug::GLEnumToString(result));
}
void ClearDepth(GLdouble depth) {
MG_Util::Debug::LogD("glClearDepth, depth: %.3f", depth);
GLenum result = MG_State::glClearDepth(depth);
if (result == GL_NO_ERROR) return;
MG_State::SetError(result);
MG_Util::Debug::LogE("Error setting clear depth: %s", MG_Util::Debug::GLEnumToString(result));
}
void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
MG_Util::Debug::LogD("glColorMask, rgba: [%d, %d, %d, %d]", red, green, blue, alpha);
GLenum result = MG_State::glColorMask(red, green, blue, alpha);
if (result == GL_NO_ERROR) return;
MG_State::SetError(result);
MG_Util::Debug::LogE("Error setting color mask: %s", MG_Util::Debug::GLEnumToString(result));
}
void DepthFunc(GLenum func) {
MG_Util::Debug::LogD("glDepthFunc, func: %s", MG_Util::Debug::GLEnumToString(func));
GLenum result = MG_State::glDepthFunc(func);
if (result == GL_NO_ERROR) return;
MG_State::SetError(result);
MG_Util::Debug::LogE("Error setting depth func: %s", MG_Util::Debug::GLEnumToString(result));
}
void DepthMask(GLboolean flag) {
MG_Util::Debug::LogD("glDepthMask, flag: %d", flag);
GLenum result = MG_State::glDepthMask(flag);
if (result == GL_NO_ERROR) return;
MG_State::SetError(result);
MG_Util::Debug::LogE("Error setting depth mask: %s", MG_Util::Debug::GLEnumToString(result));
}
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {
MG_Util::Debug::LogD("glViewport, x: %d, y: %d, width: %d, height: %d",
x, y, width, height);
GLenum result = MG_State::glViewport(x, y, width, height);
if (result == GL_NO_ERROR) return;
MG_State::SetError(result);
MG_Util::Debug::LogE("Error setting viewport: %s", MG_Util::Debug::GLEnumToString(result));
}
void PixelStorei(GLenum pname, GLint param) {
@@ -8,10 +8,18 @@
#include "../../../../Includes.h"
namespace MG_GL::GL {
void ClearDepth(::GLdouble depth);
void ClearDepth(GLdouble depth);
void ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void Clear(GLbitfield mask);
void PixelStorei(GLenum pname, GLint param);
void Enable(GLenum cap);
void Disable(GLenum cap);
void BlendFunc(GLenum sfactor, GLenum dfactor);
void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void DepthFunc(GLenum func);
void DepthMask(GLboolean flag);
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
}
#endif //MOBILEGL_GL_COMMON_H
@@ -43,8 +43,8 @@ DECLARE_GL_FUNCTION_HEAD(void, BindTexture, GLenum target, GLuint texture) DECLA
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendColor, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendColor, red,green,blue,alpha)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendEquation, GLenum mode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendEquation, mode)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendEquationSeparate, GLenum modeRGB, GLenum modeAlpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendEquationSeparate, modeRGB,modeAlpha)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendFunc, GLenum sfactor, GLenum dfactor) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendFunc, sfactor,dfactor)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendFuncSeparate, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendFuncSeparate, sfactorRGB,dfactorRGB,sfactorAlpha,dfactorAlpha)
DECLARE_GL_FUNCTION_HEAD(void, BlendFunc, GLenum sfactor, GLenum dfactor) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BlendFunc, sfactor,dfactor)
DECLARE_GL_FUNCTION_HEAD(void, BlendFuncSeparate, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BlendFuncSeparate, sfactorRGB,dfactorRGB,sfactorAlpha,dfactorAlpha)
DECLARE_GL_FUNCTION_HEAD(void, BufferData, GLenum target, GLsizeiptr size, const void *data, GLenum usage) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BufferData, target,size,data,usage)
DECLARE_GL_FUNCTION_STUB_HEAD(void, BufferSubData, GLenum target, GLintptr offset, GLsizeiptr size, const void *data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BufferSubData, target,offset,size,data)
DECLARE_GL_FUNCTION_HEAD(GLenum, CheckFramebufferStatus, GLenum target) DECLARE_GL_FUNCTION_END(GLenum, CheckFramebufferStatus, target)
@@ -52,7 +52,7 @@ DECLARE_GL_FUNCTION_HEAD(void, Clear, GLbitfield mask) DECLARE_GL_FUNCTION_STUB_
