mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Feat] (MG_Impl/RenderState): Implement some RenderState GL functions.
This commit is contained in:
+1
-1
@@ -62,7 +62,7 @@ set(SOURCE_FILES
|
||||
MobileGL/MG_Impl/EGLImpl/Temporary/TemporaryEGLImpl.cpp
|
||||
|
||||
# @INSERTION_POINT:SOURCE_FILE_GLIMPL@ #
|
||||
#MobileGL/MG_Impl/GLImpl/RenderState/GL_RenderState.cpp
|
||||
MobileGL/MG_Impl/GLImpl/RenderState/GL_RenderState.cpp
|
||||
MobileGL/MG_Impl/GLImpl/Framebuffer/Validators.cpp
|
||||
MobileGL/MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.cpp
|
||||
MobileGL/MG_Impl/GLImpl/Program/GL_Program.cpp
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include "../Getter/GL_Getter.h"
|
||||
#include "../Program/GL_Program.h"
|
||||
#include "../Texture/GL_Texture.h"
|
||||
#include "../RenderState/GL_RenderState.h"
|
||||
#include "../Framebuffer/GL_Framebuffer.h"
|
||||
#include "../VertexArray/GL_VertexArray.h"
|
||||
|
||||
@@ -34,7 +35,7 @@ MOBILEGL_GL_API type gl##name(__VA_ARGS__) {
|
||||
DECLARE_GL_FUNCTION_HEAD(const GLubyte*, GetStringi, GLenum name, GLuint index) DECLARE_GL_FUNCTION_END(const GLubyte*, GetStringi, name, index)
|
||||
DECLARE_GL_FUNCTION_HEAD(const GLubyte*, GetString, GLenum name) DECLARE_GL_FUNCTION_END(const GLubyte*, GetString, name)
|
||||
DECLARE_GL_FUNCTION_HEAD(void*, MapBuffer, GLenum target, GLenum access) DECLARE_GL_FUNCTION_END(void*, MapBuffer, target, access)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearDepth, GLclampd depth) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearDepth, depth)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, ClearDepth, GLclampd depth) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearDepth, depth)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, ActiveTexture, GLenum texture) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ActiveTexture, texture)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, AttachShader, GLuint program, GLuint shader) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, AttachShader, program, shader)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, BindAttribLocation, GLuint program, GLuint index, const GLchar* name) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindAttribLocation, program, index, name)
|
||||
@@ -42,19 +43,19 @@ DECLARE_GL_FUNCTION_HEAD(void, BindBuffer, GLenum target, GLuint buffer) DECLARE
|
||||
DECLARE_GL_FUNCTION_HEAD(void, BindFramebuffer, GLenum target, GLuint framebuffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindFramebuffer, target, framebuffer)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, BindRenderbuffer, GLenum target, GLuint renderbuffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindRenderbuffer, target, renderbuffer)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, BindTexture, GLenum target, GLuint texture) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindTexture, target, texture)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendColor, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendColor, red, green, blue, alpha)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendEquation, GLenum mode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendEquation, mode)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, BlendColor, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BlendColor, red, green, blue, alpha)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, BlendEquation, GLenum mode) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BlendEquation, mode)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendEquationSeparate, GLenum modeRGB, GLenum modeAlpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendEquationSeparate, modeRGB, modeAlpha)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendFunc, GLenum sfactor, GLenum dfactor) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendFunc, sfactor, dfactor)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendFuncSeparate, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendFuncSeparate, sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, BlendFunc, GLenum sfactor, GLenum dfactor) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BlendFunc, sfactor, dfactor)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, BlendFuncSeparate, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BlendFuncSeparate, sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, BufferData, GLenum target, GLsizeiptr size, const void* data, GLenum usage) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BufferData, target, size, data, usage)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, BufferSubData, GLenum target, GLintptr offset, GLsizeiptr size, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BufferSubData, target, offset, size, data)
|
||||
DECLARE_GL_FUNCTION_HEAD(GLenum, CheckFramebufferStatus, GLenum target) DECLARE_GL_FUNCTION_END(GLenum, CheckFramebufferStatus, target)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, Clear, GLbitfield mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Clear, mask)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearColor, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearColor, red, green, blue, alpha)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, ClearColor, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearColor, red, green, blue, alpha)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearDepthf, GLfloat d) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearDepthf, d)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearStencil, GLint s) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearStencil, s)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ColorMask, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ColorMask, red, green, blue, alpha)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, ClearStencil, GLint s) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearStencil, s)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, ColorMask, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ColorMask, red, green, blue, alpha)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, CompileShader, GLuint shader) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CompileShader, shader)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, CompressedTexImage2D, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CompressedTexImage2D, target, level, internalformat, width, height, border, imageSize, data)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, CompressedTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CompressedTexSubImage2D, target, level, xoffset, yoffset, width, height, format, imageSize, data)
