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MobileGL/MobileGL/MG_State/GLState/RenderState/RenderState.cpp
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// MobileGL - MobileGL/MG_State/GLState/RenderState/RenderState.cpp
// 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
#include "RenderState.h"
#include "MG_Util/Debug/Log.h"
#include "MG_Util/Types.h"
namespace MobileGL {
namespace MG_State {
namespace GLState {
namespace {
SizeT GetStencilFaceIndex(StencilFace face) {
switch (face) {
case StencilFace::Front:
return 0;
case StencilFace::Back:
return 1;
default:
MOBILEGL_ASSERT(false, "Invalid stencil face enum: %d", static_cast<int>(face));
return 0;
}
}
// Every viewport's scissor-test bit set, i.e. what glEnable(GL_SCISSOR_TEST) writes.
constexpr Uint32 kAllViewportsMask =
RenderStateParameters::MAX_VIEWPORTS >= 32
? ~0u
: (1u << RenderStateParameters::MAX_VIEWPORTS) - 1u;
} // namespace
RenderState::RenderState() {
// The color writemask defaults to all-true for every draw buffer.
for (auto& mask : m_parameters.ColorMasks) {
mask = BoolVec4(true, true, true, true);
}
// Every viewport's depth range starts at (0, 1) - GL 4.6 core table 23.4. The
// viewport and scissor rectangles legitimately start all-zero here: their spec
// initial value is the size of the window the context is first made current to,
// which the frontend does not know yet, so an all-zero rectangle means "never
// written" and the backends resolve it against the live surface (see
// DirectGLES' SyncRenderState and VulkanRenderer's ApplyGLViewportState).
for (auto& range : m_parameters.DepthRanges) {
range = FloatVec2(0.0f, 1.0f);
}
}
Uint RenderState::GetVersion() const {
return m_version;
}
Uint RenderState::GetPipelineStateVersion() const {
return m_pipelineStateVersion;
}
const RenderStateParameters& RenderState::GetAllParameters() const {
return m_parameters;
}
// -------------------- Rasterization --------------------
// ARB_viewport_array, "Additions to Chapter 2": Viewport(x, y, w, h) is equivalent to
// ViewportIndexedf(i, x, y, w, h) for every i in [0, MAX_VIEWPORTS) - it is not a
// synonym for "viewport 0".
void RenderState::SetViewport(IntVec4 viewport) {
const FloatVec4 asFloat(static_cast<Float>(viewport.x()), static_cast<Float>(viewport.y()),
static_cast<Float>(viewport.z()), static_cast<Float>(viewport.w()));
Bool stateChanged = false;
for (auto& stored : m_parameters.Viewports) {
if (stored == asFloat) continue;
stored = asFloat;
stateChanged = true;
}
if (stateChanged) ++m_version;
}
IntVec4 RenderState::GetViewport() const {
const FloatVec4& viewport = m_parameters.Viewports[0];
// Round rather than truncate: glGetIntegerv on floating-point state rounds to
// nearest (GL 4.6 core 22.2), and truncating a 63.5-wide viewport to 63 would
// also hand the backends a rectangle one pixel short of what was asked for.
