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https://github.com/MobileGL-Dev/MobileGL
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[Feat, Fix, Test] (MG_State, MG_Impl, MG_Backend, MG_Test): give ARB_viewport_array real 16-element indexed state instead of eight stubs and a viewport-0 echo
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@@ -198,8 +198,10 @@ namespace MobileGL {
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// Only the pipeline-relevant subset - see RenderState::m_pipelineStateVersion.
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Uint GetPipelineStateVersion() const;
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const RenderStateParameters& GetRenderStateParameters() const;
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void SetViewport(IntVec4 viewport); // x, y, width, height
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const IntVec4& GetViewport() const; // x, y, width, height
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void SetViewport(IntVec4 viewport); // x, y, width, height; writes ALL viewports
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IntVec4 GetViewport() const; // x, y, width, height; viewport 0, rounded
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void SetViewportIndexed(Uint index, FloatVec4 viewport);
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const FloatVec4& GetViewportIndexed(Uint index) const;
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void SetLineWidth(Float width);
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Float GetLineWidth() const;
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void SetPointSize(Float size);
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@@ -260,8 +262,10 @@ namespace MobileGL {
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Uint32 GetClearStencil() const;
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void SetBlendColor(FloatVec4 color);
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const FloatVec4& GetBlendColor() const;
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void SetDepthRange(FloatVec2 range);
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void SetDepthRange(FloatVec2 range); // writes ALL viewports' depth ranges
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const FloatVec2& GetDepthRange() const;
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void SetDepthRangeIndexed(Uint index, FloatVec2 range);
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const FloatVec2& GetDepthRangeIndexed(Uint index) const;
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void SetSampleCoverage(Float value, Bool invert);
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Float GetSampleCoverageValue() const;
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Bool GetSampleCoverageInvert() const;
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@@ -276,8 +280,10 @@ namespace MobileGL {
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FrontFaceMode GetFrontFaceMode() const;
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void SetProvokingVertexMode(ProvokingVertexMode mode);
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ProvokingVertexMode GetProvokingVertexMode() const;
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void SetScissorBox(IntVec4 box); // x, y, width, height
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const IntVec4& GetScissorBox() const; // x, y, width, height
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void SetScissorBox(IntVec4 box); // x, y, width, height; writes ALL rectangles
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const IntVec4& GetScissorBox() const; // x, y, width, height; rectangle 0
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void SetScissorBoxIndexed(Uint index, IntVec4 box);
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const IntVec4& GetScissorBoxIndexed(Uint index) const;
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// Transform feedback. The fields below are the state of the transform
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// feedback object currently bound to GL_TRANSFORM_FEEDBACK; see the object
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