mirror of
https://github.com/MobileGL-Dev/MobileGL
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235 lines
16 KiB
C++
235 lines
16 KiB
C++
// MobileGL - MobileGL/MG_Backend/DirectGLES/DirectGLES.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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#include <MG_Backend/BackendObject.h>
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#include <MG_State/GLState/FramebufferState/FramebufferObject.h>
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#include <MG_State/GLState/TextureState/TextureState.h>
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#include <MG_State/GLState/SamplerState/SamplerObject.h>
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#include <MG_Util/BackendLoaders/OpenGL/Loader.h>
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#define CallAndCheck(operation) \
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MGLOG_D("Call GLES func: %s", #operation); \
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operation Utils::CheckGLESError();
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namespace MobileGL::MG_Backend::DirectGLES {
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// Re-establishes the frontend texture-unit bindings on the native ES context.
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// Content uploads use scratch bindings, so draws and dispatches call this after
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// texture synchronization.
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void BindCurrentTextures();
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void ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
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void ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value);
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void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value);
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void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value);
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void Clear(GLbitfield mask);
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void DrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices);
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void DrawArrays(GLenum mode, GLint first, GLsizei count);
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void DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLint basevertex);
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void MultiDrawArrays(GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount);
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void MultiDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
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GLsizei drawcount);
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void MultiDrawElementsBaseVertex(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
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GLsizei drawcount, const GLint* basevertex);
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void MultiDrawElementsIndirect(GLenum mode, GLenum type, const void* indirect, GLsizei drawcount, GLsizei stride);
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void MultiDrawElementsIndirectCount(GLenum mode, GLenum type, const void* indirect, GLintptr drawcount,
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GLsizei maxdrawcount, GLsizei stride);
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void MultiDrawArraysIndirect(GLenum mode, const void* indirect, GLsizei drawcount, GLsizei stride);
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void MultiDrawArraysIndirectCount(GLenum mode, const void* indirect, GLintptr drawcount, GLsizei maxdrawcount,
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GLsizei stride);
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void DrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type,
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const void* indices, GLint basevertex);
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void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices);
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void DrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void* indices,
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GLsizei instancecount, GLint basevertex, GLuint baseinstance);
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void DrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void* indices,
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GLsizei instancecount, GLint basevertex);
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void DrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void* indices,
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GLsizei instancecount, GLuint baseinstance);
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void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount);
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void DrawElementsIndirect(GLenum mode, GLenum type, const void* indirect);
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void DrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount,
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GLuint baseinstance);
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void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
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void DrawArraysIndirect(GLenum mode, const void* indirect);
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void ClearNamedFramebufferfv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
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GLenum buffer, GLint drawbuffer, const GLfloat* value);
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void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
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GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
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void ClearNamedFramebufferiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
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GLenum buffer, GLint drawbuffer, const GLint* value);
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void ClearNamedFramebufferuiv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
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GLenum buffer, GLint drawbuffer, const GLuint* value);
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void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1,
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GLint dstY1, GLbitfield mask, GLenum filter);
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void BlitNamedFramebuffer(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer,
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const SharedPtr<MG_State::GLState::FramebufferObject>& drawFramebuffer,
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GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter);
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void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width,
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GLsizei height, GLint border);
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void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width,
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GLsizei height);
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void CopyImageSubData(const CopyImageEndpoint& src,
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GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ,
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const CopyImageEndpoint& dst,
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GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ,
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GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
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void GenerateMipmap(GLenum target);
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const GLubyte* GetString(GLenum name);
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void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
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void GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels);
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void DispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ);
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void DispatchComputeIndirect(GLintptr indirect);
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void MemoryBarrier(GLbitfield barriers);
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void MemoryBarrierByRegion(GLbitfield barriers);
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void BindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access,
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GLenum format);
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void GetIntegeri_v(GLenum target, GLuint index, GLint* data);
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void GetInteger64i_v(GLenum target, GLuint index, GLint64* data);
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void GetProgramiv(GLuint program, GLenum pname, GLint* params);
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void ShaderStorageBlockBinding(GLuint program, const GLchar* storageBlockName, GLuint storageBlockBinding);
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Bool InitWindowSurface(NativeWindowType window);
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Bool InitPbufferSurface(EGLint width, EGLint height);
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Bool MakeCurrent();
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Bool ReleaseCurrent();
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// True when the backend ES context is current on the calling thread, i.e.
