[Feat] (MG_Impl/GLImpl, MG_State): implement glHint, glPointParameter*, glPixelStoref, glGetDoublev

Six pure-state entry points that were stubs or empty // TODO bodies, all backed by new
context state and read back through glGet*.

* glHint: Hint_State was an empty TODO. Store the 4 GL 3.3 core hint targets (LINE_SMOOTH,
  POLYGON_SMOOTH, TEXTURE_COMPRESSION, FRAGMENT_SHADER_DERIVATIVE), default GL_DONT_CARE.
  Validate target and mode (FASTEST/NICEST/DONT_CARE) -> GL_INVALID_ENUM otherwise. The
  compatibility-only targets (GL_PERSPECTIVE_CORRECTION_HINT, GL_POINT_SMOOTH_HINT, GL_FOG_HINT,
  GL_GENERATE_MIPMAP_HINT) are rejected. The glGetIntegerv hint cases, previously hardcoded to
  GL_DONT_CARE, now read the stored value; glGetBooleanv on a hint is always GL_TRUE.

* glPointParameter{f,i,fv,iv}: the scalar _State bodies were empty TODOs and the *v forms were
  stubs. Only the 2 core pnames are accepted: GL_POINT_FADE_THRESHOLD_SIZE (float, default 1.0,
  GL_INVALID_VALUE if negative) and GL_POINT_SPRITE_COORD_ORIGIN (GL_LOWER_LEFT/GL_UPPER_LEFT,
  default GL_UPPER_LEFT, GL_INVALID_ENUM on a bad value -- note the different error code from the
  fade case). The compat pnames (POINT_SIZE_MIN/MAX, POINT_DISTANCE_ATTENUATION) are rejected. All
  four forms funnel through one (pname, float) handler. glGetIntegerv(GL_POINT_FADE_THRESHOLD_SIZE)
  was hardcoded to 1; it now rounds the stored float, glGetFloatv reads the float directly (keeping
  the fractional part), and GL_POINT_SPRITE_COORD_ORIGIN gained a getter case (it had none).

* glPixelStoref: funnels into the existing glPixelStorei state, but converts per type -- boolean
  pnames (PACK/UNPACK_SWAP_BYTES/LSB_FIRST) by a zero-test so 0.4 -> TRUE, integer pnames by
  round-to-nearest. A blanket round would wrongly turn a fractional true flag into false.

* glGetDoublev: funnels through glGetFloatv and widens, writing exactly the pname's component count
  (1/2/4) so a single-component query cannot overrun the caller's buffer. MobileGL stores no native
  double state (depth range/clear are float), so widening from float matches its real resolution.

State added to RenderStateParameters + RenderState Set/Get + GLContext wrappers, following the
existing LineWidth/DepthRange pattern. Covered by 4 SanityTest cases (set-then-get round trips, the
core-vs-compat enum rejections, the two different error codes, and the glPixelStoref boolean
zero-test, which was verified to fail against a blanket-round implementation).
This commit is contained in:
2026-07-10 20:35:08 -04:00
parent 561d8992bc
commit e460536119
10 changed files with 415 additions and 13 deletions
@@ -59,6 +59,50 @@ namespace MobileGL {
return m_parameters.LineWidth;
}
void RenderState::SetHint(GLenum target, GLenum mode) {
GLenum* slot = nullptr;
switch (target) {
case GL_LINE_SMOOTH_HINT: slot = &m_parameters.LineSmoothHint; break;
case GL_POLYGON_SMOOTH_HINT: slot = &m_parameters.PolygonSmoothHint; break;
case GL_TEXTURE_COMPRESSION_HINT: slot = &m_parameters.TextureCompressionHint; break;
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT: slot = &m_parameters.FragmentShaderDerivativeHint; break;
default: return;
}
if (*slot == mode) return;
*slot = mode;
++m_version;
}
GLenum RenderState::GetHint(GLenum target) const {
switch (target) {
case GL_LINE_SMOOTH_HINT: return m_parameters.LineSmoothHint;
case GL_POLYGON_SMOOTH_HINT: return m_parameters.PolygonSmoothHint;
case GL_TEXTURE_COMPRESSION_HINT: return m_parameters.TextureCompressionHint;
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT: return m_parameters.FragmentShaderDerivativeHint;
default: return GL_DONT_CARE;
}
}
void RenderState::SetPointFadeThresholdSize(Float size) {
if (m_parameters.PointFadeThresholdSize == size) return;
m_parameters.PointFadeThresholdSize = size;
++m_version;
}
Float RenderState::GetPointFadeThresholdSize() const {
return m_parameters.PointFadeThresholdSize;
}
void RenderState::SetPointSpriteCoordOrigin(GLenum origin) {
if (m_parameters.PointSpriteCoordOrigin == origin) return;
m_parameters.PointSpriteCoordOrigin = origin;
++m_version;
}
GLenum RenderState::GetPointSpriteCoordOrigin() const {
return m_parameters.PointSpriteCoordOrigin;
}
void RenderState::SetPointSize(Float size) {
if (m_parameters.PointSize == size) return;