mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-07 19:58:32 +09:00
409 lines
15 KiB
C++
409 lines
15 KiB
C++
// MobileGL - MobileGL/MG_State/GLState/Core.cpp
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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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#include "Core.h"
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#include "MG_State/GLState/RenderbufferState/RenderbufferObject.h"
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namespace MobileGL {
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namespace MG_State {
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void Init() {
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MGLOG_D("Initializing MobileGL State...");
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pGLContext = new MG_State::GLState::GLContext();
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}
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namespace GLState {
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// Error
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void GLContext::RecordError(ErrorCode code, SharedPtr<ErrorInfo> info) {
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m_errorState.RecordError(code, info);
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}
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Bool GLContext::HasGLError() const {
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return m_errorState.HasGLError();
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}
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Optional<const Error> GLContext::PeekGLError() const {
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return m_errorState.PeekGLError();
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}
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Optional<Error> GLContext::PopGLError() {
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return m_errorState.PopGLError();
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}
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Bool GLContext::HasNonGLError() const {
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return m_errorState.HasNonGLError();
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}
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Optional<const Error> GLContext::PeekNonGLError() const {
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return m_errorState.PeekNonGLError();
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}
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Optional<Error> GLContext::PopNonGLError() {
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return m_errorState.PopNonGLError();
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}
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void GLContext::ClearErrors() {
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m_errorState.Clear();
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}
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// Buffer
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Vector<Uint> GLContext::GenBufferNames(Uint number) {
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return m_bufferState.GenerateNames(number);
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}
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SharedPtr<BufferObject> GLContext::GetBufferObject(Uint index) {
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return m_bufferState.GetBufferObject(index);
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}
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BindingSlot<BufferObject>& GLContext::GetBufferBindingSlot(BufferTarget target) {
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if (target == BufferTarget::Index) {
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const auto& vao = m_vertexArrayState.GetBoundVertexArray();
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MOBILEGL_ASSERT(vao != nullptr,
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"No VAO is currently bound when accessing index buffer binding slot.");
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return vao->GetIndexBufferBindingSlot();
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}
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return m_bufferState.GetBindingSlot(target);
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}
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BindingSlotRange1D<BufferObject>& GLContext::GetBufferBindingPoint(BufferTarget target, Uint index) {
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return m_bufferState.GetBindingPoint(target, index);
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}
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SharedPtr<BufferObject> GLContext::CreateBufferObject(Uint index) {
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return m_bufferState.CreateBufferObject(index);
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}
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void GLContext::MarkBufferObjectForDeletion(Uint index) {
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if (ValidateBufferObject(index)) {
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auto bufferObject = m_bufferState.GetBufferObject(index);
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auto& vaos = m_vertexArrayState.GetAllVertexArrays();
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for (SizeT i = 0; i < vaos.size(); ++i) {
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auto vao = vaos[i];
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if (vao == nullptr) continue;
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if (vao->GetIndexBufferBindingSlot().GetBoundObject() == bufferObject) {
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vao->GetIndexBufferBindingSlot().Bind(nullptr);
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}
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for (SizeT j = 0; j < VertexArrayObject::MAX_VERTEX_ATTRIBS; ++j) {
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if (vao->GetAttribute(j).Buffer == bufferObject) {
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vao->BindAttributeBuffer(j, nullptr);
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}
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}
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}
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}
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m_bufferState.MarkBufferObjectForDeletion(index);
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}
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Bool GLContext::ValidateBufferName(Uint index) const {
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return m_bufferState.ValidateName(index);
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}
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Bool GLContext::ValidateBufferObject(Uint index) const {
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return m_bufferState.ValidateBufferObject(index);
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}
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// VertexArray
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Vector<Uint> GLContext::GenVertexArrayNames(Uint number) {
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return m_vertexArrayState.GenerateNames(number);
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}
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SharedPtr<VertexArrayObject> GLContext::GetVertexArrayObject(Uint index) {
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return m_vertexArrayState.GetVertexArrayObject(index);
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}
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void GLContext::BindVertexArray(Uint index) {
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m_vertexArrayState.Bind(index);
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}
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SharedPtr<VertexArrayObject> GLContext::CreateVertexArrayObject(Uint index) {
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return m_vertexArrayState.CreateVertexArrayObject(index);
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}
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void GLContext::MarkVertexArrayForDeletion(Uint index) {
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m_vertexArrayState.MarkVertexArrayForDeletion(index);
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}
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Bool GLContext::ValidateVertexArrayName(Uint index) const {
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return m_vertexArrayState.ValidateName(index);
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}
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Bool GLContext::ValidateVertexArrayObject(Uint index) const {