return IntVec4(static_cast<Int>(std::lround(viewport.x())), static_cast<Int>(std::lround(viewport.y())),
static_cast<Int>(std::lround(viewport.z())), static_cast<Int>(std::lround(viewport.w())));
}
void RenderState::SetViewportIndexed(Uint index, FloatVec4 viewport) {
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
MOBILEGL_ASSERT(false, "Viewport index out of range: %u", index);
return;
}
if (m_parameters.Viewports[index] == viewport) return;
m_parameters.Viewports[index] = viewport;
++m_version;
}
const FloatVec4& RenderState::GetViewportIndexed(Uint index) const {
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
MOBILEGL_ASSERT(false, "Viewport index out of range: %u", index);
return m_parameters.Viewports[0];
}
return m_parameters.Viewports[index];
}
void RenderState::SetLineWidth(Float width) {
if (m_parameters.LineWidth == width) return;
m_parameters.LineWidth = width;
++m_version;
}
Float RenderState::GetLineWidth() const {
return m_parameters.LineWidth;
}
void RenderState::SetHint(GLenum target, GLenum mode) {
GLenum* slot = nullptr;
switch (target) {
case GL_LINE_SMOOTH_HINT: slot = &m_parameters.LineSmoothHint; break;
case GL_POLYGON_SMOOTH_HINT: slot = &m_parameters.PolygonSmoothHint; break;
case GL_TEXTURE_COMPRESSION_HINT: slot = &m_parameters.TextureCompressionHint; break;
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT: slot = &m_parameters.FragmentShaderDerivativeHint; break;
default: return;
}
if (*slot == mode) return;
*slot = mode;
++m_version;
}
GLenum RenderState::GetHint(GLenum target) const {
switch (target) {
case GL_LINE_SMOOTH_HINT: return m_parameters.LineSmoothHint;
case GL_POLYGON_SMOOTH_HINT: return m_parameters.PolygonSmoothHint;
case GL_TEXTURE_COMPRESSION_HINT: return m_parameters.TextureCompressionHint;
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT: return m_parameters.FragmentShaderDerivativeHint;
default: return GL_DONT_CARE;
}
}
void RenderState::SetPointFadeThresholdSize(Float size) {
if (m_parameters.PointFadeThresholdSize == size) return;
m_parameters.PointFadeThresholdSize = size;
++m_version;
}
Float RenderState::GetPointFadeThresholdSize() const {
return m_parameters.PointFadeThresholdSize;
}
void RenderState::SetPointSpriteCoordOrigin(GLenum origin) {
if (m_parameters.PointSpriteCoordOrigin == origin) return;
m_parameters.PointSpriteCoordOrigin = origin;
++m_version;
}
GLenum RenderState::GetPointSpriteCoordOrigin() const {
return m_parameters.PointSpriteCoordOrigin;
}
void RenderState::SetClampReadColor(GLenum clamp) {
if (m_parameters.ClampReadColor == clamp) return;
m_parameters.ClampReadColor = clamp;
++m_version;
}
GLenum RenderState::GetClampReadColor() const {
return m_parameters.ClampReadColor;
}
void RenderState::SetPolygonMode(GLenum front, GLenum back) {
if (m_parameters.PolygonModeFront == front && m_parameters.PolygonModeBack == back) return;
m_parameters.PolygonModeFront = front;
m_parameters.PolygonModeBack = back;
BumpVersions();
}
GLenum RenderState::GetPolygonModeFront() const {
return m_parameters.PolygonModeFront;
}
GLenum RenderState::GetPolygonModeBack() const {
return m_parameters.PolygonModeBack;
}
void RenderState::SetPrimitiveRestartIndex(Uint32 index) {
if (m_parameters.PrimitiveRestartIndex == index) return;
m_parameters.PrimitiveRestartIndex = index;
++m_version;
}
Uint32 RenderState::GetPrimitiveRestartIndex() const {
return m_parameters.PrimitiveRestartIndex;
}
void RenderState::SetPointSize(Float size) {
if (m_parameters.PointSize == size) return;
m_parameters.PointSize = size;
++m_version;
}
Float RenderState::GetPointSize() const {
return m_parameters.PointSize;
}
void RenderState::SetPatchVertices(Uint vertices) {
if (m_parameters.PatchVertices == vertices) return;
m_parameters.PatchVertices = vertices;
BumpVersions();
}
Uint RenderState::GetPatchVertices() const {
return m_parameters.PatchVertices;
}
void RenderState::SetPolygonOffset(Float factor, Float units) {
if (m_parameters.PolygonOffsetFactor == factor && m_parameters.PolygonOffsetUnits == units) return;
m_parameters.PolygonOffsetFactor = factor;
m_parameters.PolygonOffsetUnits = units;
++m_version;
}
Float RenderState::GetPolygonOffsetFactor() const {
return m_parameters.PolygonOffsetFactor;
}
Float RenderState::GetPolygonOffsetUnits() const {
return m_parameters.PolygonOffsetUnits;
}
// -------------------- Capabilities --------------------
namespace {
// CapabilityInput lists ClipDistance0..7 contiguously (RenderState.h); the caller
// has already rejected anything outside that run, so the subtraction is in range.