|
||||
@@ -62,28 +63,28 @@ DECLARE_GL_FUNCTION_HEAD(void, CopyTexImage2D, GLenum target, GLint level, GLenu
|
||||
DECLARE_GL_FUNCTION_HEAD(void, CopyTexSubImage2D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CopyTexSubImage2D, target, level, xoffset, yoffset, x, y, width, height)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(GLuint, CreateProgram) DECLARE_GL_FUNCTION_STUB_END(GLuint, CreateProgram)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(GLuint, CreateShader, GLenum type) DECLARE_GL_FUNCTION_STUB_END(GLuint, CreateShader, type)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, CullFace, GLenum mode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, CullFace, mode)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, CullFace, GLenum mode) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CullFace, mode)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, DeleteBuffers, GLsizei n, const GLuint* buffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteBuffers, n, buffers)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, DeleteFramebuffers, GLsizei n, const GLuint* framebuffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteFramebuffers, n, framebuffers)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteProgram, GLuint program) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteProgram, program)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, DeleteRenderbuffers, GLsizei n, const GLuint* renderbuffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteRenderbuffers, n, renderbuffers)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DeleteShader, GLuint shader) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DeleteShader, shader)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, DeleteTextures, GLsizei n, const GLuint* textures) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DeleteTextures, n, textures)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthFunc, GLenum func) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthFunc, func)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthMask, GLboolean flag) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthMask, flag)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, DepthFunc, GLenum func) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DepthFunc, func)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, DepthMask, GLboolean flag) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DepthMask, flag)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRangef, GLfloat n, GLfloat f) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRangef, n, f)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DetachShader, GLuint program, GLuint shader) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DetachShader, program, shader)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, Disable, GLenum cap) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Disable, cap)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, Disable, GLenum cap) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Disable, cap)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, DisableVertexAttribArray, GLuint index) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DisableVertexAttribArray, index)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DrawArrays, GLenum mode, GLint first, GLsizei count) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DrawArrays, mode, first, count)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DrawElements, GLenum mode, GLsizei count, GLenum type, const void* indices) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DrawElements, mode, count, type, indices)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, Enable, GLenum cap) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Enable, cap)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, Enable, GLenum cap) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Enable, cap)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, EnableVertexAttribArray, GLuint index) DECLARE_GL_FUNCTION_END_NO_RETURN(void, EnableVertexAttribArray, index)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, Finish) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Finish)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, Flush) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Flush)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, FramebufferRenderbuffer, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, FramebufferRenderbuffer, target, attachment, renderbuffertarget, renderbuffer)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, FramebufferTexture2D, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) DECLARE_GL_FUNCTION_END_NO_RETURN(void, FramebufferTexture2D, target, attachment, textarget, texture, level)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, FrontFace, GLenum mode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, FrontFace, mode)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, FrontFace, GLenum mode) DECLARE_GL_FUNCTION_END_NO_RETURN(void, FrontFace, mode)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, GenBuffers, GLsizei n, GLuint* buffers) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GenBuffers, n, buffers)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, GenerateMipmap, GLenum target) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GenerateMipmap, target)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, GenFramebuffers, GLsizei n, GLuint* framebuffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, GenFramebuffers, n, framebuffers)
|
||||
@@ -114,31 +115,31 @@ DECLARE_GL_FUNCTION_STUB_HEAD(GLint, GetUniformLocation, GLuint program, const G
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetVertexAttribfv, GLuint index, GLenum pname, GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetVertexAttribfv, index, pname, params)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetVertexAttribiv, GLuint index, GLenum pname, GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetVertexAttribiv, index, pname, params)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetVertexAttribPointerv, GLuint index, GLenum pname, void** pointer) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetVertexAttribPointerv, index, pname, pointer)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, Hint, GLenum target, GLenum mode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Hint, target, mode)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, Hint, GLenum target, GLenum mode) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Hint, target, mode)
