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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 20:58:31 +09:00
[Feat] (MG_State/RenderState): Support indexed blend states.
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@@ -244,6 +244,14 @@ namespace MobileGL {
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return m_renderState.IsCapabilityEnabled(cap);
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}
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void GLContext::SetCapabilityIndexed(CapabilityInput cap, Uint index, Bool enabled) {
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m_renderState.SetCapabilityIndexed(cap, index, enabled);
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}
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Bool GLContext::IsCapabilityEnabledIndexed(CapabilityInput cap, Uint index) const {
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return m_renderState.IsCapabilityEnabledIndexed(cap, index);
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}
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void GLContext::SetBlendFunc(BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha,
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BlendFactor dstAlpha) {
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m_renderState.SetBlendFunc(srcRGB, dstRGB, srcAlpha, dstAlpha);
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@@ -254,6 +262,16 @@ namespace MobileGL {
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m_renderState.GetBlendFunc(srcRGB, dstRGB, srcAlpha, dstAlpha);
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}
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void GLContext::SetBlendFuncIndexed(Uint index, BlendFactor srcRGB, BlendFactor dstRGB,
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BlendFactor srcAlpha, BlendFactor dstAlpha) {
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m_renderState.SetBlendFuncIndexed(index, srcRGB, dstRGB, srcAlpha, dstAlpha);
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}
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void GLContext::GetBlendFuncIndexed(Uint index, BlendFactor& srcRGB, BlendFactor& dstRGB,
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BlendFactor& srcAlpha, BlendFactor& dstAlpha) const {
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m_renderState.GetBlendFuncIndexed(index, srcRGB, dstRGB, srcAlpha, dstAlpha);
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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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@@ -92,9 +92,15 @@ namespace MobileGL {
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const IntVec4& GetViewport() const; // x, y, width, height
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void SetCapability(CapabilityInput cap, Bool enabled);
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Bool IsCapabilityEnabled(CapabilityInput cap) const;
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void SetCapabilityIndexed(CapabilityInput cap, Uint index, Bool enabled);
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Bool IsCapabilityEnabledIndexed(CapabilityInput cap, Uint index) const;
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void SetBlendFunc(BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha, BlendFactor dstAlpha);
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void GetBlendFunc(BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
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BlendFactor& dstAlpha) const;
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void SetBlendFuncIndexed(Uint index, BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha,
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BlendFactor dstAlpha);
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void GetBlendFuncIndexed(Uint index, BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
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BlendFactor& dstAlpha) const;
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void SetDepthFunc(DepthTestFunc func);
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DepthTestFunc GetDepthFunc() const;
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void SetDepthMask(Bool flag);
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@@ -7,6 +7,7 @@
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// End of Source File Header
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#include "RenderState.h"
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#include "MG_Util/Types.h"
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namespace MobileGL {
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namespace MG_State {
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@@ -43,10 +44,19 @@ namespace MobileGL {
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break;
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switch (cap) {
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SET_CAPABILITY(Blend, enabled);
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SET_CAPABILITY(DepthTest, enabled);
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SET_CAPABILITY(CullFace, enabled);
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SET_CAPABILITY(ScissorTest, enabled);
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case CapabilityInput::Blend: {
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Bool stateChanged = false;
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for (auto& blendState : m_parameters.BlendStates) {
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if (blendState.Enabled == enabled) continue;
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blendState.Enabled = enabled;
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stateChanged = true;
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}
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if (stateChanged) ++m_version;
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break;
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}
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default: // not supported currently
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break;
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}
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@@ -58,35 +68,100 @@ namespace MobileGL {
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case CapabilityInput::capability: \
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return m_parameters.capability##Enabled;
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switch (cap) {
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RETURN_CAPABILITY(Blend);
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RETURN_CAPABILITY(DepthTest);
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RETURN_CAPABILITY(CullFace);
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RETURN_CAPABILITY(ScissorTest);
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case CapabilityInput::Blend:
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return m_parameters.BlendStates[0].Enabled;
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default:
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return false;
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}
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}
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void RenderState::SetCapabilityIndexed(CapabilityInput cap, Uint index, Bool enabled) {
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// Only for BlendState currently
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if (cap != CapabilityInput::Blend) {
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THROW_UNIMPL_EXCEPTION;
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return;
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}
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if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
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MOBILEGL_ASSERT(false, "Blend capability index out of range: %d", index);
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return;
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}
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if (m_parameters.BlendStates[index].Enabled == enabled) return;
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m_parameters.BlendStates[index].Enabled = enabled;
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++m_version;
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}
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Bool RenderState::IsCapabilityEnabledIndexed(CapabilityInput cap, Uint index) const {
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// Only for BlendState currently
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if (cap != CapabilityInput::Blend) {
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THROW_UNIMPL_EXCEPTION;
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return false;
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}
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if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
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MOBILEGL_ASSERT(false, "Blend capability index out of range: %d", index);
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return false;
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}
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return m_parameters.BlendStates[index].Enabled;
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}
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// -------------------- Blending --------------------
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void RenderState::SetBlendFunc(BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha,
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BlendFactor dstAlpha) {