Uint32 ClipDistanceBit(CapabilityInput cap) {
return 1u << (static_cast<Uint>(cap) - static_cast<Uint>(CapabilityInput::ClipDistance0));
}
} // namespace
void RenderState::SetCapability(CapabilityInput cap, Bool enabled) {
#define SET_CAPABILITY(capability, flag) \
case CapabilityInput::capability: \
if (m_parameters.capability##Enabled == (flag)) break; \
m_parameters.capability##Enabled = (flag); \
BumpVersions(); \
break;
switch (cap) {
SET_CAPABILITY(ColorLogicOp, enabled);
SET_CAPABILITY(DebugOutput, enabled);
SET_CAPABILITY(DebugOutputSynchronous, enabled);
SET_CAPABILITY(DepthTest, enabled);
SET_CAPABILITY(CullFace, enabled);
SET_CAPABILITY(Dither, enabled);
SET_CAPABILITY(LineSmooth, enabled);
SET_CAPABILITY(Multisample, enabled);
SET_CAPABILITY(PolygonOffsetFill, enabled);
SET_CAPABILITY(PolygonOffsetLine, enabled);
SET_CAPABILITY(PolygonOffsetPoint, enabled);
SET_CAPABILITY(PolygonSmooth, enabled);
SET_CAPABILITY(PrimitiveRestart, enabled);
SET_CAPABILITY(PrimitiveRestartFixedIndex, enabled);
SET_CAPABILITY(RasterizerDiscard, enabled);
SET_CAPABILITY(SampleAlphaToCoverage, enabled);
SET_CAPABILITY(SampleAlphaToOne, enabled);
SET_CAPABILITY(SampleCoverage, enabled);
SET_CAPABILITY(SampleMask, enabled);
SET_CAPABILITY(StencilTest, enabled);
SET_CAPABILITY(ProgramPointSize, enabled);
case CapabilityInput::Blend: {
Bool stateChanged = false;
for (auto& blendState : m_parameters.BlendStates) {
if (blendState.Enabled == enabled) continue;
blendState.Enabled = enabled;
stateChanged = true;
}
if (stateChanged) BumpVersions();
break;
}
// GL 4.6 core 17.3.2: the non-indexed Enable/Disable(SCISSOR_TEST) enables or
// disables the test for ALL viewports, exactly like glViewport writes all
// viewports. Anything narrower fails KHR-GL43.viewport_array.scissor_test_state_api,
// whose "enable all" phase reads every index back through glIsEnabledi.
case CapabilityInput::ScissorTest: {
const Uint32 updated = enabled ? kAllViewportsMask : 0u;
if (m_parameters.ScissorTestEnabledMask == updated) break;
m_parameters.ScissorTestEnabledMask = updated;
BumpVersions();
break;
}
case CapabilityInput::ClipDistance0:
case CapabilityInput::ClipDistance1:
case CapabilityInput::ClipDistance2:
case CapabilityInput::ClipDistance3:
case CapabilityInput::ClipDistance4:
case CapabilityInput::ClipDistance5:
case CapabilityInput::ClipDistance6:
case CapabilityInput::ClipDistance7: {
const Uint32 bit = ClipDistanceBit(cap);
const Uint32 updated =
enabled ? (m_parameters.ClipDistanceEnabledMask | bit)
: (m_parameters.ClipDistanceEnabledMask & ~bit);
if (updated == m_parameters.ClipDistanceEnabledMask) break;
m_parameters.ClipDistanceEnabledMask = updated;
// Deliberately NOT BumpVersions(): no backend bakes a clip-distance enable
// into a pipeline object (DirectGLES issues glEnable, DirectVulkan takes the
// set from the shader's declared array), so bumping the pipeline version here
// would evict cached pipelines for state they do not contain.
