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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_State, MG_Impl): give program pipelines their object and their state
Every program pipeline entry point was an export stub, and the stub macro's `return (type)1` made glIsProgramPipeline answer GL_TRUE for anything - including the names glGenProgramPipelines had never written. All four direct_state_access.program_pipelines cases failed. ProgramPipelineObject holds what GL 4.6 core 7.4 says a pipeline is: a program reference per shader stage, the active program glProgramUniform* addresses, a validate status and an info log. Its validate status starts false, unlike ProgramObject's, because a pipeline that has never been validated must report GL_VALIDATE_STATUS as 0. The name rules follow the shape queries and transform feedbacks already use, and which the CTS checks first: glGenProgramPipelines only RESERVES a name and glIsProgramPipeline answers GL_FALSE for it; the object appears on first bind, or immediately from glCreateProgramPipelines. Map membership is object existence - a pipeline, unlike a transform feedback, has no stateful default object zero, so no everBound flag is needed. glGet(GL_PROGRAM_PIPELINE_BINDING) reports the real binding now instead of a hardcoded zero whose comment said the entry points were stubbed. This is the state half only. program_pipelines_functional needs mixed-stage rendering - a vertex-only and a fragment-only program drawn together - and stays failing; glCreateShaderProgramv is deliberately left stubbed until that lands, so nothing can half-work in between. Takes program_pipelines_creation, _defaults and _errors from failing to passing on both backends.
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@@ -14,6 +14,7 @@
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#include "MG_State/GLState/RenderbufferState/RenderbufferState.h"
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#include "RenderState/RenderState.h"
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#include "ProgramState/ProgramState.h"
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#include "ProgramState/ProgramPipelineObject.h"
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#include "SamplerState/SamplerState.h"
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#include "TextureState/TextureState.h"
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#include "FramebufferState/FramebufferState.h"
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@@ -137,6 +138,19 @@ namespace MobileGL {
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void UseProgram(Uint program);
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const SharedPtr<ProgramObject>& GetCurrentProgram();
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// Program pipeline (GL_ARB_separate_shader_objects, GL 4.6 core 7.4). Like queries
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// and transform feedbacks, glGenProgramPipelines only RESERVES a name - the object
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// appears on first bind - while glCreateProgramPipelines makes it immediately.
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void GenProgramPipelineNames(Uint number, Vector<Uint>& pipelines);
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void CreateProgramPipelineObject(Uint index);
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Bool ValidateProgramPipelineName(Uint index) const;
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Bool IsProgramPipelineObject(Uint index) const;
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void BindProgramPipelineObject(Uint index);
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void MarkProgramPipelineForDeletion(Uint index);
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const SharedPtr<ProgramPipelineObject>& GetProgramPipelineObject(Uint index) const;
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Uint GetBoundProgramPipelineName() const { return m_boundProgramPipeline; }
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const SharedPtr<ProgramPipelineObject>& GetBoundProgramPipeline() const;
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// RenderState
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Uint GetRenderStateParametersVersion() const;
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const RenderStateParameters& GetRenderStateParameters() const;
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@@ -390,6 +404,11 @@ namespace MobileGL {
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UnorderedMap<Uint, TransformFeedbackObjectState> m_transformFeedbackObjects;
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IndexGenerator<Uint> m_transformFeedbackNames;
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Uint m_boundTransformFeedback = 0;
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// Map membership IS object existence here: a pipeline has no stateful default
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// object 0, so no everBound flag is needed.
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UnorderedMap<Uint, SharedPtr<ProgramPipelineObject>> m_programPipelines;
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IndexGenerator<Uint> m_programPipelineNames;
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Uint m_boundProgramPipeline = 0;
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TextureState m_textureState;
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ProgramState m_programState;
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RenderState m_renderState;
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