|
||||
DECLARE_GL_FUNCTION_HEAD(GLboolean, IsBuffer, GLuint buffer) DECLARE_GL_FUNCTION_END(GLboolean, IsBuffer, buffer)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsEnabled, GLenum cap) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsEnabled, cap)
|
||||
DECLARE_GL_FUNCTION_HEAD(GLboolean, IsEnabled, GLenum cap) DECLARE_GL_FUNCTION_END(GLboolean, IsEnabled, cap)
|
||||
DECLARE_GL_FUNCTION_HEAD(GLboolean, IsFramebuffer, GLuint framebuffer) DECLARE_GL_FUNCTION_END(GLboolean, IsFramebuffer, framebuffer)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsProgram, GLuint program) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsProgram, program)
|
||||
DECLARE_GL_FUNCTION_HEAD(GLboolean, IsRenderbuffer, GLuint renderbuffer) DECLARE_GL_FUNCTION_END(GLboolean, IsRenderbuffer, renderbuffer)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsShader, GLuint shader) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsShader, shader)
|
||||
DECLARE_GL_FUNCTION_HEAD(GLboolean, IsTexture, GLuint texture) DECLARE_GL_FUNCTION_END(GLboolean, IsTexture, texture)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, LineWidth, GLfloat width) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, LineWidth, width)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, LineWidth, GLfloat width) DECLARE_GL_FUNCTION_END_NO_RETURN(void, LineWidth, width)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, LinkProgram, GLuint program) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, LinkProgram, program)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PixelStorei, GLenum pname, GLint param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PixelStorei, pname, param)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PolygonOffset, GLfloat factor, GLfloat units) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PolygonOffset, factor, units)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, PixelStorei, GLenum pname, GLint param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, PixelStorei, pname, param)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, PolygonOffset, GLfloat factor, GLfloat units) DECLARE_GL_FUNCTION_END_NO_RETURN(void, PolygonOffset, factor, units)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ReadPixels, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ReadPixels, x, y, width, height, format, type, pixels)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ReleaseShaderCompiler) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ReleaseShaderCompiler)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, RenderbufferStorage, GLenum target, GLenum internalformat, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, RenderbufferStorage, target, internalformat, width, height)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, SampleCoverage, GLfloat value, GLboolean invert) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, SampleCoverage, value, invert)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, Scissor, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Scissor, x, y, width, height)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, SampleCoverage, GLfloat value, GLboolean invert) DECLARE_GL_FUNCTION_END_NO_RETURN(void, SampleCoverage, value, invert)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, Scissor, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Scissor, x, y, width, height)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ShaderBinary, GLsizei count, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ShaderBinary, count, shaders, binaryformat, binary, length)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ShaderSource, GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ShaderSource, shader, count, string, length)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilFunc, GLenum func, GLint ref, GLuint mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, StencilFunc, func, ref, mask)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilFuncSeparate, GLenum face, GLenum func, GLint ref, GLuint mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, StencilFuncSeparate, face, func, ref, mask)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilMask, GLuint mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, StencilMask, mask)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilMaskSeparate, GLenum face, GLuint mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, StencilMaskSeparate, face, mask)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilOp, GLenum fail, GLenum zfail, GLenum zpass) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, StencilOp, fail, zfail, zpass)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, StencilOpSeparate, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, StencilOpSeparate, face, sfail, dpfail, dppass)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, StencilFunc, GLenum func, GLint ref, GLuint mask) DECLARE_GL_FUNCTION_END_NO_RETURN(void, StencilFunc, func, ref, mask)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, StencilFuncSeparate, GLenum face, GLenum func, GLint ref, GLuint mask) DECLARE_GL_FUNCTION_END_NO_RETURN(void, StencilFuncSeparate, face, func, ref, mask)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, StencilMask, GLuint mask) DECLARE_GL_FUNCTION_END_NO_RETURN(void, StencilMask, mask)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, StencilMaskSeparate, GLenum face, GLuint mask) DECLARE_GL_FUNCTION_END_NO_RETURN(void, StencilMaskSeparate, face, mask)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, StencilOp, GLenum fail, GLenum zfail, GLenum zpass) DECLARE_GL_FUNCTION_END_NO_RETURN(void, StencilOp, fail, zfail, zpass)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, StencilOpSeparate, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) DECLARE_GL_FUNCTION_END_NO_RETURN(void, StencilOpSeparate, face, sfail, dpfail, dppass)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, TexImage2D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexImage2D, target, level, internalformat, width, height, border, format, type, pixels)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, TexParameterf, GLenum target, GLenum pname, GLfloat param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexParameterf, target, pname, param)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, TexParameterfv, GLenum target, GLenum pname, const GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, TexParameterfv, target, pname, params)