++m_version;
break;
}
default: // not supported currently
break;
}
#undef SET_CAPABILITY
}
Bool RenderState::IsCapabilityEnabled(CapabilityInput cap) const {
#define RETURN_CAPABILITY(capability) \
case CapabilityInput::capability: \
return m_parameters.capability##Enabled;
switch (cap) {
RETURN_CAPABILITY(ColorLogicOp);
RETURN_CAPABILITY(DebugOutput);
RETURN_CAPABILITY(DebugOutputSynchronous);
RETURN_CAPABILITY(DepthTest);
RETURN_CAPABILITY(CullFace);
RETURN_CAPABILITY(Dither);
RETURN_CAPABILITY(LineSmooth);
RETURN_CAPABILITY(Multisample);
RETURN_CAPABILITY(PolygonOffsetFill);
RETURN_CAPABILITY(PolygonOffsetLine);
RETURN_CAPABILITY(PolygonOffsetPoint);
RETURN_CAPABILITY(PolygonSmooth);
RETURN_CAPABILITY(PrimitiveRestart);
RETURN_CAPABILITY(PrimitiveRestartFixedIndex);
RETURN_CAPABILITY(RasterizerDiscard);
RETURN_CAPABILITY(SampleAlphaToCoverage);
RETURN_CAPABILITY(SampleAlphaToOne);
RETURN_CAPABILITY(SampleCoverage);
RETURN_CAPABILITY(SampleMask);
RETURN_CAPABILITY(StencilTest);
RETURN_CAPABILITY(ProgramPointSize);
case CapabilityInput::Blend:
return m_parameters.BlendStates[0].Enabled;
// The non-indexed query of an indexed capability answers for index 0
// (GL 4.6 core 22.1), which is also the only bit either backend consumes today.
case CapabilityInput::ScissorTest:
return (m_parameters.ScissorTestEnabledMask & 1u) != 0;
case CapabilityInput::ClipDistance0:
case CapabilityInput::ClipDistance1:
case CapabilityInput::ClipDistance2:
case CapabilityInput::ClipDistance3:
case CapabilityInput::ClipDistance4:
case CapabilityInput::ClipDistance5:
case CapabilityInput::ClipDistance6:
case CapabilityInput::ClipDistance7:
return (m_parameters.ClipDistanceEnabledMask & ClipDistanceBit(cap)) != 0;
default:
return false;
}
}
void RenderState::SetCapabilityIndexed(CapabilityInput cap, Uint index, Bool enabled) {
// GL_BLEND (indexed by draw buffer) and GL_SCISSOR_TEST (indexed by viewport) are
// the only indexed capabilities in GL 4.6 core. The GL entry points
// (glEnablei/glDisablei) already reject every other target with GL_INVALID_ENUM
// and every out-of-range index with GL_INVALID_VALUE before reaching here, so the
// guards below are backstops - but they must stay backstops:
// THROW_UNIMPL_EXCEPTION unwinds a C++ exception through the C GL ABI and
// terminates the process.
if (cap == CapabilityInput::ScissorTest) {
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
MOBILEGL_ASSERT(false, "Scissor test capability index out of range: %u", index);
return;
}
const Uint32 bit = 1u << index;
const Uint32 updated = enabled ? (m_parameters.ScissorTestEnabledMask | bit)
: (m_parameters.ScissorTestEnabledMask & ~bit);
if (updated == m_parameters.ScissorTestEnabledMask) return;
m_parameters.ScissorTestEnabledMask = updated;
BumpVersions();
return;
}
if (cap != CapabilityInput::Blend) {
MGLOG_I("RenderState::SetCapabilityIndexed: indexed capability state exists only for "
"GL_BLEND and GL_SCISSOR_TEST (cap=%d, index=%u); ignoring",
static_cast<int>(cap), index);
return;
}
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
MOBILEGL_ASSERT(false, "Blend capability index out of range: %d", index);
return;
}
if (m_parameters.BlendStates[index].Enabled == enabled) return;
m_parameters.BlendStates[index].Enabled = enabled;
BumpVersions();
}
Bool RenderState::IsCapabilityEnabledIndexed(CapabilityInput cap, Uint index) const {
// GL_BLEND and GL_SCISSOR_TEST only - same backstop reasoning as
// SetCapabilityIndexed: glIsEnabledi has already answered
// GL_INVALID_ENUM/GL_INVALID_VALUE for anything else, and a query must never be
// able to terminate the process.