DECLARE_GL_FUNCTION_HEAD(void, ClearColor, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearColor, red,green,blue,alpha)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearDepthf, GLfloat d) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearDepthf, d)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearStencil, GLint s) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearStencil, s)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ColorMask, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ColorMask, red,green,blue,alpha)
DECLARE_GL_FUNCTION_HEAD(void, ColorMask, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ColorMask, red,green,blue,alpha)
DECLARE_GL_FUNCTION_HEAD(void, CompileShader, GLuint shader) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CompileShader, shader)
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompressedTexImage2D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompressedTexImage2D, target,level,internalformat,width,height,border,imageSize,data)
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)
@@ -67,15 +67,15 @@ DECLARE_GL_FUNCTION_HEAD(void, DeleteProgram, GLuint program) DECLARE_GL_FUNCTIO
DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteRenderbuffers, GLsizei n, const GLuint *renderbuffers) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteRenderbuffers, n,renderbuffers)
DECLARE_GL_FUNCTION_HEAD(void, DeleteShader, GLuint shader) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteShader, shader)
DECLARE_GL_FUNCTION_HEAD(void, DeleteTextures, GLsizei n, const GLuint *textures) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteTextures, n,textures)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthFunc, GLenum func) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthFunc, func)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthMask, GLboolean flag) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthMask, flag)
DECLARE_GL_FUNCTION_HEAD(void, DepthFunc, GLenum func) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DepthFunc, func)
DECLARE_GL_FUNCTION_HEAD(void, DepthMask, GLboolean flag) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DepthMask, flag)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangef, GLfloat n, GLfloat f) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangef, n,f)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DetachShader, GLuint program, GLuint shader) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DetachShader, program,shader)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Disable, GLenum cap) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Disable, cap)
DECLARE_GL_FUNCTION_HEAD(void, Disable, GLenum cap) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Disable, cap)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DisableVertexAttribArray, GLuint index) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DisableVertexAttribArray, index)
DECLARE_GL_FUNCTION_HEAD(void, DrawArrays, GLenum mode, GLint first, GLsizei count) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawArrays, mode,first,count)
DECLARE_GL_FUNCTION_HEAD(void, DrawElements, GLenum mode, GLsizei count, GLenum type, const void *indices) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DrawElements, mode,count,type,indices)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Enable, GLenum cap) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Enable, cap)
DECLARE_GL_FUNCTION_HEAD(void, Enable, GLenum cap) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Enable, cap)
DECLARE_GL_FUNCTION_HEAD(void, EnableVertexAttribArray, GLuint index) DECLARE_GL_FUNCTION_END_NO_RETURN(void, EnableVertexAttribArray, index)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Finish) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Finish)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Flush) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Flush)
@@ -173,7 +173,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttrib3fv, GLuint index, const GLfloat
DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttrib4f, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttrib4f, index,x,y,z,w)
DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttrib4fv, GLuint index, const GLfloat *v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttrib4fv, index,v)
DECLARE_GL_FUNCTION_HEAD(void, VertexAttribPointer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexAttribPointer, index,size,type,normalized,stride,pointer)
DECLARE_GL_FUNCTION_STUB_HEAD(void, Viewport, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Viewport, x,y,width,height)
DECLARE_GL_FUNCTION_HEAD(void, Viewport, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Viewport, x,y,width,height)
DECLARE_GL_FUNCTION_STUB_HEAD(void, ReadBuffer, GLenum src) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ReadBuffer, src)
DECLARE_GL_FUNCTION_STUB_HEAD(void, DrawRangeElements, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DrawRangeElements, mode,start,end,count,type,indices)
DECLARE_GL_FUNCTION_STUB_HEAD(void, TexImage3D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexImage3D, target,level,internalformat,width,height,depth,border,format,type,pixels)
+101
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@@ -4,6 +4,11 @@
#include "CommonState.h"
CommonState::CommonState() {
pixelStoreParams[GL_PACK_ALIGNMENT] = 4;
pixelStoreParams[GL_UNPACK_ALIGNMENT] = 4;
}
GLenum CommonState::SetPixelStoreInt(GLenum pname, GLint param) {
if (MG_Constants::PixelStore::VALID_PARAM_NAMES.find(pname) == MG_Constants::PixelStore::VALID_PARAM_NAMES.end()) {
return GL_INVALID_ENUM;
@@ -54,3 +59,99 @@ GLint CommonState::QueryPixelStoreInt(GLenum pname) {
auto defaultIt = MG_Constants::PixelStore::DEFAULT_VALUES_MAP.find(pname);
return (defaultIt != MG_Constants::PixelStore::DEFAULT_VALUES_MAP.end()) ? defaultIt->second : 0;
}
GLenum CommonState::Enable(GLenum cap) {
if (MG_Constants::CommonState::VALID_CAPS.find(cap) == MG_Constants::CommonState::VALID_CAPS.end()) {
return GL_INVALID_ENUM;
}
capabilities[cap] = true;
return GL_NO_ERROR;
}
GLenum CommonState::Disable(GLenum cap) {
if (MG_Constants::CommonState::VALID_CAPS.find(cap) == MG_Constants::CommonState::VALID_CAPS.end()) {
return GL_INVALID_ENUM;
}
capabilities[cap] = false;
return GL_NO_ERROR;
}
GLenum CommonState::BlendFunc(GLenum sfactor, GLenum dfactor) {
if (MG_Constants::Blend::VALID_FACTORS.find(sfactor) == MG_Constants::Blend::VALID_FACTORS.end() ||
MG_Constants::Blend::VALID_FACTORS.find(dfactor) == MG_Constants::Blend::VALID_FACTORS.end()) {
return GL_INVALID_ENUM;
}
blendSrcRGB = blendSrcAlpha = sfactor;
blendDstRGB = blendDstAlpha = dfactor;
return GL_NO_ERROR;
}
GLenum CommonState::BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha) {
if (MG_Constants::Blend::VALID_FACTORS.find(srcRGB) == MG_Constants::Blend::VALID_FACTORS.end() ||
MG_Constants::Blend::VALID_FACTORS.find(dstRGB) == MG_Constants::Blend::VALID_FACTORS.end() ||
MG_Constants::Blend::VALID_FACTORS.find(srcAlpha) == MG_Constants::Blend::VALID_FACTORS.end() ||
MG_Constants::Blend::VALID_FACTORS.find(dstAlpha) == MG_Constants::Blend::VALID_FACTORS.end()) {
return GL_INVALID_ENUM;
}
blendSrcRGB = srcRGB;
blendDstRGB = dstRGB;
blendSrcAlpha = srcAlpha;
blendDstAlpha = dstAlpha;
return GL_NO_ERROR;
}
GLenum CommonState::Clear(GLbitfield mask) {
const GLbitfield validBits = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
if ((mask & ~validBits) != 0) {
return GL_INVALID_VALUE;
}
return GL_NO_ERROR;
}
GLenum CommonState::ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
clearColor[0] = red;
clearColor[1] = green;
clearColor[2] = blue;
clearColor[3] = alpha;
return GL_NO_ERROR;
}
GLenum CommonState::ClearDepth(GLfloat depth) {
clearDepth = depth;
return GL_NO_ERROR;
}
GLenum CommonState::ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
colorMask[0] = red;
colorMask[1] = green;
colorMask[2] = blue;
colorMask[3] = alpha;
return GL_NO_ERROR;
}
GLenum CommonState::DepthFunc(GLenum func) {
if (MG_Constants::Depth::VALID_FUNCS.find(func) == MG_Constants::Depth::VALID_FUNCS.end()) {
return GL_INVALID_ENUM;
}
depthFunc = func;
return GL_NO_ERROR;
}
GLenum CommonState::DepthMask(GLboolean flag) {
depthMask = flag;
return GL_NO_ERROR;
}
GLenum CommonState::Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {
if (width < 0 || height < 0) {
return GL_INVALID_VALUE;
}
viewport[0] = x;
viewport[1] = y;
viewport[2] = width;
viewport[3] = height;
return GL_NO_ERROR;
}
+40
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@@ -10,11 +10,51 @@
class CommonState {
private:
// Pixel storage parameters
std::unordered_map<GLenum, GLint> pixelStoreParams;
// Blend state
GLenum blendSrcRGB = GL_ONE;
GLenum blendDstRGB = GL_ZERO;
GLenum blendSrcAlpha = GL_ONE;
GLenum blendDstAlpha = GL_ZERO;
// Clear state
GLfloat clearColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GLfloat clearDepth = 1.0f;
// Color mask
GLboolean colorMask[4] = {GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE};
// Depth state
GLenum depthFunc = GL_LESS;
GLboolean depthMask = GL_TRUE;
// Viewport
GLint viewport[4] = {0, 0, 0, 0};
// Capability enables
std::unordered_map<GLenum, bool> capabilities;
public:
CommonState();
// Return: the validity of the operation, according to OpenGL 3 standard
GLenum SetPixelStoreInt(GLenum pname, GLint param);
GLenum Enable(GLenum cap);
GLenum Disable(GLenum cap);
GLenum BlendFunc(GLenum sfactor, GLenum dfactor);
GLenum BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha);
GLenum Clear(GLbitfield mask);
GLenum ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLenum ClearDepth(GLfloat depth);
GLenum ColorMask(GLboolean red, GLboolean green,
GLboolean blue, GLboolean alpha);
GLenum DepthFunc(GLenum func);
GLenum DepthMask(GLboolean flag);
GLenum Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
GLint QueryPixelStoreInt(GLenum pname);
};
+46 -2
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@@ -99,14 +99,58 @@ namespace MG_State {
}
// Common
GLenum MG_State::SetPixelStoreInt(GLenum pname, GLint param) {
GLenum SetPixelStoreInt(GLenum pname, GLint param) {
return MG_State_T::commonState->SetPixelStoreInt(pname, param);
}
GLint MG_State::QueryPixelStoreInt(GLenum pname) {
GLint QueryPixelStoreInt(GLenum pname) {
return MG_State_T::commonState->QueryPixelStoreInt(pname);
}
GLenum glEnable(GLenum cap) {
return MG_State_T::commonState->Enable(cap);
}
GLenum glDisable(GLenum cap) {
return MG_State_T::commonState->Disable(cap);
}
GLenum glBlendFunc(GLenum sfactor, GLenum dfactor) {
return MG_State_T::commonState->BlendFunc(sfactor, dfactor);
}
GLenum glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) {
return MG_State_T::commonState->BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
GLenum glClear(GLbitfield mask) {
return MG_State_T::commonState->Clear(mask);
}
GLenum glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
return MG_State_T::commonState->ClearColor(red, green, blue, alpha);
}
GLenum glClearDepth(GLdouble depth) {
return MG_State_T::commonState->ClearDepth(static_cast<GLfloat>(depth));
}
GLenum glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
return MG_State_T::commonState->ColorMask(red, green, blue, alpha);
}
GLenum glDepthFunc(GLenum func) {
return MG_State_T::commonState->DepthFunc(func);
}
GLenum glDepthMask(GLboolean flag) {
return MG_State_T::commonState->DepthMask(flag);
}
GLenum glViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
return MG_State_T::commonState->Viewport(x, y, width, height);
}
// Buffer
GLenum AcquireBufferMemory(GLenum target, GLenum access, void** mappedPtr) {
return MG_State_T::bufferState->AcquireBufferMemory(target, access, mappedPtr);
+11
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@@ -43,6 +43,17 @@ namespace MG_State {
// Common
GLenum SetPixelStoreInt(GLenum pname, GLint param);
GLint QueryPixelStoreInt(GLenum pname);
GLenum glEnable(GLenum cap);
GLenum glDisable(GLenum cap);
GLenum glBlendFunc(GLenum sfactor, GLenum dfactor);
GLenum glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
GLenum glClear(GLbitfield mask);
GLenum glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLenum glClearDepth(GLdouble depth);
GLenum glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
GLenum glDepthFunc(GLenum func);
GLenum glDepthMask(GLboolean flag);
GLenum glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
// Buffer
GLenum AcquireBufferMemory(GLenum target, GLenum access, void** mappedPtr);