|
||||
@@ -175,8 +176,8 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttrib3fv, GLuint index, const GLfloat
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttrib4f, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttrib4f, index, x, y, z, w)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttrib4fv, GLuint index, const GLfloat* v) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttrib4fv, index, v)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, VertexAttribPointer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer) DECLARE_GL_FUNCTION_END_NO_RETURN(void, VertexAttribPointer, index, size, type, normalized, stride, pointer)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, Viewport, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Viewport, x, y, width, height)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ReadBuffer, GLenum src) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ReadBuffer, src)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, Viewport, GLint x, GLint y, GLsizei width, GLsizei height) DECLARE_GL_FUNCTION_END_NO_RETURN(void, Viewport, x, y, width, height)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, ReadBuffer, GLenum src) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ReadBuffer, src)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DrawRangeElements, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DrawRangeElements, mode, start, end, count, type, indices)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, TexImage3D, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexImage3D, target, level, internalformat, width, height, depth, border, format, type, pixels)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, TexSubImage3D, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels) DECLARE_GL_FUNCTION_END_NO_RETURN(void, TexSubImage3D, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels)
|
||||
@@ -367,7 +368,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendEquationSeparatei, GLuint buf, GLenum m
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendFunci, GLuint buf, GLenum src, GLenum dst) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendFunci, buf, src, dst)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, BlendFuncSeparatei, GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BlendFuncSeparatei, buf, srcRGB, dstRGB, srcAlpha, dstAlpha)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ColorMaski, GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ColorMaski, index, r, g, b, a)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(GLboolean, IsEnabledi, GLenum target, GLuint index) DECLARE_GL_FUNCTION_STUB_END(GLboolean, IsEnabledi, target, index)
|
||||
DECLARE_GL_FUNCTION_HEAD(GLboolean, IsEnabledi, GLenum target, GLuint index) DECLARE_GL_FUNCTION_END(GLboolean, IsEnabledi, target, index)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DrawElementsBaseVertex, GLenum mode, GLsizei count, GLenum type, const void* indices, GLint basevertex) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DrawElementsBaseVertex, mode, count, type, indices, basevertex)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DrawRangeElementsBaseVertex, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices, GLint basevertex) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DrawRangeElementsBaseVertex, mode, start, end, count, type, indices, basevertex)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DrawElementsInstancedBaseVertex, GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount, GLint basevertex) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DrawElementsInstancedBaseVertex, mode, count, type, indices, instancecount, basevertex)
|
||||
@@ -395,10 +396,10 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void*, MapBufferRange, GLenum target, GLintptr off
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearIndex, GLfloat c) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearIndex, c)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, IndexMask, GLuint mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, IndexMask, mask)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, AlphaFunc, GLenum func, GLclampf ref) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, AlphaFunc, func, ref)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, LogicOp, GLenum opcode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, LogicOp, opcode)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PointSize, GLfloat size) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PointSize, size)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, LogicOp, GLenum opcode) DECLARE_GL_FUNCTION_END_NO_RETURN(void, LogicOp, opcode)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, PointSize, GLfloat size) DECLARE_GL_FUNCTION_END_NO_RETURN(void, PointSize, size)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, LineStipple, GLint factor, GLushort pattern) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, LineStipple, factor, pattern)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PolygonMode, GLenum face, GLenum mode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PolygonMode, face, mode)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, PolygonMode, GLenum face, GLenum mode) DECLARE_GL_FUNCTION_END_NO_RETURN(void, PolygonMode, face, mode)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PolygonStipple, const GLubyte* mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PolygonStipple, mask)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, GetPolygonStipple, GLubyte* mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, GetPolygonStipple, mask)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, EdgeFlag, GLboolean flag) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, EdgeFlag, flag)
|
||||
@@ -414,7 +415,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, PopAttrib) DECLARE_GL_FUNCTION_STUB_END_NO_R
