[Feat] (MG_State/Program, MG_Impl/Program): skeleton and initial impl of program/shader state machine

This commit is contained in:
2025-08-09 13:08:26 +08:00
parent 4b4b876a25
commit 4ecd4e4a07
9 changed files with 528 additions and 0 deletions
@@ -0,0 +1,260 @@
#include "../../../Includes.h"
namespace MobileGL {
namespace MG_Impl::GLImpl {
void AttachShader_State(GLuint program, GLuint shader) {
THROW_UNIMPL_EXCEPTION
}
void BindAttribLocation_State(GLuint program, GLuint index, const GLchar *name) {
THROW_UNIMPL_EXCEPTION
}
void CompileShader_State(GLuint shader) {
THROW_UNIMPL_EXCEPTION
}
GLuint CreateProgram_State(void) {
THROW_UNIMPL_EXCEPTION
}
GLuint CreateShader_State(GLenum type) {
THROW_UNIMPL_EXCEPTION
}
void DeleteProgram_State(GLuint program) {
THROW_UNIMPL_EXCEPTION
}
void DeleteShader_State(GLuint shader) {
THROW_UNIMPL_EXCEPTION
}
void DetachShader_State(GLuint program, GLuint shader) {
THROW_UNIMPL_EXCEPTION
}
void GetActiveAttrib_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {
THROW_UNIMPL_EXCEPTION
}
void GetActiveUniform_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {
THROW_UNIMPL_EXCEPTION
}
void GetAttachedShaders_State(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) {
THROW_UNIMPL_EXCEPTION
}
GLint GetAttribLocation_State(GLuint program, const GLchar *name) {
THROW_UNIMPL_EXCEPTION
}
void GetProgramiv_State(GLuint program, GLenum pname, GLint *params) {
THROW_UNIMPL_EXCEPTION
}
void GetProgramInfoLog_State(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {
THROW_UNIMPL_EXCEPTION
}
void GetShaderiv_State(GLuint shader, GLenum pname, GLint *params) {
THROW_UNIMPL_EXCEPTION
}
void GetShaderInfoLog_State(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {
THROW_UNIMPL_EXCEPTION
}
void GetShaderSource_State(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) {
THROW_UNIMPL_EXCEPTION
}
GLint GetUniformLocation_State(GLuint program, const GLchar *name) {
THROW_UNIMPL_EXCEPTION
}
void GetUniformfv_State(GLuint program, GLint location, GLfloat *params) {
THROW_UNIMPL_EXCEPTION
}
void GetUniformiv_State(GLuint program, GLint location, GLint *params) {
THROW_UNIMPL_EXCEPTION
}
GLboolean IsProgram_State(GLuint program) {
THROW_UNIMPL_EXCEPTION
}
GLboolean IsShader_State(GLuint shader) {
THROW_UNIMPL_EXCEPTION
}
void LinkProgram_State(GLuint program) {
THROW_UNIMPL_EXCEPTION
}
void ShaderSource_State(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) {
THROW_UNIMPL_EXCEPTION
}
void UseProgram_State(GLuint program) {
THROW_UNIMPL_EXCEPTION
}
void Uniform1f_State(GLint location, GLfloat v0) {
THROW_UNIMPL_EXCEPTION
}
void Uniform2f_State(GLint location, GLfloat v0, GLfloat v1) {
THROW_UNIMPL_EXCEPTION
}
void Uniform3f_State(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
THROW_UNIMPL_EXCEPTION
}
void Uniform4f_State(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
THROW_UNIMPL_EXCEPTION
}
void Uniform1i_State(GLint location, GLint v0) {
THROW_UNIMPL_EXCEPTION
}
void Uniform2i_State(GLint location, GLint v0, GLint v1) {
THROW_UNIMPL_EXCEPTION
}
void Uniform3i_State(GLint location, GLint v0, GLint v1, GLint v2) {
THROW_UNIMPL_EXCEPTION
}
void Uniform4i_State(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
THROW_UNIMPL_EXCEPTION
}
void Uniform1fv_State(GLint location, GLsizei count, const GLfloat *value) {
THROW_UNIMPL_EXCEPTION
}
void Uniform2fv_State(GLint location, GLsizei count, const GLfloat *value) {
THROW_UNIMPL_EXCEPTION
}
void Uniform3fv_State(GLint location, GLsizei count, const GLfloat *value) {
THROW_UNIMPL_EXCEPTION
}
void Uniform4fv_State(GLint location, GLsizei count, const GLfloat *value) {
THROW_UNIMPL_EXCEPTION
}
void Uniform1iv_State(GLint location, GLsizei count, const GLint *value) {
THROW_UNIMPL_EXCEPTION
}
void Uniform2iv_State(GLint location, GLsizei count, const GLint *value) {
THROW_UNIMPL_EXCEPTION
}
void Uniform3iv_State(GLint location, GLsizei count, const GLint *value) {
THROW_UNIMPL_EXCEPTION
}
void Uniform4iv_State(GLint location, GLsizei count, const GLint *value) {
THROW_UNIMPL_EXCEPTION
}
void UniformMatrix2fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {
THROW_UNIMPL_EXCEPTION
}
void UniformMatrix3fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {
THROW_UNIMPL_EXCEPTION
}
void UniformMatrix4fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {
THROW_UNIMPL_EXCEPTION
}
void ValidateProgram_State(GLuint program) {
THROW_UNIMPL_EXCEPTION
}
