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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/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;
}
}
} // namespace
RenderState::RenderState() {}
Uint RenderState::GetVersion() const {
return m_version;
}
const RenderStateParameters& RenderState::GetAllParameters() const {
return m_parameters;
}
// -------------------- Rasterization --------------------
void RenderState::SetViewport(IntVec4 viewport) {
if (m_parameters.Viewport == viewport) return;
m_parameters.Viewport = viewport;
++m_version;
}
const IntVec4& RenderState::GetViewport() const {
return m_parameters.Viewport;
}
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::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::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 --------------------
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); \
++m_version; \
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(ScissorTest, 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) ++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(ScissorTest);
RETURN_CAPABILITY(StencilTest);
RETURN_CAPABILITY(ProgramPointSize);
case CapabilityInput::Blend:
return m_parameters.BlendStates[0].Enabled;
default:
return false;
}
}
void RenderState::SetCapabilityIndexed(CapabilityInput cap, Uint index, Bool enabled) {
// Only for BlendState currently
if (cap != CapabilityInput::Blend) {
THROW_UNIMPL_EXCEPTION;
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;
++m_version;
}
Bool RenderState::IsCapabilityEnabledIndexed(CapabilityInput cap, Uint index) const {
// Only for BlendState currently
if (cap != CapabilityInput::Blend) {
THROW_UNIMPL_EXCEPTION;
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;
++m_version;
}
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;
++m_version;
}
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;
++m_version;
}
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;
++m_version;
}
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;
++m_version;
}
LogicOperation RenderState::GetLogicOp() const {
return m_parameters.LogicOp;
}
// -------------------- Depth --------------------
void RenderState::SetDepthFunc(DepthTestFunc func) {
if (m_parameters.DepthFunc == func) return;
m_parameters.DepthFunc = func;
++m_version;
}
DepthTestFunc RenderState::GetDepthFunc() const {
return m_parameters.DepthFunc;
}
void RenderState::SetDepthMask(Bool flag) {
if (m_parameters.DepthMask == flag) return;
m_parameters.DepthMask = flag;
++m_version;
}
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;
state.Func = func;
state.Ref = ref;
state.ValueMask = mask;
++m_version;
}
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;
++m_version;
}
const StencilFaceState& RenderState::GetStencilState(StencilFace face) const {
return m_parameters.StencilStates[GetStencilFaceIndex(face)];
}
// -------------------- Color Mask --------------------
void RenderState::SetColorMask(BoolVec4 mask) {
if (m_parameters.ColorMask == mask) return;
m_parameters.ColorMask = mask;
++m_version;
}
BoolVec4 RenderState::GetColorMask() const {
return m_parameters.ColorMask;
}
// -------------------- 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;
}
void RenderState::SetDepthRange(FloatVec2 range) {
if (m_parameters.DepthRange == range) return;
m_parameters.DepthRange = range;
++m_version;
}
const FloatVec2& RenderState::GetDepthRange() const {
return m_parameters.DepthRange;
}
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;
++m_version;
}
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;
++m_version;
}
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;
++m_version;
}
CullFaceMode RenderState::GetCullFaceMode() const {
return m_parameters.CullFaceModeSetting;
}
void RenderState::SetFrontFaceMode(FrontFaceMode mode) {
if (m_parameters.FrontFaceModeSetting == mode) return;
m_parameters.FrontFaceModeSetting = mode;
++m_version;
}
FrontFaceMode RenderState::GetFrontFaceMode() const {
return m_parameters.FrontFaceModeSetting;
}
// --------------------- Scissor ---------------------
void RenderState::SetScissorBox(IntVec4 box) {
if (m_parameters.ScissorBox == box) return;
m_parameters.ScissorBox = box;
++m_version;
}
const IntVec4& RenderState::GetScissorBox() const {
return m_parameters.ScissorBox;
}
} // namespace GLState
} // namespace MG_State
} // namespace MobileGL