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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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@@ -220,8 +220,21 @@ namespace MobileGL {
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};
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struct RenderStateParameters {
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// ARB_viewport_array / GL 4.6 core 13.6.1: the viewport, the scissor rectangle, the depth
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// range and the scissor-test enable are all arrays indexed by gl_ViewportIndex, and the
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// spec floor for MAX_VIEWPORTS is 16. MobileGL advertises exactly 16 on both backends, so
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// this is also what GL_MAX_VIEWPORTS reports (see the backend loaders' caps.MaxViewports).
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static constexpr Uint MAX_VIEWPORTS = 16;
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// Rasterization
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IntVec4 Viewport = IntVec4(0, 0, 0, 0); // x, y, width, height
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// The viewport rectangle is FLOAT state as of GL 4.1 - ViewportIndexedf writes fractional
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// values and GetFloati_v(GL_VIEWPORT) must hand them back bit-exact
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// (KHR-GL43.viewport_array.viewport_api compares with ==, no tolerance). glViewport's
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// integers are simply one way to write it. Index 0 is what a program that never assigns
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// gl_ViewportIndex rasterizes against, and what the classic glViewport /
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// glGetIntegerv(GL_VIEWPORT) pair addresses; both backends consume index 0 only, rounded
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// back to integers (GL_VIEWPORT_SUBPIXEL_BITS is 0, so rounding is the honest answer).
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Array<FloatVec4, MAX_VIEWPORTS> Viewports{}; // x, y, width, height
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Float LineWidth = 1.0f;
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Float PointSize = 1.0f;
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// GL_PATCH_VERTICES: how many vertices one tessellation patch consumes.
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@@ -247,7 +260,13 @@ namespace MobileGL {
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Float ClearDepth = 1.0f;
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Uint32 ClearStencil = 0;
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FloatVec4 BlendColor = FloatVec4(0.0f, 0.0f, 0.0f, 0.0f);
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FloatVec2 DepthRange = FloatVec2(0.0f, 1.0f);
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// Per-viewport depth range (glDepthRangeIndexed / glDepthRangeArrayv). Every entry is
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// initialized to (0, 1) in RenderState's constructor - a default member initializer would
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// not survive the Array<> aggregate. Kept float rather than double: DepthRangeArrayv takes
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// GLdouble, but the value reaches the hardware as VkViewport::minDepth/maxDepth (float) on
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// Magma and glDepthRangef on Espryt, so a double store would only widen the readback and
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// then lose it again at the same place.
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Array<FloatVec2, MAX_VIEWPORTS> DepthRanges{};
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Float SampleCoverageValue = 1.0f;
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Bool SampleCoverageInvert = false;
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Uint32 SampleMaskValue = 0xffffffffu;
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@@ -299,10 +318,15 @@ namespace MobileGL {
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Bool SampleAlphaToOneEnabled = false;
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Bool SampleCoverageEnabled = false;
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Bool SampleMaskEnabled = false;
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Bool ScissorTestEnabled = false;
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Bool StencilTestEnabled = false;
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Bool ProgramPointSizeEnabled = false;
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IntVec4 ScissorBox = IntVec4(0, 0, 0, 0); // x, y, width, height
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// glEnable(GL_SCISSOR_TEST) enables the test for EVERY viewport, glEnablei for one
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// (GL 4.6 core 17.3.2), so this is 16 bits and not a bool. Bit 0 is what the classic
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// glIsEnabled(GL_SCISSOR_TEST) reports and what both backends currently consume. Unlike
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// ClipDistanceEnabledMask below it DOES bump the pipeline version, because DirectGLES
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// turns it into a real glEnable/glDisable.
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Uint32 ScissorTestEnabledMask = 0;
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Array<IntVec4, MAX_VIEWPORTS> ScissorBoxes{}; // x, y, width, height
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// glEnable(GL_CLIP_DISTANCE0 + i) for i in [0, 8), one bit each. A bitmask rather than
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// eight bools because every consumer wants the set, not an individual flag, and because
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// the SYNC_CAPABILITY/SET_CAPABILITY macros key off a "<Name>Enabled" field name that
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@@ -323,8 +347,14 @@ namespace MobileGL {
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const RenderStateParameters& GetAllParameters() const;
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// Rasterization
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// ARB_viewport_array defines glViewport as ViewportIndexedf on EVERY index, so the
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// classic setter broadcasts; GetViewport answers for index 0 (rounded to the
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// integers glGetIntegerv(GL_VIEWPORT) and both backends want) and is BY VALUE for
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// that reason. The indexed pair is the verbatim float state.
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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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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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@@ -400,8 +430,12 @@ 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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// glDepthRange(f) writes every viewport's range (ARB_viewport_array); the indexed
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// pair is glDepthRangeIndexed / glDepthRangeArrayv. GetDepthRange answers index 0.
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void SetDepthRange(FloatVec2 range);
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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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@@ -421,9 +455,12 @@ namespace MobileGL {
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void SetProvokingVertexMode(ProvokingVertexMode mode);
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ProvokingVertexMode GetProvokingVertexMode() const;
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// Scissor
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// Scissor. glScissor writes every rectangle (ARB_viewport_array); GetScissorBox
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// answers for index 0.
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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 SetScissorBoxIndexed(Uint index, IntVec4 box);
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const IntVec4& GetScissorBoxIndexed(Uint index) const;
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private:
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// Bump both: any state change invalidates the draw snapshot, and this one also
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