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MobileGL/MobileGL/MG_State/GLState/Core.h
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// MobileGL - MobileGL/MG_State/GLState/Core.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include <Includes.h>
#include "ErrorState/Error.h"
#include "BufferState/BufferState.h"
#include "MG_State/GLState/RenderbufferState/RenderbufferObject.h"
#include "MG_State/GLState/RenderbufferState/RenderbufferState.h"
#include "RenderState/RenderState.h"
#include "ProgramState/ProgramState.h"
#include "SamplerState/SamplerState.h"
#include "TextureState/TextureState.h"
#include "FramebufferState/FramebufferState.h"
#include "VertexArrayState/VertexArrayState.h"
#include "RenderbufferState/RenderbufferState.h"
namespace MobileGL {
namespace MG_State {
void Init();
namespace GLState {
class GLContext {
public:
GLContext() = default;
// Error
void RecordError(ErrorCode code, SharedPtr<ErrorInfo> info = nullptr);
Bool HasGLError() const;
Optional<const Error> PeekGLError() const;
Optional<Error> PopGLError();
Bool HasNonGLError() const;
Optional<const Error> PeekNonGLError() const;
Optional<Error> PopNonGLError();
void ClearErrors();
// Buffer
Vector<Uint> GenBufferNames(Uint number);
SharedPtr<BufferObject> GetBufferObject(Uint index);
BindingSlot<BufferObject>& GetBufferBindingSlot(BufferTarget target);
BindingSlotRange1D<BufferObject>& GetBufferBindingPoint(BufferTarget target, Uint index);
constexpr SizeT GetBufferBindingPointCount(BufferTarget target) const {
return m_bufferState.GetBindingPointCount(target);
}
SharedPtr<BufferObject> CreateBufferObject(Uint index);
void MarkBufferObjectForDeletion(Uint index);
Bool ValidateBufferName(Uint index) const;
Bool ValidateBufferObject(Uint index) const;
// VertexArray
Vector<Uint> GenVertexArrayNames(Uint number);
SharedPtr<VertexArrayObject> GetVertexArrayObject(Uint index);
void BindVertexArray(Uint index);
SharedPtr<VertexArrayObject> CreateVertexArrayObject(Uint index);
void MarkVertexArrayForDeletion(Uint index);
Bool ValidateVertexArrayName(Uint index) const;
Bool ValidateVertexArrayObject(Uint index) const;
SharedPtr<VertexArrayObject> GetBoundVertexArray();
// Texture
Vector<Uint> GenTextureNames(Uint number);
SharedPtr<ITextureObject> GetTextureObject(Uint index);
SharedPtr<ITextureObject> CreateTextureObject(Uint index, TextureTarget target);
void MarkTextureObjectForDeletion(Uint index);
TextureUnit& GetTextureUnitObject(Int unit);
Bool ValidateTextureName(Uint index) const;
Bool ValidateTextureObject(Uint index) const;
Int GetActiveTextureUnit() const;
void SetActiveTextureUnit(Int unit);
// Program
Uint CreateProgram();
Uint CreateShader(ShaderStage stage);
void MarkProgramForDeletion(Uint index);
void MarkShaderForDeletion(Uint index);
Bool ValidateProgramName(Uint index) const;
Bool ValidateShaderName(Uint index) const;
SharedPtr<ProgramObject> GetProgramObject(Uint index);
SharedPtr<ShaderObject> GetShaderObject(Uint index);
void UseProgram(Uint program);
SharedPtr<ProgramObject> GetCurrentProgram();
// RenderState
Uint GetRenderStateParametersVersion() const;
const RenderStateParameters& GetRenderStateParameters() const;
void SetViewport(IntVec4 viewport); // x, y, width, height
const IntVec4& GetViewport() const; // x, y, width, height
void SetCapability(CapabilityInput cap, Bool enabled);
Bool IsCapabilityEnabled(CapabilityInput cap) const;
void SetCapabilityIndexed(CapabilityInput cap, Uint index, Bool enabled);
Bool IsCapabilityEnabledIndexed(CapabilityInput cap, Uint index) const;
void SetBlendFunc(BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha, BlendFactor dstAlpha);
void GetBlendFunc(BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
BlendFactor& dstAlpha) const;
void SetBlendFuncIndexed(Uint index, BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha,
BlendFactor dstAlpha);
void GetBlendFuncIndexed(Uint index, BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
BlendFactor& dstAlpha) const;
void SetDepthFunc(DepthTestFunc func);
DepthTestFunc GetDepthFunc() const;
void SetDepthMask(Bool flag);
Bool GetDepthMask() const;
void SetColorMask(BoolVec4 mask);
const BoolVec4 GetColorMask() const;
void SetClearColor(FloatVec4 color);
const FloatVec4& GetClearColor() const;
void SetClearDepth(Float depth);
Float GetClearDepth() const;
void SetClearStencil(Int stencil);
Uint32 GetClearStencil() const;
void SetPixelStoreParam(PixelStoreParam param, Int value);
Int GetPixelStoreParam(PixelStoreParam param) const;
PixelStoreParameters GetPixelStoreParameters(Bool isUnpack) const;
void SetCullFaceMode(CullFaceMode mode);
CullFaceMode GetCullFaceMode() const;
void SetScissorBox(IntVec4 box); // x, y, width, height
const IntVec4& GetScissorBox() const; // x, y, width, height
// Framebuffer
Vector<Uint> GenFramebufferNames(Uint number);
SharedPtr<FramebufferObject> GetFramebufferObject(Uint index);
BindingSlot<FramebufferObject>& GetFramebufferBindingSlot(FramebufferTarget target);
SharedPtr<FramebufferObject> CreateFramebufferObject(Uint index);
void MarkFramebufferObjectForDeletion(Uint index);
Bool ValidateFramebufferName(Uint index) const;
Bool ValidateFramebufferObject(Uint index) const;
// Sampler
Vector<Uint> GenSamplerNames(Uint number);
SharedPtr<SamplerObject> GetSamplerObject(Uint index);
SharedPtr<SamplerObject> CreateSamplerObject(Uint index);
void MarkSamplerObjectForDeletion(Uint index);
Bool ValidateSamplerName(Uint index) const;
Bool ValidateSamplerObject(Uint index) const;
// Renderbuffer
Vector<Uint> GenRenderbufferNames(Uint number);
SharedPtr<RenderbufferObject> GetRenderbufferObject(Uint index);
BindingSlot<RenderbufferObject>& GetRenderbufferBindingSlot(RenderbufferTarget target);
SharedPtr<RenderbufferObject> CreateRenderbufferObject(Uint index);
void MarkRenderbufferObjectForDeletion(Uint index);
Bool ValidateRenderbufferName(Uint index) const;
Bool ValidateRenderbufferObject(Uint index) const;
private:
// State Components
ErrorState m_errorState;
BufferState m_bufferState;
VertexArrayState m_vertexArrayState;
TextureState m_textureState;
ProgramState m_programState;
RenderState m_renderState;
FramebufferState m_framebufferState;
SamplerState m_samplerState;
RenderbufferState m_renderbufferState;
};
} // namespace GLState
extern GLState::GLContext* pGLContext;
} // namespace MG_State
} // namespace MobileGL