mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-13 14:48:32 +09:00
[Fix] (MG_Impl, MG_State, MG_Backend, MG_Util): Do source audit by Codex.
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@@ -285,6 +285,34 @@ namespace MobileGL::MG_State {
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return m_renderState.GetViewport();
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}
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void GLContext::SetLineWidth(Float width) {
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m_renderState.SetLineWidth(width);
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}
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Float GLContext::GetLineWidth() const {
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return m_renderState.GetLineWidth();
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}
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void GLContext::SetPointSize(Float size) {
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m_renderState.SetPointSize(size);
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}
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Float GLContext::GetPointSize() const {
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return m_renderState.GetPointSize();
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}
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void GLContext::SetPolygonOffset(Float factor, Float units) {
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m_renderState.SetPolygonOffset(factor, units);
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}
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Float GLContext::GetPolygonOffsetFactor() const {
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return m_renderState.GetPolygonOffsetFactor();
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}
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Float GLContext::GetPolygonOffsetUnits() const {
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return m_renderState.GetPolygonOffsetUnits();
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}
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void GLContext::SetCapability(CapabilityInput cap, Bool enabled) {
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m_renderState.SetCapability(cap, enabled);
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}
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@@ -337,6 +365,14 @@ namespace MobileGL::MG_State {
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m_renderState.GetBlendEquationIndexed(index, color, alpha);
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}
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void GLContext::SetLogicOp(LogicOperation logicOp) {
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m_renderState.SetLogicOp(logicOp);
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}
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LogicOperation GLContext::GetLogicOp() const {
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return m_renderState.GetLogicOp();
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}
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void GLContext::SetDepthFunc(DepthTestFunc func) {
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m_renderState.SetDepthFunc(func);
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}
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@@ -353,6 +389,23 @@ namespace MobileGL::MG_State {
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return m_renderState.GetDepthMask();
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}
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void GLContext::SetStencilFunc(StencilFace face, DepthTestFunc func, Int ref, Uint32 mask) {
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m_renderState.SetStencilFunc(face, func, ref, mask);
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}
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void GLContext::SetStencilMask(StencilFace face, Uint32 mask) {
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m_renderState.SetStencilMask(face, mask);
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}
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void GLContext::SetStencilOp(StencilFace face, StencilOperation fail, StencilOperation depthFail,
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StencilOperation depthPass) {
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m_renderState.SetStencilOp(face, fail, depthFail, depthPass);
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}
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const StencilFaceState& GLContext::GetStencilState(StencilFace face) const {
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return m_renderState.GetStencilState(face);
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}
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void GLContext::SetColorMask(BoolVec4 mask) {
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m_renderState.SetColorMask(mask);
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}
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@@ -381,9 +434,45 @@ namespace MobileGL::MG_State {
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m_renderState.SetClearStencil(stencil);
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}
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Uint32 GLContext::GetClearStencil() const {
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return m_renderState.GetClearStencil();
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}
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Uint32 GLContext::GetClearStencil() const {
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return m_renderState.GetClearStencil();
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}
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void GLContext::SetBlendColor(FloatVec4 color) {
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m_renderState.SetBlendColor(color);
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}
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const FloatVec4& GLContext::GetBlendColor() const {
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return m_renderState.GetBlendColor();
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}
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void GLContext::SetDepthRange(FloatVec2 range) {
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m_renderState.SetDepthRange(range);
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}
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const FloatVec2& GLContext::GetDepthRange() const {
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return m_renderState.GetDepthRange();
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}
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void GLContext::SetSampleCoverage(Float value, Bool invert) {
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m_renderState.SetSampleCoverage(value, invert);
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}
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Float GLContext::GetSampleCoverageValue() const {
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return m_renderState.GetSampleCoverageValue();
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}
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Bool GLContext::GetSampleCoverageInvert() const {
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return m_renderState.GetSampleCoverageInvert();
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}
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void GLContext::SetSampleMaskValue(Uint32 mask) {
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m_renderState.SetSampleMaskValue(mask);
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}
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Uint32 GLContext::GetSampleMaskValue() const {
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return m_renderState.GetSampleMaskValue();
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}
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void GLContext::SetPixelStoreParam(PixelStoreParam param, Int value) {
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m_renderState.SetPixelStoreParam(param, value);
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