if (cap == CapabilityInput::ScissorTest) {
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
MOBILEGL_ASSERT(false, "Scissor test capability index out of range: %u", index);
return false;
}
return (m_parameters.ScissorTestEnabledMask & (1u << index)) != 0;
}
if (cap != CapabilityInput::Blend) {
MGLOG_I("RenderState::IsCapabilityEnabledIndexed: indexed capability state exists only "
"for GL_BLEND (cap=%d, index=%u); reporting disabled",
static_cast<int>(cap), index);
return false;
}
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
MOBILEGL_ASSERT(false, "Blend capability index out of range: %d", index);
return false;
}
return m_parameters.BlendStates[index].Enabled;
}
// -------------------- Blending --------------------
void RenderState::SetBlendFunc(BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha,
BlendFactor dstAlpha) {
Bool stateChanged = false;
for (auto& blendState : m_parameters.BlendStates) {
if (blendState.SrcFactorRGB == srcRGB && blendState.DstFactorRGB == dstRGB &&
blendState.SrcFactorAlpha == srcAlpha && blendState.DstFactorAlpha == dstAlpha) {
continue;
}
blendState.SrcFactorRGB = srcRGB;
blendState.DstFactorRGB = dstRGB;
blendState.SrcFactorAlpha = srcAlpha;
blendState.DstFactorAlpha = dstAlpha;
stateChanged = true;
}
if (!stateChanged) return;
BumpVersions();
}
void RenderState::GetBlendFunc(BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
BlendFactor& dstAlpha) const {
srcRGB = m_parameters.BlendStates[0].SrcFactorRGB;
dstRGB = m_parameters.BlendStates[0].DstFactorRGB;
srcAlpha = m_parameters.BlendStates[0].SrcFactorAlpha;
dstAlpha = m_parameters.BlendStates[0].DstFactorAlpha;
}
void RenderState::SetBlendFuncIndexed(Uint index, BlendFactor srcRGB, BlendFactor dstRGB,
BlendFactor srcAlpha, BlendFactor dstAlpha) {
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
MOBILEGL_ASSERT(false, "Blend function index out of range: %d", index);
return;
}
PerBufferBlendState& blendState = m_parameters.BlendStates[index];
if (blendState.SrcFactorRGB == srcRGB && blendState.DstFactorRGB == dstRGB &&
blendState.SrcFactorAlpha == srcAlpha && blendState.DstFactorAlpha == dstAlpha) {
return;
}
blendState.SrcFactorRGB = srcRGB;
blendState.DstFactorRGB = dstRGB;
blendState.SrcFactorAlpha = srcAlpha;
blendState.DstFactorAlpha = dstAlpha;
BumpVersions();
}
void RenderState::GetBlendFuncIndexed(Uint index, BlendFactor& srcRGB, BlendFactor& dstRGB,
BlendFactor& srcAlpha, BlendFactor& dstAlpha) const {
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
MOBILEGL_ASSERT(false, "Blend function index out of range: %d", index);
return;
}
srcRGB = m_parameters.BlendStates[index].SrcFactorRGB;
dstRGB = m_parameters.BlendStates[index].DstFactorRGB;
srcAlpha = m_parameters.BlendStates[index].SrcFactorAlpha;
dstAlpha = m_parameters.BlendStates[index].DstFactorAlpha;
}
void RenderState::SetBlendEquation(BlendEquation color, BlendEquation alpha) {
Bool stateChanged = false;
for (auto& blendState : m_parameters.BlendStates) {
if (blendState.ColorEquation == color && blendState.AlphaEquation == alpha) {
continue;
}
blendState.ColorEquation = color;
blendState.AlphaEquation = alpha;
stateChanged = true;
}
if (!stateChanged) return;
BumpVersions();
}
void RenderState::GetBlendEquation(BlendEquation& color, BlendEquation& alpha) const {
color = m_parameters.BlendStates[0].ColorEquation;
alpha = m_parameters.BlendStates[0].AlphaEquation;
}
void RenderState::SetBlendEquationIndexed(Uint index, BlendEquation color, BlendEquation alpha) {
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
MOBILEGL_ASSERT(false, "Blend equation index out of range: %d", index);
return;
}
PerBufferBlendState& blendState = m_parameters.BlendStates[index];
if (blendState.ColorEquation == color && blendState.AlphaEquation == alpha) {
return;
}
blendState.ColorEquation = color;
blendState.AlphaEquation = alpha;
BumpVersions();
}
void RenderState::GetBlendEquationIndexed(Uint index, BlendEquation& color, BlendEquation& alpha) const {
if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
MOBILEGL_ASSERT(false, "Blend equation index out of range: %d", index);
