mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-13 14:48:32 +09:00
[Feat] (All): Continue building the basic structure.
Feat: implement MG_Impl/VertexArray Feat: add tests about MG_Impl/VertexArray Feat: add several converters Feat: implement IsBuffer
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#include "../../../Includes.h"
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namespace MobileGL {
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namespace MG_Impl::GLImpl {
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void DisableVertexAttribArray_State(GLuint index) {
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if (!VertexArrayImpl::ValidateVertexAttributeIndex(index)) return;
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auto vao = MG_State::pGLContext->GetBoundVertexArray();
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if (!vao) {
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MG_State::pGLContext->RecordError(ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "EnableVertexAttribArray_State",
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"No vertex array object is bound."));
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return;
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}
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vao->DisableAttribute(index);
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}
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void EnableVertexAttribArray_State(GLuint index) {
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if (!VertexArrayImpl::ValidateVertexAttributeIndex(index)) return;
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auto vao = MG_State::pGLContext->GetBoundVertexArray();
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if (!vao) {
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MG_State::pGLContext->RecordError(ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "EnableVertexAttribArray_State",
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"No vertex array object is bound."));
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return;
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}
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vao->EnableAttribute(index);
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}
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// TODO: Implement GL_BGRA support
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void VertexAttribIPointer_State(GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer) {
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if (!VertexArrayImpl::ValidateVertexAttributeIndex(index)) return;
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DataType dataType = MG_Util::ConvertGLEnumToDataType(type);
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if (!VertexArrayImpl::ValidateVertexAttribPointerParams(index, size, dataType, stride)) return;
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auto vao = MG_State::pGLContext->GetBoundVertexArray();
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if (!vao) {
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MG_State::pGLContext->RecordError(ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "VertexAttribPointer_State",
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"No vertex array object is bound."));
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return;
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}
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auto& vboSlot = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::Vertex);
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auto vbo = vboSlot.GetBoundObject();
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if (!vbo) {
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MG_State::pGLContext->RecordError(ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "VertexAttribPointer_State",
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"No buffer is bound to GL_ARRAY_BUFFER."));
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return;
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}
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SizeT offset = reinterpret_cast<SizeT>(pointer);
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vao->SetAttributeFormat(index, size, dataType, false, stride, offset, true);
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vao->BindAttributeBuffer(index, vbo);
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}
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// TODO: Implement GL_BGRA support
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void VertexAttribPointer_State(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer) {
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if (!VertexArrayImpl::ValidateVertexAttributeIndex(index)) return;
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DataType dataType = MG_Util::ConvertGLEnumToDataType(type);
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if (!VertexArrayImpl::ValidateVertexAttribPointerParams(index, size, dataType, stride)) return;
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auto vao = MG_State::pGLContext->GetBoundVertexArray();
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if (!vao) {
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MG_State::pGLContext->RecordError(ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "VertexAttribPointer_State",
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"No vertex array object is bound."));
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return;
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}
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auto& vboSlot = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::Vertex);
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auto vbo = vboSlot.GetBoundObject();
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if (!vbo) {
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MG_State::pGLContext->RecordError(ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "VertexAttribPointer_State",
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"No buffer is bound to GL_ARRAY_BUFFER."));
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return;
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}
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SizeT offset = reinterpret_cast<SizeT>(pointer);
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vao->SetAttributeFormat(index, size, dataType, normalized, stride, offset, false);
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vao->BindAttributeBuffer(index, vbo);
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}
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void BindVertexArray_State(GLuint array) {
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if (array == 0) {
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MG_State::pGLContext->BindVertexArray(0);
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return;
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}
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if (!VertexArrayImpl::ValidateVertexArrayName(array)) return;
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if (!MG_State::pGLContext->ValidateVertexArrayObject(array)) {
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MG_State::pGLContext->CreateVertexArrayObject(array);
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}
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MG_State::pGLContext->BindVertexArray(array);
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}
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void DeleteVertexArrays_State(GLsizei n, const GLuint* arrays) {
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if (n < 0) {
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MG_State::pGLContext->RecordError(ErrorCode::InvalidValue,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "DeleteVertexArrays_State",
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"n must be non-negative."));
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return;
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}
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for (GLsizei i = 0; i < n; ++i) {
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GLuint vao = arrays[i];
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if (vao == 0) continue;
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if (!VertexArrayImpl::ValidateVertexArrayName(vao)) continue;
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if (MG_State::pGLContext->GetBoundVertexArray() &&
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MG_State::pGLContext->GetBoundVertexArray() ==
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MG_State::pGLContext->GetVertexArrayObject(vao)) {
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MG_State::pGLContext->BindVertexArray(0);
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}
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MG_State::pGLContext->MarkVertexArrayForDeletion(vao);
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}
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}
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void GenVertexArrays_State(GLsizei n, GLuint* arrays) {
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if (n < 0) {
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MG_State::pGLContext->RecordError(ErrorCode::InvalidValue,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "GenVertexArrays_State",
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"n must be non-negative."));
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return;
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}
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auto vaoNames = MG_State::pGLContext->GenVertexArrayNames(n);
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Copy(vaoNames.data(), arrays, vaoNames.size());
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}
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GLboolean IsVertexArray_State(GLuint array) {
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if (array == 0) {
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MG_State::pGLContext->RecordError(ErrorCode::InvalidValue,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "IsVertexArray_State",
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"Vertex array name 0 is not supported."));
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return GL_FALSE;
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}
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if (!VertexArrayImpl::ValidateVertexArrayName(array)) return GL_FALSE;
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if (!MG_State::pGLContext->ValidateVertexArrayObject(array)) {
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MG_State::pGLContext->RecordError(ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "IsVertexArray_State",
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std::format("Vertex array object {} does not exist.", array)));
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return GL_FALSE;
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}
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return GL_TRUE;
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}
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/* @INSERTION_POINT:FUNCTION_IMPLEMENTATION@ */
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GLboolean IsVertexArray(GLuint array) {
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return IsVertexArray_State(array);
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}
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void DisableVertexAttribArray(GLuint index) {
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DisableVertexAttribArray_State(index);
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}
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void EnableVertexAttribArray(GLuint index) {
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EnableVertexAttribArray_State(index);
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}
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void VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer) {
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VertexAttribIPointer_State(index, size, type, stride, pointer);
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}
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void VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer) {
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VertexAttribPointer_State(index, size, type, normalized, stride, pointer);
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}
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void BindVertexArray(GLuint array) {
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BindVertexArray_State(array);
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}
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void DeleteVertexArrays(GLsizei n, const GLuint* arrays) {
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DeleteVertexArrays_State(n, arrays);
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}
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void GenVertexArrays(GLsizei n, GLuint* arrays) {
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GenVertexArrays_State(n, arrays);
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}
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}
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}
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