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PushClientAttrib, GLbitfield mask) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PushClientAttrib, mask)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PopClientAttrib) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PopClientAttrib)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(GLint, RenderMode, GLenum mode) DECLARE_GL_FUNCTION_STUB_END(GLint, RenderMode, mode)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, DepthRange, GLclampd near_val, GLclampd far_val) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, DepthRange, near_val, far_val)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, DepthRange, GLclampd near_val, GLclampd far_val) DECLARE_GL_FUNCTION_END_NO_RETURN(void, DepthRange, near_val, far_val)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClearAccum, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClearAccum, red, green, blue, alpha)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, Accum, GLenum op, GLfloat value) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, Accum, op, value)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, MatrixMode, GLenum mode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MatrixMode, mode)
|
||||
@@ -678,7 +679,7 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, InitNames) DECLARE_GL_FUNCTION_STUB_END_NO_R
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, LoadName, GLuint name) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, LoadName, name)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PushName, GLuint name) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PushName, name)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PopName) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PopName)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, ClampColor, GLenum target, GLenum clamp) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClampColor, target, clamp)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, ClampColor, GLenum target, GLenum clamp) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClampColor, target, clamp)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, BeginConditionalRender, GLuint id, GLenum mode) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BeginConditionalRender, id, mode)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, EndConditionalRender, void) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, EndConditionalRender)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, VertexAttribI1i, GLuint index, GLint x) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, VertexAttribI1i, index, x)
|
||||
@@ -742,9 +743,9 @@ DECLARE_GL_FUNCTION_STUB_HEAD(void, MultTransposeMatrixf, const GLfloat* m) DECL
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultTransposeMatrixd, const GLdouble* m) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultTransposeMatrixd, m)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiDrawArrays, GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiDrawArrays, mode, first, count, drawcount)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, MultiDrawElements, GLenum mode, const GLsizei* count, GLenum type, const void* const* indices, GLsizei drawcount) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, MultiDrawElements, mode, count, type, indices, drawcount)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PointParameterf, GLenum pname, GLfloat param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PointParameterf, pname, param)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, PointParameterf, GLenum pname, GLfloat param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, PointParameterf, pname, param)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PointParameterfv, GLenum pname, const GLfloat* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PointParameterfv, pname, params)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PointParameteri, GLenum pname, GLint param) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PointParameteri, pname, param)
|
||||
DECLARE_GL_FUNCTION_HEAD(void, PointParameteri, GLenum pname, GLint param) DECLARE_GL_FUNCTION_END_NO_RETURN(void, PointParameteri, pname, param)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, PointParameteriv, GLenum pname, const GLint* params) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, PointParameteriv, pname, params)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, FogCoordf, GLfloat coord) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, FogCoordf, coord)
|
||||
DECLARE_GL_FUNCTION_STUB_HEAD(void, FogCoordfv, const GLfloat* coord) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, FogCoordfv, coord)
|
||||
|
||||
@@ -0,0 +1,393 @@
|
||||
#include "GL_RenderState.h"
|
||||
#include "MG_State/GLState/RenderState/RenderState.h"
|
||||
#include "MG_Util/Converters/GLToStr/GLEnumConverter.h"
|
||||
#include <MG_State/GLState/Core.h>
|
||||
#include <MG_Util/Converters/GLToMG/RenderStateEnumConverter.h>
|
||||
#include <MG_Util/Converters/MGToGL/RenderStateEnumConverter.h>
|
||||
#include <MG_Util/Converters/MGToStr/RenderStateEnumConverter.h>
|
||||
|
||||
namespace MobileGL {
|
||||
namespace MG_Impl::GLImpl {
|
||||
void Viewport_State(GLint x, GLint y, GLsizei width, GLsizei height) {
|
||||
if (width < 0 || height < 0) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidValue, MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "Viewport_State",
|
||||
"Width abd height must be non-negative."));
|
||||
return;
|
||||
}
|
||||
|
||||
MG_State::pGLContext->SetViewport(IntVec4(x, y, width, height));
|
||||
}
|
||||
|
||||
void StencilOpSeparate_State(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void StencilOp_State(GLenum fail, GLenum zfail, GLenum zpass) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void StencilMaskSeparate_State(GLenum face, GLuint mask) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void StencilMask_State(GLuint mask) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void StencilFuncSeparate_State(GLenum face, GLenum func, GLint ref, GLuint mask) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void StencilFunc_State(GLenum func, GLint ref, GLuint mask) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void Scissor_State(GLint x, GLint y, GLsizei width, GLsizei height) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void SampleCoverage_State(GLfloat value, GLboolean invert) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void PolygonOffset_State(GLfloat factor, GLfloat units) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void PolygonMode_State(GLenum face, GLenum mode) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void PointSize_State(GLfloat size) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void PointParameterf_State(GLenum pname, GLfloat param) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void PointParameteri_State(GLenum pname, GLint param) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void PixelStorei_State(GLenum pname, GLint param) {