return;
}
color = m_parameters.BlendStates[index].ColorEquation;
alpha = m_parameters.BlendStates[index].AlphaEquation;
}
void RenderState::SetLogicOp(LogicOperation logicOp) {
if (m_parameters.LogicOp == logicOp) return;
m_parameters.LogicOp = logicOp;
BumpVersions();
}
LogicOperation RenderState::GetLogicOp() const {
return m_parameters.LogicOp;
}
// -------------------- Depth --------------------
void RenderState::SetDepthFunc(DepthTestFunc func) {
if (m_parameters.DepthFunc == func) return;
m_parameters.DepthFunc = func;
BumpVersions();
}
DepthTestFunc RenderState::GetDepthFunc() const {
return m_parameters.DepthFunc;
}
void RenderState::SetDepthMask(Bool flag) {
if (m_parameters.DepthMask == flag) return;
m_parameters.DepthMask = flag;
BumpVersions();
}
Bool RenderState::GetDepthMask() const {
return m_parameters.DepthMask;
}
void RenderState::SetStencilFunc(StencilFace face, DepthTestFunc func, Int ref, Uint32 mask) {
StencilFaceState& state = m_parameters.StencilStates[GetStencilFaceIndex(face)];
if (state.Func == func && state.Ref == ref && state.ValueMask == mask) return;
// Only Func is baked into the pipeline; Ref and ValueMask are dynamic state
// (VK_DYNAMIC_STATE_STENCIL_REFERENCE / _COMPARE_MASK), so glStencilFunc changing
// only the reference must not evict a cached pipeline.
const Bool pipelineRelevantChange = state.Func != func;
state.Func = func;
state.Ref = ref;
state.ValueMask = mask;
++m_version;
if (pipelineRelevantChange) ++m_pipelineStateVersion;
}
void RenderState::SetStencilMask(StencilFace face, Uint32 mask) {
StencilFaceState& state = m_parameters.StencilStates[GetStencilFaceIndex(face)];
if (state.WriteMask == mask) return;
state.WriteMask = mask;
++m_version;
}
void RenderState::SetStencilOp(StencilFace face, StencilOperation fail, StencilOperation depthFail,
StencilOperation depthPass) {
StencilFaceState& state = m_parameters.StencilStates[GetStencilFaceIndex(face)];
if (state.FailOp == fail && state.PassDepthFailOp == depthFail &&
state.PassDepthPassOp == depthPass) {
return;
}
state.FailOp = fail;
state.PassDepthFailOp = depthFail;
state.PassDepthPassOp = depthPass;
BumpVersions();
}
const StencilFaceState& RenderState::GetStencilState(StencilFace face) const {
return m_parameters.StencilStates[GetStencilFaceIndex(face)];
}
// -------------------- Color Mask --------------------
void RenderState::SetColorMask(BoolVec4 mask) {
// glColorMask broadcasts the same mask to every draw buffer.
Bool changed = false;
for (auto& slot : m_parameters.ColorMasks) {
if (!(slot == mask)) {
slot = mask;
changed = true;
}
}
if (changed) BumpVersions();
}
BoolVec4 RenderState::GetColorMask() const {
// Non-indexed query reports draw buffer 0.
return m_parameters.ColorMasks[0];
}
void RenderState::SetColorMaskIndexed(Uint index, BoolVec4 mask) {
if (m_parameters.ColorMasks[index] == mask) return;
m_parameters.ColorMasks[index] = mask;
BumpVersions();
}
BoolVec4 RenderState::GetColorMaskIndexed(Uint index) const {
return m_parameters.ColorMasks[index];
}
// -------------------- Clear State --------------------
void RenderState::SetClearColor(FloatVec4 color) {
if (m_parameters.ClearColor == color) return;
m_parameters.ClearColor = color;
++m_version;
}
const FloatVec4& RenderState::GetClearColor() const {
return m_parameters.ClearColor;
}
void RenderState::SetClearDepth(Float depth) {
if (m_parameters.ClearDepth == depth) return;
m_parameters.ClearDepth = depth;
++m_version;
}
Float RenderState::GetClearDepth() const {
return m_parameters.ClearDepth;
}
void RenderState::SetClearStencil(Int stencil) {
if (m_parameters.ClearStencil == stencil) return;
m_parameters.ClearStencil = stencil;
++m_version;
}
Uint32 RenderState::GetClearStencil() const {
return m_parameters.ClearStencil;
}
void RenderState::SetBlendColor(FloatVec4 color) {
if (m_parameters.BlendColor == color) return;
m_parameters.BlendColor = color;
++m_version;
}
const FloatVec4& RenderState::GetBlendColor() const {
return m_parameters.BlendColor;
}
// Like Viewport: ARB_viewport_array makes DepthRange(n, f) the same as
// DepthRangeIndexed(i, n, f) for every i.
