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MobileGL/MG/MG_GL/State/Core/GLState.cpp
T

255 lines
9.0 KiB
C++

//
// Created by BZLZHH on 2025/4/4.
//
#include "GLState.h"
std::queue<GLenum> MG_State_T::glErrorQueue;
TextureState* MG_State_T::textureState = nullptr;
CommonState* MG_State_T::commonState = nullptr;
BufferState* MG_State_T::bufferState = nullptr;
VertexArrayState* MG_State_T::vertexArrayState = nullptr;
ProgramState* MG_State_T::programState = nullptr;
namespace MG_State {
void Init() {
MG_State_T::textureState = new TextureState();
MG_State_T::commonState = new CommonState();
MG_State_T::bufferState = new BufferState();
MG_State_T::vertexArrayState = new VertexArrayState();
MG_State_T::programState = new ProgramState();
}
void Destroy() {
delete MG_State_T::textureState;
delete MG_State_T::commonState;
delete MG_State_T::bufferState;
delete MG_State_T::vertexArrayState;
delete MG_State_T::programState;
}
void SetError(GLenum error) {
if (error == GL_NO_ERROR) {
return;
}
MG_State_T::glErrorQueue.push(error);
}
GLenum GetError() {
if (MG_State_T::glErrorQueue.empty()) {
return GL_NO_ERROR;
}
GLenum error = MG_State_T::glErrorQueue.front();
MG_State_T::glErrorQueue.pop();
return error;
}
// TODO: Take these functions apart into multiple files.
// Texture
GLenum BindTextureUnit(GLenum textureUnit) {
return MG_State_T::textureState->BindUnit(textureUnit);
}
GLenum CreateTexture(GLuint* texture) {
return MG_State_T::textureState->Create(texture);
}
GLenum CreateTextures(GLsizei n, GLuint* textures) {
return MG_State_T::textureState->CreateN(n, textures);
}
GLenum BindTexture(GLenum target, GLuint texture) {
return MG_State_T::textureState->Bind(target, texture);
}
GLenum UploadTexture2D(GLenum target, GLint level, GLint internalFormat,
GLsizei width, GLsizei height, GLint border, GLenum format,
GLenum type, const void* data) {
return MG_State_T::textureState->Upload2D(target, level, internalFormat, width, height, border, format, type, data);
}
GLenum UpdateTextureRegion2D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLsizei width, GLsizei height, GLenum format,
GLenum type, const GLvoid* data) {
return MG_State_T::textureState->UpdateRegion2D(target, level, xoffset, yoffset, width, height, format, type, data);
}
GLenum SetTexturePropertyInt(GLenum target, GLenum pname, GLint param) {
return MG_State_T::textureState->SetTexturePropertyInt(target, pname, param);
}
GLenum SetTexturePropertyFloat(GLenum target, GLenum pname, GLfloat param) {
return MG_State_T::textureState->SetTexturePropertyFloat(target, pname, param);
}
GLenum DeleteTexture(GLuint texture) {
return MG_State_T::textureState->Delete(texture);
}
GLenum DeleteTextures(GLsizei n, const GLuint* textures) {
return MG_State_T::textureState->DeleteN(n, textures);
}
GLenum QueryTextureLevelPropertyIntVector(GLenum target, GLint level, GLenum pname, GLint* params) {
return MG_State_T::textureState->QueryLevelPropertyIntVector(target, level, pname, params);
}
// Common
GLenum MG_State::SetPixelStoreInt(GLenum pname, GLint param) {
return MG_State_T::commonState->SetPixelStoreInt(pname, param);
}
GLint MG_State::QueryPixelStoreInt(GLenum pname) {
return MG_State_T::commonState->QueryPixelStoreInt(pname);
}
// Buffer
GLenum AcquireBufferMemory(GLenum target, GLenum access, void** mappedPtr) {
return MG_State_T::bufferState->AcquireBufferMemory(target, access, mappedPtr);
}
GLenum ReleaseBufferMemory(GLenum target) {
return MG_State_T::bufferState->ReleaseBufferMemory(target);
}
GLenum CreateBuffer(GLuint* buffer) {
return MG_State_T::bufferState->Create(buffer);
}
GLenum CreateBuffers(GLsizei n, GLuint* buffers) {
return MG_State_T::bufferState->CreateN(n, buffers);
}
GLenum BindBuffer(GLenum target, GLuint buffer) {
if (target == GL_ELEMENT_ARRAY_BUFFER) {
auto* vao = MG_State_T::vertexArrayState->GetCurrentVAO();
if (!vao) return GL_INVALID_OPERATION;
vao->elementBuffer = (GLuint)buffer;
}