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return m_vertexArrayState.ValidateVertexArrayObject(index);
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}
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SharedPtr<VertexArrayObject> GLContext::GetBoundVertexArray() {
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return m_vertexArrayState.GetBoundVertexArray();
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}
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// Texture
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Vector<Uint> GLContext::GenTextureNames(Uint number) {
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return m_textureState.GenerateNames(number);
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}
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SharedPtr<ITextureObject> GLContext::GetTextureObject(Uint index) {
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return m_textureState.GetTextureObject(index);
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}
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SharedPtr<ITextureObject> GLContext::CreateTextureObject(Uint index, TextureTarget target) {
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return m_textureState.CreateTextureObject(index, target);
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}
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void GLContext::MarkTextureObjectForDeletion(Uint index) {
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m_textureState.MarkTextureObjectForDeletion(index);
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}
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TextureUnit& GLContext::GetTextureUnitObject(Int unit) {
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return m_textureState.GetUnitObject(unit);
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}
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Bool GLContext::ValidateTextureName(Uint index) const {
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return m_textureState.ValidateName(index);
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}
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Bool GLContext::ValidateTextureObject(Uint index) const {
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return m_textureState.ValidateTextureObject(index);
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}
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Int GLContext::GetActiveTextureUnit() const {
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return m_textureState.GetActiveTextureUnit();
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}
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void GLContext::SetActiveTextureUnit(Int unit) {
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m_textureState.SetActiveTextureUnit(unit);
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}
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// Program
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Uint GLContext::CreateProgram() {
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return m_programState.CreateProgram();
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}
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Uint GLContext::CreateShader(const ShaderStage stage) {
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return m_programState.CreateShader(stage);
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}
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void GLContext::MarkProgramForDeletion(const Uint index) {
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return m_programState.MarkProgramObjectForDeletion(index);
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}
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void GLContext::MarkShaderForDeletion(const Uint index) {
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return m_programState.MarkShaderObjectForDeletion(index);
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}
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Bool GLContext::ValidateProgramName(const Uint index) const {
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return m_programState.ValidateProgramObject(index);
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}
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Bool GLContext::ValidateShaderName(const Uint index) const {
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return m_programState.ValidateShaderObject(index);
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}
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SharedPtr<ProgramObject> GLContext::GetProgramObject(const Uint index) {
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return m_programState.GetProgramObject(index);
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}
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SharedPtr<ShaderObject> GLContext::GetShaderObject(const Uint index) {
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return m_programState.GetShaderObject(index);
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}
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void GLContext::UseProgram(Uint program) {
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return m_programState.UseProgram(program);
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}
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SharedPtr<ProgramObject> GLContext::GetCurrentProgram() {
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return m_programState.GetCurrentProgram();
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}
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// RenderState
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void GLContext::SetViewport(IntVec4 viewport) {
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m_renderState.SetViewport(viewport);
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}
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const IntVec4& GLContext::GetViewport() const {
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return m_renderState.GetViewport();
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}
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void GLContext::SetCapability(CapabilityInput cap, Bool enabled) {
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m_renderState.SetCapability(cap, enabled);
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}
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Bool GLContext::IsCapabilityEnabled(CapabilityInput cap) const {
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return m_renderState.IsCapabilityEnabled(cap);
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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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}
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void GLContext::GetBlendFunc(BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
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BlendFactor& dstAlpha) const {
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m_renderState.GetBlendFunc(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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DepthTestFunc GLContext::GetDepthFunc() const {
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return m_renderState.GetDepthFunc();
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}
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void GLContext::SetDepthMask(Bool flag) {
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m_renderState.SetDepthMask(flag);
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}
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Bool GLContext::GetDepthMask() const {
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return m_renderState.GetDepthMask();
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}
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void GLContext::SetColorMask(BoolVec4 mask) {
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m_renderState.SetColorMask(mask);
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}
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const BoolVec4 GLContext::GetColorMask() const {
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return m_renderState.GetColorMask();
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}
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void GLContext::SetClearColor(FloatVec4 color) {
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m_renderState.SetClearColor(color);
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}
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const FloatVec4& GLContext::GetClearColor() const {
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return m_renderState.GetClearColor();
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}
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void GLContext::SetClearDepth(Float depth) {
