[Fix] (MG_Impl, MG_State, MG_Backend, MG_Util): Do source audit by Codex.

This commit is contained in:
BZLZHH
2026-06-09 15:34:19 +08:00
parent be3c3eb9bb
commit 727939af5b
93 changed files with 6019 additions and 731 deletions
+92 -3
View File
@@ -285,6 +285,34 @@ namespace MobileGL::MG_State {
return m_renderState.GetViewport();
}
void GLContext::SetLineWidth(Float width) {
m_renderState.SetLineWidth(width);
}
Float GLContext::GetLineWidth() const {
return m_renderState.GetLineWidth();
}
void GLContext::SetPointSize(Float size) {
m_renderState.SetPointSize(size);
}
Float GLContext::GetPointSize() const {
return m_renderState.GetPointSize();
}
void GLContext::SetPolygonOffset(Float factor, Float units) {
m_renderState.SetPolygonOffset(factor, units);
}
Float GLContext::GetPolygonOffsetFactor() const {
return m_renderState.GetPolygonOffsetFactor();
}
Float GLContext::GetPolygonOffsetUnits() const {
return m_renderState.GetPolygonOffsetUnits();
}
void GLContext::SetCapability(CapabilityInput cap, Bool enabled) {
m_renderState.SetCapability(cap, enabled);
}
@@ -337,6 +365,14 @@ namespace MobileGL::MG_State {
m_renderState.GetBlendEquationIndexed(index, color, alpha);
}
void GLContext::SetLogicOp(LogicOperation logicOp) {
m_renderState.SetLogicOp(logicOp);
}
LogicOperation GLContext::GetLogicOp() const {
return m_renderState.GetLogicOp();
}
void GLContext::SetDepthFunc(DepthTestFunc func) {
m_renderState.SetDepthFunc(func);
}
@@ -353,6 +389,23 @@ namespace MobileGL::MG_State {
return m_renderState.GetDepthMask();
}
void GLContext::SetStencilFunc(StencilFace face, DepthTestFunc func, Int ref, Uint32 mask) {
m_renderState.SetStencilFunc(face, func, ref, mask);
}
void GLContext::SetStencilMask(StencilFace face, Uint32 mask) {
m_renderState.SetStencilMask(face, mask);
}
void GLContext::SetStencilOp(StencilFace face, StencilOperation fail, StencilOperation depthFail,
StencilOperation depthPass) {
m_renderState.SetStencilOp(face, fail, depthFail, depthPass);
}
const StencilFaceState& GLContext::GetStencilState(StencilFace face) const {
return m_renderState.GetStencilState(face);
}
void GLContext::SetColorMask(BoolVec4 mask) {
m_renderState.SetColorMask(mask);
}
@@ -381,9 +434,45 @@ namespace MobileGL::MG_State {
m_renderState.SetClearStencil(stencil);
}
Uint32 GLContext::GetClearStencil() const {
return m_renderState.GetClearStencil();
}
Uint32 GLContext::GetClearStencil() const {
return m_renderState.GetClearStencil();
}
void GLContext::SetBlendColor(FloatVec4 color) {
m_renderState.SetBlendColor(color);
}
const FloatVec4& GLContext::GetBlendColor() const {
return m_renderState.GetBlendColor();
}
void GLContext::SetDepthRange(FloatVec2 range) {
m_renderState.SetDepthRange(range);
}
const FloatVec2& GLContext::GetDepthRange() const {
return m_renderState.GetDepthRange();
}
void GLContext::SetSampleCoverage(Float value, Bool invert) {
m_renderState.SetSampleCoverage(value, invert);
}
Float GLContext::GetSampleCoverageValue() const {
return m_renderState.GetSampleCoverageValue();
}
Bool GLContext::GetSampleCoverageInvert() const {
return m_renderState.GetSampleCoverageInvert();
}
void GLContext::SetSampleMaskValue(Uint32 mask) {
m_renderState.SetSampleMaskValue(mask);
}
Uint32 GLContext::GetSampleMaskValue() const {
return m_renderState.GetSampleMaskValue();
}
void GLContext::SetPixelStoreParam(PixelStoreParam param, Int value) {
m_renderState.SetPixelStoreParam(param, value);