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// immediate buffer ops may issue GL calls right now.
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Bool IsBackendContextCurrentOnThisThread();
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// GL fence sync objects, backed by native ES fences. FenceSync returns null
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// (the frontend then falls back to an always-signaled sync) when the calling
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// thread does not own the ES context. Waits/queries degrade to "signaled" in
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// the same situation, and handles created under a since-destroyed ES context
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// are always treated as signaled.
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BackendSyncHandle FenceSync();
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GLenum ClientWaitSync(BackendSyncHandle sync, GLbitfield flags, GLuint64 timeout);
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void WaitSync(BackendSyncHandle sync, GLbitfield flags, GLuint64 timeout);
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void DeleteSync(BackendSyncHandle sync);
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Bool GetSyncStatus(BackendSyncHandle sync);
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// True when GL_EXT_disjoint_timer_query and every entry point the timer
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// hooks below need are present. Also gates the E_GL_ARB_timer_query
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// advertisement in BackendObject_DirectGLES::InitCapabilities, and is
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// registered as the GLFunctionsTable::IsTimerQuerySupported hook: a pure
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// capability read needs no current ES context, and it stays false until
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// the ES capabilities have been filled in.
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Bool AreTimerQueriesSupported();
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// True when the host ES driver can back a GL_TEXTURE_BUFFER at all - ES 3.2 core, or
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// EXT/OES_texture_buffer, with glTexBuffer resolved. Desktop GL has had buffer textures as
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// core since 3.1, so the frontend advertises them unconditionally and an app may call
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// glTexBuffer whenever it likes; this is the only thing standing between that call and a
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// null entry point. False also means every shader declaring a samplerBuffer is
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// uncompilable on this driver, which the program build reports by name.
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Bool AreBufferTexturesSupported();
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// Human-readable name of the buffer-texture tier for diagnostics and the driver POST:
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// "core (ES 3.2)", "GL_EXT_texture_buffer", "GL_OES_texture_buffer" or "unsupported".
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const char* GetBufferTextureTierName();
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// glTexBuffer / glTexBufferRange through whichever spelling this driver's buffer-texture
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// support actually ships: the unsuffixed names are ES 3.2 core, while an EXT/OES driver
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// exports glTexBuffer{,Range}EXT / OES. Callers must have checked
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// AreBufferTexturesSupported() first. CallTexBufferRange reports whether it could honour
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// the range - no tier is required to expose the range form, and the whole-buffer form is
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// the documented fallback.
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void CallTexBuffer(GLenum target, GLenum internalFormat, GLuint buffer);
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Bool CallTexBufferRange(GLenum target, GLenum internalFormat, GLuint buffer, GLintptr offset, GLsizeiptr size);
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// GL timer-query objects, backed by GL_EXT_disjoint_timer_query. The
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// creators return null (the frontend then falls back to an immediately
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// available zero result) when the calling thread does not own the ES
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// context or the extension/entry points are missing, and handles created
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// under a since-destroyed ES context are always treated as complete with
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// a zero result (mirrors the fence-sync handles above).
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BackendQueryHandle BeginTimeElapsedQuery();
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void EndTimeElapsedQuery(BackendQueryHandle query);
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BackendQueryHandle QueryCounterTimestamp();
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// GL_ANY_SAMPLES_PASSED(_CONSERVATIVE) occlusion queries: core ES3, independent of
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// GL_EXT_disjoint_timer_query and of MOBILEGL_DISABLE_TIMERQUERY. Results/deletion
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// flow through GetQueryResult64/DeleteBackendQuery like the timer queries above.
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BackendQueryHandle BeginOcclusionQuery();
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void EndOcclusionQuery(BackendQueryHandle query);
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// GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN / GL_PRIMITIVES_GENERATED, also core ES
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// (GL_PRIMITIVES_GENERATED from ES 3.2 on). Null when the target is unavailable, in
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// which case the frontend falls back to counting primitives from the draw calls.