void RenderState::SetDepthRange(FloatVec2 range) {
Bool stateChanged = false;
for (auto& stored : m_parameters.DepthRanges) {
if (stored == range) continue;
stored = range;
stateChanged = true;
}
if (stateChanged) ++m_version;
}
const FloatVec2& RenderState::GetDepthRange() const {
return m_parameters.DepthRanges[0];
}
void RenderState::SetDepthRangeIndexed(Uint index, FloatVec2 range) {
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
MOBILEGL_ASSERT(false, "Depth range index out of range: %u", index);
return;
}
if (m_parameters.DepthRanges[index] == range) return;
m_parameters.DepthRanges[index] = range;
++m_version;
}
const FloatVec2& RenderState::GetDepthRangeIndexed(Uint index) const {
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
MOBILEGL_ASSERT(false, "Depth range index out of range: %u", index);
return m_parameters.DepthRanges[0];
}
return m_parameters.DepthRanges[index];
}
void RenderState::SetSampleCoverage(Float value, Bool invert) {
if (m_parameters.SampleCoverageValue == value && m_parameters.SampleCoverageInvert == invert) return;
m_parameters.SampleCoverageValue = value;
m_parameters.SampleCoverageInvert = invert;
BumpVersions();
}
Float RenderState::GetSampleCoverageValue() const {
return m_parameters.SampleCoverageValue;
}
Bool RenderState::GetSampleCoverageInvert() const {
return m_parameters.SampleCoverageInvert;
}
void RenderState::SetSampleMaskValue(Uint32 mask) {
if (m_parameters.SampleMaskValue == mask) return;
m_parameters.SampleMaskValue = mask;
BumpVersions();
}
Uint32 RenderState::GetSampleMaskValue() const {
return m_parameters.SampleMaskValue;
}
// -------------------- Pixel Store --------------------
void RenderState::SetPixelStoreParam(PixelStoreParam param, Int value) {
#define SET_PIXEL_STORE_PARAM(paramNameHead, paramNameTail, val) \
case PixelStoreParam::paramNameHead##paramNameTail: \
if (m_pixelStore##paramNameHead##Parameters.paramNameTail == (val)) break; \
m_pixelStore##paramNameHead##Parameters.paramNameTail = (val); \
break;
switch (param) {
SET_PIXEL_STORE_PARAM(Pack, Alignment, value);
SET_PIXEL_STORE_PARAM(Pack, RowLength, value);
SET_PIXEL_STORE_PARAM(Pack, ImageHeight, value);
SET_PIXEL_STORE_PARAM(Pack, SkipPixels, value);
SET_PIXEL_STORE_PARAM(Pack, SkipRows, value);
SET_PIXEL_STORE_PARAM(Pack, SkipImages, value);
SET_PIXEL_STORE_PARAM(Pack, SwapBytes, value != 0);
SET_PIXEL_STORE_PARAM(Pack, LSBFirst, value != 0);
SET_PIXEL_STORE_PARAM(Unpack, Alignment, value);
SET_PIXEL_STORE_PARAM(Unpack, RowLength, value);
SET_PIXEL_STORE_PARAM(Unpack, ImageHeight, value);
SET_PIXEL_STORE_PARAM(Unpack, SkipPixels, value);
SET_PIXEL_STORE_PARAM(Unpack, SkipRows, value);
SET_PIXEL_STORE_PARAM(Unpack, SkipImages, value);
SET_PIXEL_STORE_PARAM(Unpack, SwapBytes, value != 0);
SET_PIXEL_STORE_PARAM(Unpack, LSBFirst, value != 0);
default:
MOBILEGL_ASSERT(false, "Invalid PixelStoreParam enum: %d", static_cast<int>(param));
return;
}
}
Int RenderState::GetPixelStoreParam(PixelStoreParam param) const {
#define RETURN_PIXEL_STORE_PARAM(paramNameHead, paramNameTail) \
case PixelStoreParam::paramNameHead##paramNameTail: \