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m_renderState.SetClearDepth(depth);
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}
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Float GLContext::GetClearDepth() const {
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return m_renderState.GetClearDepth();
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}
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void GLContext::SetPixelStoreParam(PixelStoreParam param, Int value) {
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m_renderState.SetPixelStoreParam(param, value);
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}
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Int GLContext::GetPixelStoreParam(PixelStoreParam param) const {
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return m_renderState.GetPixelStoreParam(param);
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}
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PixelStoreParameters GLContext::GetPixelStoreParameters(Bool isUnpack) const {
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return m_renderState.GetPixelStoreParameters(isUnpack);
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}
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void GLContext::SetCullFaceMode(CullFaceMode mode) {
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m_renderState.SetCullFaceMode(mode);
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}
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CullFaceMode GLContext::GetCullFaceMode() const {
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return m_renderState.GetCullFaceMode();
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}
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void GLContext::SetScissorBox(IntVec4 box) {
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m_renderState.SetScissorBox(box);
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}
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const IntVec4& GLContext::GetScissorBox() const {
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return m_renderState.GetScissorBox();
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}
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// Framebuffer
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Vector<Uint> GLContext::GenFramebufferNames(Uint number) {
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return m_framebufferState.GenerateNames(number);
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}
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SharedPtr<FramebufferObject> GLContext::GetFramebufferObject(Uint index) {
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return m_framebufferState.GetFramebufferObject(index);
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}
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BindingSlot<FramebufferObject>& GLContext::GetFramebufferBindingSlot(FramebufferTarget target) {
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return m_framebufferState.GetBindingSlot(target);
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}
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SharedPtr<FramebufferObject> GLContext::CreateFramebufferObject(Uint index) {
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return m_framebufferState.CreateFramebufferObject(index);
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}
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void GLContext::MarkFramebufferObjectForDeletion(Uint index) {
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m_framebufferState.MarkFramebufferObjectForDeletion(index);
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}
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Bool GLContext::ValidateFramebufferName(Uint index) const {
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return m_framebufferState.ValidateName(index);
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}
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Bool GLContext::ValidateFramebufferObject(Uint index) const {
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return m_framebufferState.ValidateFramebufferObject(index);
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}
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// Sampler
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Vector<Uint> GLContext::GenSamplerNames(Uint number) {
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return m_samplerState.GenerateNames(number);
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}
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SharedPtr<SamplerObject> GLContext::GetSamplerObject(Uint index) {
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return m_samplerState.GetSamplerObject(index);
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}
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SharedPtr<SamplerObject> GLContext::CreateSamplerObject(Uint index) {
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return m_samplerState.CreateSamplerObject(index);
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}
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void GLContext::MarkSamplerObjectForDeletion(Uint index) {
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// Unbind the sampler from all texture units
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if (ValidateSamplerObject(index)) {
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auto sampler = m_samplerState.GetSamplerObject(index);
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for (Int unit = 0; unit < TextureState::MAX_TEXTURE_IMAGE_UNITS; ++unit) {
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auto& textureUnit = m_textureState.GetUnitObject(unit);
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if (textureUnit.GetSamplerObject() == sampler) {
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textureUnit.SetSamplerObject(nullptr);
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}
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}
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}
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m_samplerState.MarkSamplerObjectForDeletion(index);
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}
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Bool GLContext::ValidateSamplerName(Uint index) const {
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return m_samplerState.ValidateName(index);
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}
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Bool GLContext::ValidateSamplerObject(Uint index) const {
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return m_samplerState.ValidateSamplerObject(index);
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}
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// Renderbuffer
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Vector<Uint> GLContext::GenRenderbufferNames(Uint number) {
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return m_renderbufferState.GenerateNames(number);
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}
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SharedPtr<RenderbufferObject> GLContext::GetRenderbufferObject(Uint index) {
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return m_renderbufferState.GetRenderbufferObject(index);
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}
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BindingSlot<RenderbufferObject>& GLContext::GetRenderbufferBindingSlot(RenderbufferTarget target) {
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return m_renderbufferState.GetBindingSlot(target);
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}
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SharedPtr<RenderbufferObject> GLContext::CreateRenderbufferObject(Uint index) {
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return m_renderbufferState.CreateRenderbufferObject(index);
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}
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void GLContext::MarkRenderbufferObjectForDeletion(Uint index) {
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m_renderbufferState.MarkRenderbufferObjectForDeletion(index);
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}
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Bool GLContext::ValidateRenderbufferName(Uint index) const {
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return m_renderbufferState.ValidateName(index);
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}
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} // namespace GLState
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GLState::GLContext* pGLContext;
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} // namespace MG_State
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} // namespace MobileGL
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