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if (m_parameters.SrcFactorRGB == srcRGB && m_parameters.DstFactorRGB == dstRGB &&
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m_parameters.SrcFactorAlpha == srcAlpha && m_parameters.DstFactorAlpha == dstAlpha)
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return;
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m_parameters.SrcFactorRGB = srcRGB;
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m_parameters.DstFactorRGB = dstRGB;
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m_parameters.SrcFactorAlpha = srcAlpha;
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m_parameters.DstFactorAlpha = dstAlpha;
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Bool stateChanged = false;
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for (auto& blendState : m_parameters.BlendStates) {
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if (blendState.SrcFactorRGB == srcRGB && blendState.DstFactorRGB == dstRGB &&
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blendState.SrcFactorAlpha == srcAlpha && blendState.DstFactorAlpha == dstAlpha) {
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continue;
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}
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blendState.SrcFactorRGB = srcRGB;
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blendState.DstFactorRGB = dstRGB;
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blendState.SrcFactorAlpha = srcAlpha;
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blendState.DstFactorAlpha = dstAlpha;
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stateChanged = true;
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}
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if (!stateChanged) return;
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++m_version;
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}
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void RenderState::GetBlendFunc(BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
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BlendFactor& dstAlpha) const {
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srcRGB = m_parameters.SrcFactorRGB;
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dstRGB = m_parameters.DstFactorRGB;
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srcAlpha = m_parameters.SrcFactorAlpha;
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dstAlpha = m_parameters.DstFactorAlpha;
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srcRGB = m_parameters.BlendStates[0].SrcFactorRGB;
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dstRGB = m_parameters.BlendStates[0].DstFactorRGB;
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srcAlpha = m_parameters.BlendStates[0].SrcFactorAlpha;
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dstAlpha = m_parameters.BlendStates[0].DstFactorAlpha;
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}
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void RenderState::SetBlendFuncIndexed(Uint index, BlendFactor srcRGB, BlendFactor dstRGB,
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BlendFactor srcAlpha, BlendFactor dstAlpha) {
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if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
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MOBILEGL_ASSERT(false, "Blend function index out of range: %d", index);
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return;
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}
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PerBufferBlendState& blendState = m_parameters.BlendStates[index];
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if (blendState.SrcFactorRGB == srcRGB && blendState.DstFactorRGB == dstRGB &&
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blendState.SrcFactorAlpha == srcAlpha && blendState.DstFactorAlpha == dstAlpha) {
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return;
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}
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blendState.SrcFactorRGB = srcRGB;
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blendState.DstFactorRGB = dstRGB;
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blendState.SrcFactorAlpha = srcAlpha;
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blendState.DstFactorAlpha = dstAlpha;
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++m_version;
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}
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void RenderState::GetBlendFuncIndexed(Uint index, BlendFactor& srcRGB, BlendFactor& dstRGB,
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BlendFactor& srcAlpha, BlendFactor& dstAlpha) const {
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if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
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MOBILEGL_ASSERT(false, "Blend function index out of range: %d", index);
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return;
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}
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srcRGB = m_parameters.BlendStates[index].SrcFactorRGB;
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dstRGB = m_parameters.BlendStates[index].DstFactorRGB;
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srcAlpha = m_parameters.BlendStates[index].SrcFactorAlpha;
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dstAlpha = m_parameters.BlendStates[index].DstFactorAlpha;
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}
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// -------------------- Depth --------------------
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@@ -9,6 +9,7 @@
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#pragma once
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#include <Includes.h>
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#include <MG_Util/Math/VectorTypes.h>
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#include <MG_State/GLState/FramebufferState/FramebufferObject.h>
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namespace MobileGL {
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enum class BlendFactor {
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@@ -127,16 +128,20 @@ namespace MobileGL {
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Int Alignment = 4;
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};
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struct PerBufferBlendState {
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Bool Enabled = false;
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BlendFactor SrcFactorRGB = BlendFactor::One;
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BlendFactor DstFactorRGB = BlendFactor::Zero;
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BlendFactor SrcFactorAlpha = BlendFactor::One;
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BlendFactor DstFactorAlpha = BlendFactor::Zero;
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};
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struct RenderStateParameters {
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// Rasterization
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IntVec4 Viewport = IntVec4(0, 0, 0, 0); // x, y, width, height
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// Blending
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Bool BlendEnabled = false;
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BlendFactor SrcFactorRGB = BlendFactor::One;
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BlendFactor DstFactorRGB = BlendFactor::Zero;
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BlendFactor SrcFactorAlpha = BlendFactor::One;
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BlendFactor DstFactorAlpha = BlendFactor::Zero;
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Array<PerBufferBlendState, MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS> BlendStates;
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// Depth
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Bool DepthTestEnabled = false;
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@@ -175,11 +180,17 @@ namespace MobileGL {
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// Capabilities
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void SetCapability(CapabilityInput cap, Bool enabled);
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Bool IsCapabilityEnabled(CapabilityInput cap) const;
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void SetCapabilityIndexed(CapabilityInput cap, Uint index, Bool enabled);
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Bool IsCapabilityEnabledIndexed(CapabilityInput cap, Uint index) const;
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// Blending
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void SetBlendFunc(BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha, BlendFactor dstAlpha);
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void GetBlendFunc(BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
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BlendFactor& dstAlpha) const;
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void SetBlendFuncIndexed(Uint index, BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha,
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BlendFactor dstAlpha);
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void GetBlendFuncIndexed(Uint index, BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
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BlendFactor& dstAlpha) const;
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// Depth
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void SetDepthFunc(DepthTestFunc func);
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