|
||||
PixelStoreParam pixelStoreParam = MG_Util::ConvertGLEnumToPixelStoreParam(pname);
|
||||
if (pixelStoreParam == PixelStoreParam::Unknown) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidEnum,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "PixelStorei_State",
|
||||
"Pixel store param enum " +
|
||||
MG_Util::ConvertPixelStoreParamToString(pixelStoreParam) + "(" +
|
||||
MG_Util::ConvertGLEnumToString(pname) + ") is not supported."));
|
||||
return;
|
||||
}
|
||||
|
||||
MG_State::pGLContext->SetPixelStoreParam(pixelStoreParam, param);
|
||||
}
|
||||
|
||||
void LogicOp_State(GLenum opcode) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void LineWidth_State(GLfloat width) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
GLboolean IsEnabledi_State(GLenum target, GLuint index) {
|
||||
// TODO: implement
|
||||
return GL_FALSE;
|
||||
}
|
||||
|
||||
GLboolean IsEnabled_State(GLenum cap) {
|
||||
// TODO: implement
|
||||
return GL_FALSE;
|
||||
}
|
||||
|
||||
void Hint_State(GLenum target, GLenum mode) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void FrontFace_State(GLenum mode) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void Enable_State(GLenum cap) {
|
||||
CapabilityInput capInput = MG_Util::ConvertGLEnumToCapabilityInput(cap);
|
||||
if (capInput == CapabilityInput::Unknown) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidEnum, MakeShared<GenericErrorInfo>(
|
||||
"MG_Impl/GLImpl", "Enable_State",
|
||||
"Capability enum " + MG_Util::ConvertCapabilityInputToString(capInput) +
|
||||
"(" + MG_Util::ConvertGLEnumToString(cap) + ") is not supported."));
|
||||
return;
|
||||
}
|
||||
|
||||
MG_State::pGLContext->SetCapability(capInput, true);
|
||||
}
|
||||
|
||||
void Disable_State(GLenum cap) {
|
||||
CapabilityInput capInput = MG_Util::ConvertGLEnumToCapabilityInput(cap);
|
||||
if (capInput == CapabilityInput::Unknown) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidEnum, MakeShared<GenericErrorInfo>(
|
||||
"MG_Impl/GLImpl", "Disable_State",
|
||||
"Capability enum " + MG_Util::ConvertCapabilityInputToString(capInput) +
|
||||
"(" + MG_Util::ConvertGLEnumToString(cap) + ") is not supported."));
|
||||
return;
|
||||
}
|
||||
|
||||
MG_State::pGLContext->SetCapability(capInput, false);
|
||||
}
|
||||
|
||||
void DepthRange_State(GLclampd near_val, GLclampd far_val) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void DepthMask_State(GLboolean flag) {
|
||||
MG_State::pGLContext->SetDepthMask(flag == GL_TRUE);
|
||||
}
|
||||
|
||||
void DepthFunc_State(GLenum func) {
|
||||
DepthTestFunc depthFunc = MG_Util::ConvertGLEnumToDepthTestFunc(func);
|
||||
if (depthFunc == DepthTestFunc::Unknown) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidEnum,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "DepthFunc_State",
|
||||
"Depth function enum " +
|
||||
MG_Util::ConvertDepthTestFuncToString(depthFunc) + "(" +
|
||||
MG_Util::ConvertGLEnumToString(func) + ") is not supported."));
|
||||
return;
|
||||
}
|
||||
|
||||
MG_State::pGLContext->SetDepthFunc(depthFunc);
|
||||
}
|
||||
|
||||
void CullFace_State(GLenum mode) {
|
||||
CullFaceMode cullFaceMode = MG_Util::ConvertGLEnumToCullFaceMode(mode);
|
||||
if (cullFaceMode == CullFaceMode::Unknown) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidEnum,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "CullFace_State",
|
||||
"Cull face mode enum " +
|
||||
MG_Util::ConvertCullFaceModeToString(cullFaceMode) + "(" +
|
||||
MG_Util::ConvertGLEnumToString(mode) + ") is not supported."));
|
||||
return;
|
||||
}
|
||||
|
||||
MG_State::pGLContext->SetCullFaceMode(cullFaceMode);
|
||||
}
|
||||
|
||||
void ColorMask_State(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
|
||||
MG_State::pGLContext->SetColorMask(
|
||||
BoolVec4(red == GL_TRUE, green == GL_TRUE, blue == GL_TRUE, alpha == GL_TRUE));
|
||||
}
|
||||
|
||||
void ClampColor_State(GLenum target, GLenum clamp) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void BlendFuncSeparate_State(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) {
|
||||
BlendFactor srcRGB = MG_Util::ConvertGLEnumToBlendFactor(sfactorRGB);
|
||||
BlendFactor dstRGB = MG_Util::ConvertGLEnumToBlendFactor(dfactorRGB);
|
||||
BlendFactor srcAlpha = MG_Util::ConvertGLEnumToBlendFactor(sfactorAlpha);
|
||||
BlendFactor dstAlpha = MG_Util::ConvertGLEnumToBlendFactor(dfactorAlpha);
|
||||
|
||||
if (srcRGB == BlendFactor::Unknown || dstRGB == BlendFactor::Unknown || srcAlpha == BlendFactor::Unknown ||
|
||||
dstAlpha == BlendFactor::Unknown) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidEnum,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", "BlendFuncSeparate_State",
|
||||
"One of the blend factor enums is not supported: srcRGB " +
|
||||
MG_Util::ConvertBlendFactorToString(srcRGB) + "(" +
|
||||
MG_Util::ConvertGLEnumToString(sfactorRGB) + "), dstRGB " +
|
||||
MG_Util::ConvertBlendFactorToString(dstRGB) + "(" +
|
||||
MG_Util::ConvertGLEnumToString(dfactorRGB) + "), srcAlpha " +
|
||||
MG_Util::ConvertBlendFactorToString(srcAlpha) + "(" +
|
||||
MG_Util::ConvertGLEnumToString(sfactorAlpha) + "), dstAlpha " +
|
||||
MG_Util::ConvertBlendFactorToString(dstAlpha) + "(" +
|
||||
MG_Util::ConvertGLEnumToString(dfactorAlpha) + ")."));
|
||||
return;
|
||||
}
|
||||
|
||||
MG_State::pGLContext->SetBlendFunc(srcRGB, dstRGB, srcAlpha, dstAlpha);
|
||||
}
|
||||
|
||||
void BlendFunc_State(GLenum sfactor, GLenum dfactor) {
|
||||
BlendFuncSeparate_State(sfactor, dfactor, sfactor, dfactor);
|
||||
}
|
||||
|
||||
void BlendEquation_State(GLenum mode) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void BlendColor_State(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void ReadBuffer_State(GLenum src) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void ClearStencil_State(GLint s) {
|
||||
// TODO: implement
|
||||
}
|
||||
|
||||
void ClearDepth_State(GLclampd depth) {
|
||||
MG_State::pGLContext->SetClearDepth(static_cast<Float>(depth));
|
||||
}
|
||||
|
||||
void ClearColor_State(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
|
||||
MG_State::pGLContext->SetClearColor(FloatVec4(red, green, blue, alpha));
|
||||
}
|
||||
|
||||
/* @INSERTION_POINT:FUNCTION_IMPLEMENTATION@ */
|
||||
void BlendFunc(GLenum sfactor, GLenum dfactor) {
