mirror of
https://github.com/MobileGL-Dev/MobileGL
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79 lines
3.1 KiB
C++
79 lines
3.1 KiB
C++
// MobileGL - MobileGL/MG_State/GLState/ProgramState/ProgramState.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 "ProgramState.h"
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namespace MobileGL::MG_State::GLState {
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Uint ProgramState::CreateProgram() {
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Uint programId = 0;
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m_programIndexGenerator.Generate(1, &programId);
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EnsureIndexAvail(programId, m_programObjects);
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auto programObject = MakeShared<ProgramObject>(programId);
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if (programObject == nullptr) return 0;
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m_programObjects[programId] = programObject;
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return programId;
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}
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const SharedPtr<ProgramObject>& ProgramState::GetProgramObject(const Uint id) {
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static SharedPtr<ProgramObject> nullProgramObject = nullptr;
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if (!CheckIndexAvail(id, m_programObjects)) return nullProgramObject; // FIXME: add error reporting here
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return m_programObjects[id];
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}
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void ProgramState::MarkProgramObjectForDeletion(const Uint program) {
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if (!CheckIndexAvail(program, m_programObjects)) return; // FIXME: add error reporting here
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auto& programObject = m_programObjects[program];
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if (programObject != nullptr) {
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programObject->MarkAsDeleted();
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programObject.reset();
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m_programIndexGenerator.Delete(program);
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}
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}
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Bool ProgramState::ValidateProgramObject(const Uint program) const {
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return CheckIndexAvail(program, m_programObjects) && m_programObjects[program] != nullptr;
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}
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void ProgramState::UseProgram(Uint program) {
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if (program == 0) m_currentProgram.reset();
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if (!CheckIndexAvail(program, m_programObjects)) return;
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m_currentProgram = m_programObjects[program];
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}
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Uint ProgramState::CreateShader(ShaderStage stage) {
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Uint shaderId = 0;
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m_shaderIndexGenerator.Generate(1, &shaderId);
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EnsureIndexAvail(shaderId, m_shaderObjects);
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auto shaderObject = MakeShared<ShaderObject>(stage, shaderId);
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if (shaderObject == nullptr) return 0;
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m_shaderObjects[shaderId] = shaderObject;
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return shaderId;
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}
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const SharedPtr<ShaderObject>& ProgramState::GetShaderObject(const Uint shader) {
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static SharedPtr<ShaderObject> nullShaderObject = nullptr;
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if (!CheckIndexAvail(shader, m_shaderObjects)) return nullShaderObject;
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return m_shaderObjects[shader];
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}
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void ProgramState::MarkShaderObjectForDeletion(Uint shader) {
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if (!CheckIndexAvail(shader, m_shaderObjects)) return;
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auto& shaderObject = m_shaderObjects[shader];
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if (shaderObject != nullptr) {
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m_shaderObjects[shader]->MarkAsDeleted();
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m_shaderObjects[shader].reset();
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m_shaderIndexGenerator.Delete(shader);
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}
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}
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Bool ProgramState::ValidateShaderObject(Uint shader) const {
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return CheckIndexAvail(shader, m_shaderObjects) && m_shaderObjects[shader] != nullptr;
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}
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} // namespace MobileGL::MG_State::GLState
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