mirror of
https://github.com/MobileGL-Dev/MobileGL
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75 lines
3.9 KiB
C++
75 lines
3.9 KiB
C++
// MobileGL - MobileGL/MG_Impl/GLImpl/RenderState/GL_RenderState.h
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#pragma once
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#include <Includes.h>
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namespace MobileGL::MG_Impl::GLImpl {
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/* @INSERTION_POINT:FUNCTION_DECLARATION@ */
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void BlendEquationi(GLuint buf, GLenum mode);
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void BlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
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void BlendFunci(GLuint buf, GLenum src, GLenum dst);
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void BlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
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void GetBooleani_v(GLenum target, GLuint index, GLboolean* data);
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void Disablei(GLenum target, GLuint index);
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void Enablei(GLenum target, GLuint index);
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void BlendFunc(GLenum sfactor, GLenum dfactor);
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void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
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// ARB_viewport_array (core since GL 4.1). Every one of these addresses the same 16-element
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// indexed state the classic glViewport/glScissor/glDepthRange trio broadcasts to.
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void ViewportArrayv(GLuint first, GLsizei count, const GLfloat* v);
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void ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
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void ViewportIndexedfv(GLuint index, const GLfloat* v);
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void ScissorArrayv(GLuint first, GLsizei count, const GLint* v);
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void ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
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void ScissorIndexedv(GLuint index, const GLint* v);
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void DepthRangeArrayv(GLuint first, GLsizei count, const GLdouble* v);
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void DepthRangeIndexed(GLuint index, GLdouble n, GLdouble f);
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void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
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void StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
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void StencilMaskSeparate(GLenum face, GLuint mask);
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void StencilMask(GLuint mask);
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void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
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void StencilFunc(GLenum func, GLint ref, GLuint mask);
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void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
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void SampleCoverage(GLfloat value, GLboolean invert);
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void PolygonOffset(GLfloat factor, GLfloat units);
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void PolygonMode(GLenum face, GLenum mode);
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void PointSize(GLfloat size);
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void PointParameterf(GLenum pname, GLfloat param);
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void PointParameteri(GLenum pname, GLint param);
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void PointParameterfv(GLenum pname, const GLfloat* params);
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void PointParameteriv(GLenum pname, const GLint* params);
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void PixelStorei(GLenum pname, GLint param);
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void PixelStoref(GLenum pname, GLfloat param);
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void LogicOp(GLenum opcode);
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void LineWidth(GLfloat width);
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GLboolean IsEnabledi(GLenum target, GLuint index);
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GLboolean IsEnabled(GLenum cap);
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void Hint(GLenum target, GLenum mode);
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void FrontFace(GLenum mode);
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void ProvokingVertex(GLenum mode);
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void Enable(GLenum cap);
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void Disable(GLenum cap);
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void DepthRange(GLclampd near_val, GLclampd far_val);
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void DepthMask(GLboolean flag);
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void DepthFunc(GLenum func);
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void CullFace(GLenum mode);
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void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void ColorMaski(GLuint index, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void ClampColor(GLenum target, GLenum clamp);
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void PrimitiveRestartIndex(GLuint index);
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void BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
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void BlendEquation(GLenum mode);
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void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
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void BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void ClearStencil(GLint s);
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void ClearDepth(GLclampd depth);
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void ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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} // namespace MobileGL::MG_Impl::GLImpl
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