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BackendQueryHandle BeginXfbPrimitivesQuery(Bool generated);
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void EndXfbPrimitivesQuery(BackendQueryHandle query);
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Bool IsQueryResultAvailable(BackendQueryHandle query);
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// Returns true when a final value landed in *outNanoseconds (a zero for
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// null or stale-generation handles IS final: the frontend may cache it
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// and release the handle). Returns false only when the calling thread
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// does not own the ES context, so the value is genuinely unobtainable
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// right now; the handle stays alive and readable later.
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Bool GetQueryResult64(BackendQueryHandle query, Bool wait, Uint64* outNanoseconds);
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void DeleteBackendQuery(BackendQueryHandle query);
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Int64 GetGpuTimestampNs();
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void Present();
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// Frame-completion watermarks for the buffer-storage pool: CurrentFrameSerial()
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// is bumped once per Present(); CompletedFrameSerial() is the newest frame whose
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// GPU work has provably finished (advanced by polling a one-fence-per-frame ring).
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// A buffer retired during frame N is safe to recycle once CompletedFrameSerial() >= N.
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Uint64 CurrentFrameSerial();
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Uint64 CompletedFrameSerial();
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// Block (up to timeoutNs) until the given frame serial provably retired on the
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// GPU, using the per-frame fence ring. False when no usable fence covers the
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// serial (fence-less context, foreign thread, or the slot was recycled);
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// completion state is untouched in that case.
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Bool WaitForFrameSerialCompleted(Uint64 serial, Uint64 timeoutNs);
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// Applies (or defers until the window surface exists) the app-requested
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// eglSwapInterval on the native EGL surface.
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void SetSwapInterval(Int interval);
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void SetEGLFuncsTable(const MG_External::EGLFunctionsTable& eglFuncs);
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void SetGLESFuncsTable(const MG_External::GLESFunctionsTable& glesFuncs);
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void SetGLESCapabilities(const MG_External::GLESCapabilities& capabilities);
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void DestroyEGLContext();
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// Transform feedback capture spans, performed by the real ES driver. The
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// capture set is declared on the backend program at link time; the driver-side
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// begin is deferred to the first draw of the span (ES needs the capturing
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// program current and the capture buffers bound), and the end also mirrors the
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// captured bytes back into the frontend buffer shadows.
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void PatchParameteri(GLenum pname, GLint value);
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namespace XfbImpl {
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Bool AreTransformFeedbacksSupported();
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// True while a capture span is open on the current transform feedback object
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// (frontend Begin seen and not paused), whether or not the deferred driver-side
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// Begin has been issued yet. Draw paths that would restructure the primitive
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// stream, or that need to dispatch compute mid-draw, decline while it is set.
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Bool IsCaptureSpanOpen();
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void BeginTransformFeedback(GLenum primitiveMode);
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void EndTransformFeedback();
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void PauseTransformFeedback();
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void ResumeTransformFeedback();
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void BindTransformFeedback(GLuint name);
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void DeleteTransformFeedback(GLuint name);
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void OnBackendContextDestroyed();
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} // namespace XfbImpl
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namespace RenderStateImpl {
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// Pushes the frontend's render-state block to the ES driver, diffed against what was
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// last pushed.
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//
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// `forColorClear` names the CALLER, and the only thing it changes is the colour write
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// mask handed to the driver. A draw into a colour attachment the backend widened from
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// three channels to four gets that buffer's alpha channel masked OFF, so nothing can
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// move the stored alpha away from the 1.0 the application's three-channel format
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// implies (see FramebufferImpl::g_alphaWidenedDrawBufferMask). A CLEAR is how that 1.0
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// gets there in the first place, so it must be allowed to write alpha - hence the flag
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// rather than an unconditional doctoring. It is part of the sync memo, so a clear
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// followed by a draw re-pushes the mask instead of early-outing on an unchanged
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// frontend version.
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//
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// The application's own colour mask is never modified: glGet(GL_COLOR_WRITEMASK)
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// answers from the frontend state, which this function only reads.
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void SyncRenderState(Bool forColorClear = false);
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void InvalidateSyncedRenderState();
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} // namespace RenderStateImpl
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extern MG_External::EGLFunctionsTable g_EGLFuncs;
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extern MG_External::GLESFunctionsTable g_GLESFuncs;
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extern MG_External::GLESCapabilities g_GLESCapabilities;
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} // namespace MobileGL::MG_Backend::DirectGLES
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