|
||||
BlendFunc_State(sfactor, dfactor);
|
||||
}
|
||||
|
||||
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height) {
|
||||
Viewport_State(x, y, width, height);
|
||||
}
|
||||
|
||||
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {
|
||||
StencilOpSeparate_State(face, sfail, dpfail, dppass);
|
||||
}
|
||||
|
||||
void StencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
|
||||
StencilOp_State(fail, zfail, zpass);
|
||||
}
|
||||
|
||||
void StencilMaskSeparate(GLenum face, GLuint mask) {
|
||||
StencilMaskSeparate_State(face, mask);
|
||||
}
|
||||
|
||||
void StencilMask(GLuint mask) {
|
||||
StencilMask_State(mask);
|
||||
}
|
||||
|
||||
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) {
|
||||
StencilFuncSeparate_State(face, func, ref, mask);
|
||||
}
|
||||
|
||||
void StencilFunc(GLenum func, GLint ref, GLuint mask) {
|
||||
StencilFunc_State(func, ref, mask);
|
||||
}
|
||||
|
||||
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height) {
|
||||
Scissor_State(x, y, width, height);
|
||||
}
|
||||
|
||||
void SampleCoverage(GLfloat value, GLboolean invert) {
|
||||
SampleCoverage_State(value, invert);
|
||||
}
|
||||
|
||||
void PolygonOffset(GLfloat factor, GLfloat units) {
|
||||
PolygonOffset_State(factor, units);
|
||||
}
|
||||
|
||||
void PolygonMode(GLenum face, GLenum mode) {
|
||||
PolygonMode_State(face, mode);
|
||||
}
|
||||
|
||||
void PointSize(GLfloat size) {
|
||||
PointSize_State(size);
|
||||
}
|
||||
|
||||
void PointParameterf(GLenum pname, GLfloat param) {
|
||||
PointParameterf_State(pname, param);
|
||||
}
|
||||
|
||||
void PointParameteri(GLenum pname, GLint param) {
|
||||
PointParameteri_State(pname, param);
|
||||
}
|
||||
|
||||
void PixelStorei(GLenum pname, GLint param) {
|
||||
PixelStorei_State(pname, param);
|
||||
}
|
||||
|
||||
void LogicOp(GLenum opcode) {
|
||||
LogicOp_State(opcode);
|
||||
}
|
||||
|
||||
void LineWidth(GLfloat width) {
|
||||
LineWidth_State(width);
|
||||
}
|
||||
|
||||
GLboolean IsEnabledi(GLenum target, GLuint index) {
|
||||
return IsEnabledi_State(target, index);
|
||||
}
|
||||
|
||||
GLboolean IsEnabled(GLenum cap) {
|
||||
return IsEnabled_State(cap);
|
||||
}
|
||||
|
||||
void Hint(GLenum target, GLenum mode) {
|
||||
Hint_State(target, mode);
|
||||
}
|
||||
|
||||
void FrontFace(GLenum mode) {
|
||||
FrontFace_State(mode);
|
||||
}
|
||||
|
||||
void Enable(GLenum cap) {
|
||||
Enable_State(cap);
|
||||
}
|
||||
|
||||
void Disable(GLenum cap) {
|
||||
Disable_State(cap);
|
||||
}
|
||||
|
||||
void DepthRange(GLclampd near_val, GLclampd far_val) {
|
||||
DepthRange_State(near_val, far_val);
|
||||
}
|
||||
|
||||
void DepthMask(GLboolean flag) {
|
||||
DepthMask_State(flag);
|
||||
}
|
||||
|
||||
void DepthFunc(GLenum func) {
|
||||
DepthFunc_State(func);
|
||||
}
|
||||
|
||||
void CullFace(GLenum mode) {
|
||||
CullFace_State(mode);
|
||||
}
|
||||
|
||||
void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) {
|
||||
ColorMask_State(red, green, blue, alpha);
|
||||
}
|
||||
|
||||
void ClampColor(GLenum target, GLenum clamp) {
|
||||
ClampColor_State(target, clamp);
|
||||
}
|
||||
|
||||
void BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) {
|
||||
BlendFuncSeparate_State(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
|
||||
}
|
||||
|
||||
void BlendEquation(GLenum mode) {
|
||||
BlendEquation_State(mode);
|
||||
}
|
||||
|
||||
void BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
|
||||
BlendColor_State(red, green, blue, alpha);
|
||||
}
|
||||
|
||||
void ReadBuffer(GLenum src) {
|
||||
ReadBuffer_State(src);
|
||||
}
|
||||
|
||||
void ClearStencil(GLint s) {
|
||||
ClearStencil_State(s);
|
||||
}
|
||||
|
||||
void ClearDepth(GLclampd depth) {
|
||||
ClearDepth_State(depth);
|
||||
}
|
||||
|
||||
void ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
|
||||
ClearColor_State(red, green, blue, alpha);
|
||||
}
|
||||
} // namespace MG_Impl::GLImpl
|
||||
} // namespace MobileGL
|
||||
@@ -0,0 +1,45 @@
|
||||
#pragma once
|
||||
#include <Includes.h>
|
||||
|
||||
namespace MobileGL {
|
||||
namespace MG_Impl::GLImpl {
|
||||
/* @INSERTION_POINT:FUNCTION_DECLARATION@ */
|
||||
void BlendFunc(GLenum sfactor, GLenum dfactor);
|
||||
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
|
||||
void StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
|
||||
void StencilMaskSeparate(GLenum face, GLuint mask);
|
||||
void StencilMask(GLuint mask);
|
||||
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
|
||||
void StencilFunc(GLenum func, GLint ref, GLuint mask);
|
||||
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
void SampleCoverage(GLfloat value, GLboolean invert);
|
||||
void PolygonOffset(GLfloat factor, GLfloat units);
|
||||
void PolygonMode(GLenum face, GLenum mode);
|
||||
void PointSize(GLfloat size);
|
||||
void PointParameterf(GLenum pname, GLfloat param);
|
||||
void PointParameteri(GLenum pname, GLint param);
|
||||
void PixelStorei(GLenum pname, GLint param);
|
||||
void LogicOp(GLenum opcode);
|
||||
void LineWidth(GLfloat width);
|
||||
GLboolean IsEnabledi(GLenum target, GLuint index);
|
||||
GLboolean IsEnabled(GLenum cap);
|
||||
void Hint(GLenum target, GLenum mode);
|
||||
void FrontFace(GLenum mode);
|
||||
void Enable(GLenum cap);
|
||||
void Disable(GLenum cap);
|
||||
void DepthRange(GLclampd near_val, GLclampd far_val);
|
||||
void DepthMask(GLboolean flag);
|
||||
void DepthFunc(GLenum func);
|
||||
void CullFace(GLenum mode);
|
||||
void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
|
||||
void ClampColor(GLenum target, GLenum clamp);
|
||||
void BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
|
||||
void BlendEquation(GLenum mode);
|
||||
void BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
void ReadBuffer(GLenum src);
|
||||
void ClearStencil(GLint s);
|
||||
void ClearDepth(GLclampd depth);
|
||||
void ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
} // namespace MG_Impl::GLImpl
|
||||
} // namespace MobileGL
|
||||
@@ -225,11 +225,11 @@ namespace MobileGL {
|
||||
m_renderState.GetBlendFunc(srcRGB, dstRGB, srcAlpha, dstAlpha);
|
||||
}
|
||||
|
||||
void GLContext::SetDepthFunc(DepthFunc func) {
|
||||
void GLContext::SetDepthFunc(DepthTestFunc func) {
|
||||
m_renderState.SetDepthFunc(func);
|
||||
}
|
||||
|
||||
DepthFunc GLContext::GetDepthFunc() const {
|
||||
DepthTestFunc GLContext::GetDepthFunc() const {
|
||||
return m_renderState.GetDepthFunc();
|
||||
}
|
||||
|
||||
|
||||