void AttachShader(GLuint program, GLuint shader) { AttachShader_State(program, shader); }
void BindAttribLocation(GLuint program, GLuint index, const GLchar *name) {
BindAttribLocation_State(program, index, name);
}
void CompileShader(GLuint shader) { CompileShader_State(shader); }
GLuint CreateProgram(void) { return CreateProgram_State(); }
GLuint CreateShader(GLenum type) { return CreateShader_State(type); }
void DeleteProgram(GLuint program) { DeleteProgram_State(program); }
void DeleteShader(GLuint shader) { DeleteShader_State(shader); }
void DetachShader(GLuint program, GLuint shader) { DetachShader_State(program, shader); }
void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {
GetActiveAttrib_State(program, index, bufSize, length, size, type, name);
}
void GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {
GetActiveUniform_State(program, index, bufSize, length, size, type, name);
}
void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) {
GetAttachedShaders_State(program, maxCount, count, shaders);
}
GLint GetAttribLocation(GLuint program, const GLchar *name) {
GetAttribLocation_State(program, name);
}
void GetProgramiv(GLuint program, GLenum pname, GLint *params) {
GetProgramiv_State(program, pname, params);
}
void GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {
GetProgramInfoLog_State(program, bufSize, length, infoLog);
}
void GetShaderiv(GLuint shader, GLenum pname, GLint *params) {
GetShaderiv_State(shader, pname, params);
}
void GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {
GetShaderInfoLog_State(shader, bufSize, length, infoLog);
}
void GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) {
GetShaderSource_State(shader, bufSize, length, source);
}
GLint GetUniformLocation(GLuint program, const GLchar *name) {
GetUniformLocation_State(program, name);
}
void GetUniformfv(GLuint program, GLint location, GLfloat *params) {
GetUniformfv_State(program, location, params);
}
void GetUniformiv(GLuint program, GLint location, GLint *params) {
GetUniformiv_State(program, location, params);
}
GLboolean IsProgram(GLuint program) { return IsProgram_State(program); }
GLboolean IsShader(GLuint shader) { return IsShader_State(shader); }
void LinkProgram(GLuint program) { LinkProgram_State(program); }
void ShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) {
ShaderSource_State(shader, count, string, length);
}
void UseProgram(GLuint program) { UseProgram_State(program); }
void Uniform1f(GLint location, GLfloat v0) { Uniform1f_State(location, v0); }
void Uniform2f(GLint location, GLfloat v0, GLfloat v1) { Uniform2f_State(location, v0, v1); }
void Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { Uniform3f_State(location, v0, v1, v2); }
void Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void Uniform1i(GLint location, GLint v0) { Uniform1i_State(location, v0); }
void Uniform2i(GLint location, GLint v0, GLint v1) { Uniform2i_State(location, v0, v1); }
void Uniform3i(GLint location, GLint v0, GLint v1, GLint v2) { Uniform3i_State(location, v0, v1, v2); }
void Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { Uniform4i_State(location, v0, v1, v2, v3); }
void Uniform1fv(GLint location, GLsizei count, const GLfloat *value) { Uniform1fv_State(location, count, value); }
void Uniform2fv(GLint location, GLsizei count, const GLfloat *value) { Uniform2fv_State(location, count, value); }
void Uniform3fv(GLint location, GLsizei count, const GLfloat *value) { Uniform3fv_State(location, count, value); }
void Uniform4fv(GLint location, GLsizei count, const GLfloat *value) { Uniform4fv_State(location, count, value); }
void Uniform1iv(GLint location, GLsizei count, const GLint *value) { Uniform1iv_State(location, count, value); }
void Uniform2iv(GLint location, GLsizei count, const GLint *value) { Uniform2iv_State(location, count, value); }
void Uniform3iv(GLint location, GLsizei count, const GLint *value) { Uniform3iv_State(location, count, value); }
void Uniform4iv(GLint location, GLsizei count, const GLint *value) { Uniform4iv_State(location, count, value); }
void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { UniformMatrix2fv_State(location, count, transpose, value); }
void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { UniformMatrix3fv_State(location, count, transpose, value); }
void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { UniformMatrix4fv_State(location, count, transpose, value); }
void ValidateProgram(GLuint program) { ValidateProgram_State(program); }
}
}