return MG_State_T::bufferState->Bind(target, buffer);
}
GLenum CommitBufferStorage(GLenum target, GLsizeiptr size, const void* data, GLenum usage) {
return MG_State_T::bufferState->CommitStorage(target, size, data, usage);
}
bool ValidateBufferHandle(GLuint buffer) {
return MG_State_T::bufferState->ValidateHandle(buffer);
}
void DeleteBuffer(GLuint buffer) {
return MG_State_T::bufferState->Delete(buffer);
}
GLenum QueryBufferPropertyIntVector(GLenum target, GLenum pname, GLint* params) {
return MG_State_T::bufferState->QueryPropertyIntVector(target, pname, params);
}
// VertexArray
GLenum BindVertexArray(GLuint array) {
return MG_State_T::vertexArrayState->Bind(array);
}
GLenum CreateVertexArray(GLuint* array) {
return MG_State_T::vertexArrayState->Create(array);
}
GLenum CreateVertexArrays(GLsizei n, GLuint* arrays) {
return MG_State_T::vertexArrayState->CreateN(n, arrays);
}
GLenum EnableVertexAttribArray(GLuint index) {
return MG_State_T::vertexArrayState->EnableAttrib(index);
}
GLenum DisableVertexAttribArray(GLuint index) {
return MG_State_T::vertexArrayState->DisableAttrib(index);
}
GLenum SetVertexAttributeLayout(GLuint index, GLint size, GLenum type,
GLboolean normalized, GLsizei stride,
const void* pointer) {
GLuint currentBuffer = MG_State_T::bufferState->GetCurrentBinding(GL_ARRAY_BUFFER);
return MG_State_T::vertexArrayState->SetAttribPointer(
index, size, type, normalized, stride, pointer, false, currentBuffer
);
}
GLenum SetVertexAttributeLayoutInt(GLuint index, GLint size, GLenum type,
GLsizei stride, const void* pointer) {
GLuint currentBuffer = MG_State_T::bufferState->GetCurrentBinding(GL_ARRAY_BUFFER);
return MG_State_T::vertexArrayState->SetAttribPointer(
index, size, type, GL_FALSE, stride, pointer, true, currentBuffer
);
}
// Program
GLenum CreateShader(GLenum type, GLuint* shader) {
return MG_State_T::programState->CreateShader(type, shader);
}
GLenum CreateProgram(GLuint* program) {
return MG_State_T::programState->CreateProgram(program);
}
GLenum DeleteShader(GLuint shader) {
return MG_State_T::programState->DeleteShader(shader);
}
GLenum DeleteProgram(GLuint program) {
return MG_State_T::programState->DeleteProgram(program);
}
GLenum LinkShaderToProgram(GLuint program, GLuint shader) {
return MG_State_T::programState->LinkShaderToProgram(program, shader);
}
GLenum UploadShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length) {
return MG_State_T::programState->UploadShaderSource(shader, count, string, length);
}
GLenum BuildShaderStage(GLuint shader) {
return MG_State_T::programState->BuildShaderStage(shader);
}
GLenum FinalizeProgramPipeline(GLuint program) {
return MG_State_T::programState->FinalizeProgramPipeline(program);
}
GLenum ActivateRenderProgram(GLuint program) {
return MG_State_T::programState->ActivateRenderProgram(program);
}
GLenum DefineProgramAttributeBinding(GLuint program, GLuint index, const GLchar* name) {
return MG_State_T::programState->DefineProgramAttributeBinding(program, index, name);
}
GLint QueryProgramAttributeBinding(GLuint program, const GLchar* name) {
return MG_State_T::programState->QueryProgramAttributeBinding(program, name);
}
GLint QueryProgramUniformLocation(GLuint program, const GLchar* name) {
return MG_State_T::programState->QueryProgramUniformLocation(program, name);
}
GLenum QueryProgramStateIntVector(GLuint program, GLenum pname, GLint* params) {
return MG_State_T::programState->QueryProgramStateIntVector(program, pname, params);
}
GLenum QueryShaderStateIntVector(GLuint shader, GLenum pname, GLint* params) {
return MG_State_T::programState->QueryShaderStateIntVector(shader, pname, params);
}
GLuint GetCurrentProgram() {
return MG_State_T::programState->GetCurrentProgram();
}
bool SetProgramStatus(GLuint program, GLboolean status) {
return MG_State_T::programState->SetProgramStatus(program, status);
}
bool SetShaderStatus(GLuint shader, GLboolean status) {
return MG_State_T::programState->SetShaderStatus(shader, status);
}
}