@@ -76,8 +76,8 @@ namespace MobileGL {
|
||||
void SetBlendFunc(BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha, BlendFactor dstAlpha);
|
||||
void GetBlendFunc(BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
|
||||
BlendFactor& dstAlpha) const;
|
||||
void SetDepthFunc(DepthFunc func);
|
||||
DepthFunc GetDepthFunc() const;
|
||||
void SetDepthFunc(DepthTestFunc func);
|
||||
DepthTestFunc GetDepthFunc() const;
|
||||
void SetDepthMask(Bool flag);
|
||||
Bool GetDepthMask() const;
|
||||
void SetColorMask(BoolVec4 mask);
|
||||
|
||||
@@ -75,11 +75,11 @@ namespace MobileGL {
|
||||
}
|
||||
|
||||
// -------------------- Depth --------------------
|
||||
void RenderState::SetDepthFunc(DepthFunc func) {
|
||||
void RenderState::SetDepthFunc(DepthTestFunc func) {
|
||||
m_depthFunc = func;
|
||||
}
|
||||
|
||||
DepthFunc RenderState::GetDepthFunc() const {
|
||||
DepthTestFunc RenderState::GetDepthFunc() const {
|
||||
return m_depthFunc;
|
||||
}
|
||||
|
||||
|
||||
@@ -22,7 +22,7 @@ namespace MobileGL {
|
||||
Unknown = -1
|
||||
};
|
||||
|
||||
enum class DepthFunc {
|
||||
enum class DepthTestFunc {
|
||||
Never,
|
||||
Less,
|
||||
Equal,
|
||||
@@ -31,7 +31,7 @@ namespace MobileGL {
|
||||
NotEqual,
|
||||
GreaterEqual,
|
||||
Always,
|
||||
DepthFuncCount,
|
||||
DepthTestFuncCount,
|
||||
Unknown = -1
|
||||
};
|
||||
|
||||
@@ -128,8 +128,8 @@ namespace MobileGL {
|
||||
BlendFactor& dstAlpha) const;
|
||||
|
||||
// Depth
|
||||
void SetDepthFunc(DepthFunc func);
|
||||
DepthFunc GetDepthFunc() const;
|
||||
void SetDepthFunc(DepthTestFunc func);
|
||||
DepthTestFunc GetDepthFunc() const;
|
||||
void SetDepthMask(Bool flag);
|
||||
Bool GetDepthMask() const;
|
||||
|
||||
@@ -164,7 +164,7 @@ namespace MobileGL {
|
||||
|
||||
// Depth
|
||||
Bool m_depthTestEnabled = false;
|
||||
DepthFunc m_depthFunc = DepthFunc::Less;
|
||||
DepthTestFunc m_depthFunc = DepthTestFunc::Less;
|
||||
Bool m_depthMask = true;
|
||||
|
||||
// Color Mask
|
||||
|
||||
@@ -37,26 +37,26 @@ namespace MobileGL {
|
||||
}
|
||||
}
|
||||
|
||||
DepthFunc ConvertGLEnumToDepthFunc(GLenum v) {
|
||||
DepthTestFunc ConvertGLEnumToDepthTestFunc(GLenum v) {
|
||||
switch (v) {
|
||||
case GL_NEVER:
|
||||
return DepthFunc::Never;
|
||||
return DepthTestFunc::Never;
|
||||
case GL_LESS:
|
||||
return DepthFunc::Less;
|
||||
return DepthTestFunc::Less;
|
||||
case GL_EQUAL:
|
||||
return DepthFunc::Equal;
|
||||
return DepthTestFunc::Equal;
|
||||
case GL_LEQUAL:
|
||||
return DepthFunc::LessEqual;
|
||||
return DepthTestFunc::LessEqual;
|
||||
case GL_GREATER:
|
||||
return DepthFunc::Greater;
|
||||
return DepthTestFunc::Greater;
|
||||
case GL_NOTEQUAL:
|
||||
return DepthFunc::NotEqual;
|
||||
return DepthTestFunc::NotEqual;
|
||||
case GL_GEQUAL:
|
||||
return DepthFunc::GreaterEqual;
|
||||
return DepthTestFunc::GreaterEqual;
|
||||
case GL_ALWAYS:
|
||||
return DepthFunc::Always;
|
||||
return DepthTestFunc::Always;
|
||||
default:
|
||||
return DepthFunc::Unknown;
|
||||
return DepthTestFunc::Unknown;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
namespace MobileGL {
|
||||
namespace MG_Util {
|
||||
BlendFactor ConvertGLEnumToBlendFactor(GLenum value);
|
||||
DepthFunc ConvertGLEnumToDepthFunc(GLenum value);
|
||||
DepthTestFunc ConvertGLEnumToDepthTestFunc(GLenum value);
|
||||
PixelStoreParam ConvertGLEnumToPixelStoreParam(GLenum value);
|
||||
CullFaceMode ConvertGLEnumToCullFaceMode(GLenum value);
|
||||
CapabilityInput ConvertGLEnumToCapabilityInput(GLenum value);
|
||||
|
||||
@@ -38,23 +38,23 @@ namespace MobileGL {
|
||||
}
|
||||
}
|
||||
|
||||
GLenum ConvertDepthFuncToGLEnum(DepthFunc v) {
|
||||
GLenum ConvertDepthTestFuncToGLEnum(DepthTestFunc v) {
|
||||
switch (v) {
|
||||
case DepthFunc::Never:
|
||||
case DepthTestFunc::Never:
|
||||
return GL_NEVER;
|
||||
case DepthFunc::Less:
|
||||
case DepthTestFunc::Less:
|
||||
return GL_LESS;
|
||||
case DepthFunc::Equal:
|
||||
case DepthTestFunc::Equal:
|
||||
return GL_EQUAL;
|
||||
case DepthFunc::LessEqual:
|
||||
case DepthTestFunc::LessEqual:
|
||||
return GL_LEQUAL;
|
||||
case DepthFunc::Greater:
|
||||
case DepthTestFunc::Greater:
|
||||
return GL_GREATER;
|
||||
case DepthFunc::NotEqual:
|
||||
case DepthTestFunc::NotEqual:
|
||||
return GL_NOTEQUAL;
|
||||
case DepthFunc::GreaterEqual:
|
||||
case DepthTestFunc::GreaterEqual:
|
||||
return GL_GEQUAL;
|
||||
case DepthFunc::Always:
|
||||
case DepthTestFunc::Always:
|
||||
return GL_ALWAYS;
|
||||
default:
|
||||
return GL_UNKNOWN_MGL;
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
namespace MobileGL {
|
||||
namespace MG_Util {
|
||||
GLenum ConvertBlendFactorToGLEnum(BlendFactor value);
|
||||
GLenum ConvertDepthFuncToGLEnum(DepthFunc value);
|
||||
GLenum ConvertDepthTestFuncToGLEnum(DepthTestFunc value);
|
||||
GLenum ConvertPixelStoreParamToGLEnum(PixelStoreParam value);
|
||||
GLenum ConvertCullFaceModeToGLEnum(CullFaceMode value);
|
||||
GLenum ConvertCapabilityInputToGLEnum(CapabilityInput value);
|
||||
|
||||
@@ -37,23 +37,23 @@ namespace MobileGL {
|
||||
}
|
||||
}
|
||||
|
||||
String ConvertDepthFuncToString(DepthFunc v) {
|
||||
String ConvertDepthTestFuncToString(DepthTestFunc v) {
|
||||
switch (v) {
|
||||
case DepthFunc::Never:
|
||||
case DepthTestFunc::Never:
|
||||
return "Never";
|
||||
case DepthFunc::Less:
|
||||
case DepthTestFunc::Less:
|
||||
return "Less";
|
||||
case DepthFunc::Equal:
|
||||
case DepthTestFunc::Equal:
|
||||
return "Equal";
|
||||
case DepthFunc::LessEqual:
|
||||
case DepthTestFunc::LessEqual:
|
||||
return "LessEqual";
|
||||
case DepthFunc::Greater:
|
||||
case DepthTestFunc::Greater:
|
||||
return "Greater";
|
||||
case DepthFunc::NotEqual:
|
||||
case DepthTestFunc::NotEqual:
|
||||
return "NotEqual";
|
||||
case DepthFunc::GreaterEqual:
|
||||
case DepthTestFunc::GreaterEqual:
|
||||
return "GreaterEqual";
|
||||
case DepthFunc::Always:
|
||||
case DepthTestFunc::Always:
|
||||
return "Always";
|
||||
default:
|
||||
return "Unknown";
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
namespace MobileGL {
|
||||
namespace MG_Util {
|
||||
String ConvertBlendFactorToString(BlendFactor value);
|
||||
String ConvertDepthFuncToString(DepthFunc value);
|
||||
String ConvertDepthTestFuncToString(DepthTestFunc value);
|
||||
String ConvertPixelStoreParamToString(PixelStoreParam value);
|
||||
String ConvertCullFaceModeToString(CullFaceMode value);
|
||||
String ConvertCapabilityInputToString(CapabilityInput value);
|
||||
|
||||
Reference in New Issue
Block a user