mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-12 22:28:32 +09:00
[Fix] (MG_Backend/DirectVulkan): misc fixes
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@@ -18,7 +18,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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}
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void VkClearManager::QueueClear(GLbitfield mask, const ClearFramebufferPayload& clearPayload,
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void VkClearManager::QueueClear(GLbitfield mask, const ClearFramebufferPayload& clearPayload,
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MG_State::GLState::FramebufferObject& drawFbo) {
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const MG_State::GLState::FramebufferObject& drawFbo) {
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if (mask & GL_COLOR_BUFFER_BIT) {
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if (mask & GL_COLOR_BUFFER_BIT) {
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auto& drawbufs = drawFbo.GetDrawBuffers();
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auto& drawbufs = drawFbo.GetDrawBuffers();
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// This should automatically work on default & offscreen FBO
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// This should automatically work on default & offscreen FBO
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@@ -53,7 +53,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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void VkClearManager::QueueClear(const ClearAttachmentPayload& clearPayload,
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void VkClearManager::QueueClear(const ClearAttachmentPayload& clearPayload,
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const SharedPtr<MG_State::GLState::ITextureObject>& texture) {
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const SharedPtr<MG_State::GLState::ITextureObject>& texture) {
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WeakPtr weakTexturePtr = texture;
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WeakPtr<MG_State::GLState::ITextureObject> weakTexturePtr = texture;
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if (weakTexturePtr.expired())
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if (weakTexturePtr.expired())
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return;
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return;
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auto* pTexture = weakTexturePtr.lock().get();
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auto* pTexture = weakTexturePtr.lock().get();
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@@ -36,7 +36,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool Initialize();
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Bool Initialize();
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void Shutdown();
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void Shutdown();
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void QueueClear(GLbitfield mask, const ClearFramebufferPayload& clearPayload, MG_State::GLState::FramebufferObject& drawFbo);
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void QueueClear(GLbitfield mask, const ClearFramebufferPayload& clearPayload, const MG_State::GLState::FramebufferObject& drawFbo);
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void QueueClear(
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void QueueClear(
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const ClearAttachmentPayload& clearPayload,
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const ClearAttachmentPayload& clearPayload,
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const SharedPtr<MG_State::GLState::ITextureObject>& texture);
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const SharedPtr<MG_State::GLState::ITextureObject>& texture);
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@@ -316,7 +316,7 @@ namespace MobileGL {
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m_renderState.SetClearStencil(stencil);
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m_renderState.SetClearStencil(stencil);
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}
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}
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Int GLContext::GetClearStencil() const {
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Uint32 GLContext::GetClearStencil() const {
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return m_renderState.GetClearStencil();
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return m_renderState.GetClearStencil();
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}
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}
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@@ -112,7 +112,7 @@ namespace MobileGL {
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void SetClearDepth(Float depth);
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void SetClearDepth(Float depth);
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Float GetClearDepth() const;
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Float GetClearDepth() const;
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void SetClearStencil(Int stencil);
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void SetClearStencil(Int stencil);
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Int GetClearStencil() const;
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Uint32 GetClearStencil() const;
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void SetPixelStoreParam(PixelStoreParam param, Int value);
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void SetPixelStoreParam(PixelStoreParam param, Int value);
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Int GetPixelStoreParam(PixelStoreParam param) const;
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Int GetPixelStoreParam(PixelStoreParam param) const;
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PixelStoreParameters GetPixelStoreParameters(Bool isUnpack) const;
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PixelStoreParameters GetPixelStoreParameters(Bool isUnpack) const;
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@@ -229,7 +229,7 @@ namespace MobileGL {
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++m_version;
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++m_version;
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}
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}
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Int RenderState::GetClearStencil() const {
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Uint32 RenderState::GetClearStencil() const {
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return m_parameters.ClearStencil;
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return m_parameters.ClearStencil;
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}
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}
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@@ -154,7 +154,7 @@ namespace MobileGL {
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// Clear State
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// Clear State
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FloatVec4 ClearColor = FloatVec4(0.0f, 0.0f, 0.0f, 1.0f);
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FloatVec4 ClearColor = FloatVec4(0.0f, 0.0f, 0.0f, 1.0f);
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Float ClearDepth = 1.0f;
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Float ClearDepth = 1.0f;
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Int ClearStencil = 0;
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Uint32 ClearStencil = 0;
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// Cull Face
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// Cull Face
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Bool CullFaceEnabled = false;
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Bool CullFaceEnabled = false;
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@@ -209,7 +209,7 @@ namespace MobileGL {
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void SetClearDepth(Float depth);
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void SetClearDepth(Float depth);
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Float GetClearDepth() const;
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Float GetClearDepth() const;
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void SetClearStencil(Int stencil);
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void SetClearStencil(Int stencil);
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Int GetClearStencil() const;
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Uint32 GetClearStencil() const;
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// Pixel Store
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// Pixel Store
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void SetPixelStoreParam(PixelStoreParam param, Int value);
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void SetPixelStoreParam(PixelStoreParam param, Int value);
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