return m_pixelStore##paramNameHead##Parameters.paramNameTail;
switch (param) {
RETURN_PIXEL_STORE_PARAM(Pack, Alignment);
RETURN_PIXEL_STORE_PARAM(Pack, RowLength);
RETURN_PIXEL_STORE_PARAM(Pack, ImageHeight);
RETURN_PIXEL_STORE_PARAM(Pack, SkipPixels);
RETURN_PIXEL_STORE_PARAM(Pack, SkipRows);
RETURN_PIXEL_STORE_PARAM(Pack, SkipImages);
RETURN_PIXEL_STORE_PARAM(Pack, SwapBytes);
RETURN_PIXEL_STORE_PARAM(Pack, LSBFirst);
RETURN_PIXEL_STORE_PARAM(Unpack, Alignment);
RETURN_PIXEL_STORE_PARAM(Unpack, RowLength);
RETURN_PIXEL_STORE_PARAM(Unpack, ImageHeight);
RETURN_PIXEL_STORE_PARAM(Unpack, SkipPixels);
RETURN_PIXEL_STORE_PARAM(Unpack, SkipRows);
RETURN_PIXEL_STORE_PARAM(Unpack, SkipImages);
RETURN_PIXEL_STORE_PARAM(Unpack, SwapBytes);
RETURN_PIXEL_STORE_PARAM(Unpack, LSBFirst);
default:
MOBILEGL_ASSERT(false, "Invalid PixelStoreParam enum: %d", static_cast<int>(param));
return 0;
}
}
PixelStoreParameters RenderState::GetPixelStoreParameters(Bool isUnpack) const {
return isUnpack ? m_pixelStoreUnpackParameters : m_pixelStorePackParameters;
}
// -------------------- Cull Face --------------------
void RenderState::SetCullFaceMode(CullFaceMode mode) {
if (m_parameters.CullFaceModeSetting == mode) return;
m_parameters.CullFaceModeSetting = mode;
BumpVersions();
}
CullFaceMode RenderState::GetCullFaceMode() const {
return m_parameters.CullFaceModeSetting;
}
void RenderState::SetFrontFaceMode(FrontFaceMode mode) {
if (m_parameters.FrontFaceModeSetting == mode) return;
m_parameters.FrontFaceModeSetting = mode;
BumpVersions();
}
FrontFaceMode RenderState::GetFrontFaceMode() const {
return m_parameters.FrontFaceModeSetting;
}
void RenderState::SetProvokingVertexMode(ProvokingVertexMode mode) {
if (m_parameters.ProvokingVertexModeSetting == mode) return;
m_parameters.ProvokingVertexModeSetting = mode;
BumpVersions();
}
ProvokingVertexMode RenderState::GetProvokingVertexMode() const {
return m_parameters.ProvokingVertexModeSetting;
}
// --------------------- Scissor ---------------------
// Like Viewport: ARB_viewport_array makes Scissor(x, y, w, h) the same as
// ScissorIndexed(i, x, y, w, h) for every i.
void RenderState::SetScissorBox(IntVec4 box) {
Bool stateChanged = false;
for (auto& stored : m_parameters.ScissorBoxes) {
if (stored == box) continue;
stored = box;
stateChanged = true;
}
if (stateChanged) ++m_version;
}
const IntVec4& RenderState::GetScissorBox() const {
return m_parameters.ScissorBoxes[0];
}
void RenderState::SetScissorBoxIndexed(Uint index, IntVec4 box) {
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
MOBILEGL_ASSERT(false, "Scissor box index out of range: %u", index);
return;
}
if (m_parameters.ScissorBoxes[index] == box) return;
m_parameters.ScissorBoxes[index] = box;
++m_version;
}
const IntVec4& RenderState::GetScissorBoxIndexed(Uint index) const {
if (index >= RenderStateParameters::MAX_VIEWPORTS) {
MOBILEGL_ASSERT(false, "Scissor box index out of range: %u", index);
return m_parameters.ScissorBoxes[0];
}
return m_parameters.ScissorBoxes[index];
}
} // namespace GLState
} // namespace MG_State
} // namespace MobileGL