mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
563 lines
24 KiB
C++
563 lines
24 KiB
C++
// MobileGL - MobileGL/MG_State/GLState/RenderState/RenderState.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 "RenderState.h"
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#include "MG_Util/Types.h"
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namespace MobileGL {
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namespace MG_State {
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namespace GLState {
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namespace {
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SizeT GetStencilFaceIndex(StencilFace face) {
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switch (face) {
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case StencilFace::Front:
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return 0;
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case StencilFace::Back:
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return 1;
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default:
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MOBILEGL_ASSERT(false, "Invalid stencil face enum: %d", static_cast<int>(face));
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return 0;
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}
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}
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} // namespace
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RenderState::RenderState() {}
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Uint RenderState::GetVersion() const {
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return m_version;
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}
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const RenderStateParameters& RenderState::GetAllParameters() const {
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return m_parameters;
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}
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// -------------------- Rasterization --------------------
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void RenderState::SetViewport(IntVec4 viewport) {
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if (m_parameters.Viewport == viewport) return;
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m_parameters.Viewport = viewport;
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++m_version;
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}
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const IntVec4& RenderState::GetViewport() const {
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return m_parameters.Viewport;
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}
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void RenderState::SetLineWidth(Float width) {
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if (m_parameters.LineWidth == width) return;
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m_parameters.LineWidth = width;
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++m_version;
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}
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Float RenderState::GetLineWidth() const {
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return m_parameters.LineWidth;
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}
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void RenderState::SetPointSize(Float size) {
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if (m_parameters.PointSize == size) return;
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m_parameters.PointSize = size;
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++m_version;
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}
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Float RenderState::GetPointSize() const {
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return m_parameters.PointSize;
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}
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void RenderState::SetPolygonOffset(Float factor, Float units) {
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if (m_parameters.PolygonOffsetFactor == factor && m_parameters.PolygonOffsetUnits == units) return;
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m_parameters.PolygonOffsetFactor = factor;
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m_parameters.PolygonOffsetUnits = units;
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++m_version;
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}
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Float RenderState::GetPolygonOffsetFactor() const {
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return m_parameters.PolygonOffsetFactor;
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}
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Float RenderState::GetPolygonOffsetUnits() const {
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return m_parameters.PolygonOffsetUnits;
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}
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// -------------------- Capabilities --------------------
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void RenderState::SetCapability(CapabilityInput cap, Bool enabled) {
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#define SET_CAPABILITY(capability, flag) \
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case CapabilityInput::capability: \
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if (m_parameters.capability##Enabled == (flag)) break; \
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m_parameters.capability##Enabled = (flag); \
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++m_version; \
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break;
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switch (cap) {
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SET_CAPABILITY(ColorLogicOp, enabled);
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SET_CAPABILITY(DebugOutput, enabled);
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SET_CAPABILITY(DebugOutputSynchronous, enabled);
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SET_CAPABILITY(DepthTest, enabled);
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SET_CAPABILITY(CullFace, enabled);
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SET_CAPABILITY(Dither, enabled);
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SET_CAPABILITY(LineSmooth, enabled);
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SET_CAPABILITY(Multisample, enabled);
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SET_CAPABILITY(PolygonOffsetFill, enabled);
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SET_CAPABILITY(PolygonOffsetLine, enabled);
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SET_CAPABILITY(PolygonOffsetPoint, enabled);
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SET_CAPABILITY(PolygonSmooth, enabled);
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SET_CAPABILITY(PrimitiveRestart, enabled);
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SET_CAPABILITY(PrimitiveRestartFixedIndex, enabled);
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SET_CAPABILITY(RasterizerDiscard, enabled);
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SET_CAPABILITY(SampleAlphaToCoverage, enabled);
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SET_CAPABILITY(SampleAlphaToOne, enabled);
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SET_CAPABILITY(SampleCoverage, enabled);
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SET_CAPABILITY(SampleMask, enabled);
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SET_CAPABILITY(ScissorTest, enabled);
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SET_CAPABILITY(StencilTest, enabled);
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SET_CAPABILITY(ProgramPointSize, enabled);
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case CapabilityInput::Blend: {
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Bool stateChanged = false;
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for (auto& blendState : m_parameters.BlendStates) {
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if (blendState.Enabled == enabled) continue;
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blendState.Enabled = enabled;
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stateChanged = true;
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}
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if (stateChanged) ++m_version;
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break;
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}
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default: // not supported currently
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break;
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}
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#undef SET_CAPABILITY
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}
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Bool RenderState::IsCapabilityEnabled(CapabilityInput cap) const {
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#define RETURN_CAPABILITY(capability) \
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case CapabilityInput::capability: \
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return m_parameters.capability##Enabled;
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switch (cap) {
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RETURN_CAPABILITY(ColorLogicOp);
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RETURN_CAPABILITY(DebugOutput);
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RETURN_CAPABILITY(DebugOutputSynchronous);
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RETURN_CAPABILITY(DepthTest);
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RETURN_CAPABILITY(CullFace);
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RETURN_CAPABILITY(Dither);
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RETURN_CAPABILITY(LineSmooth);
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RETURN_CAPABILITY(Multisample);
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RETURN_CAPABILITY(PolygonOffsetFill);
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RETURN_CAPABILITY(PolygonOffsetLine);
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RETURN_CAPABILITY(PolygonOffsetPoint);
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RETURN_CAPABILITY(PolygonSmooth);
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RETURN_CAPABILITY(PrimitiveRestart);
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RETURN_CAPABILITY(PrimitiveRestartFixedIndex);
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RETURN_CAPABILITY(RasterizerDiscard);
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RETURN_CAPABILITY(SampleAlphaToCoverage);
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RETURN_CAPABILITY(SampleAlphaToOne);
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RETURN_CAPABILITY(SampleCoverage);
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RETURN_CAPABILITY(SampleMask);
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RETURN_CAPABILITY(ScissorTest);
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RETURN_CAPABILITY(StencilTest);
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RETURN_CAPABILITY(ProgramPointSize);
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case CapabilityInput::Blend:
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return m_parameters.BlendStates[0].Enabled;
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default:
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return false;
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}
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}
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void RenderState::SetCapabilityIndexed(CapabilityInput cap, Uint index, Bool enabled) {
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// Only for BlendState currently
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if (cap != CapabilityInput::Blend) {
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THROW_UNIMPL_EXCEPTION;
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return;
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}
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if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
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MOBILEGL_ASSERT(false, "Blend capability index out of range: %d", index);
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return;
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}
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if (m_parameters.BlendStates[index].Enabled == enabled) return;
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m_parameters.BlendStates[index].Enabled = enabled;
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++m_version;
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}
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Bool RenderState::IsCapabilityEnabledIndexed(CapabilityInput cap, Uint index) const {
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// Only for BlendState currently
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if (cap != CapabilityInput::Blend) {
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THROW_UNIMPL_EXCEPTION;
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return false;
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}
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if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
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MOBILEGL_ASSERT(false, "Blend capability index out of range: %d", index);
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return false;
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}
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return m_parameters.BlendStates[index].Enabled;
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}
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// -------------------- Blending --------------------
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void RenderState::SetBlendFunc(BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha,
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BlendFactor dstAlpha) {
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Bool stateChanged = false;
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for (auto& blendState : m_parameters.BlendStates) {
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if (blendState.SrcFactorRGB == srcRGB && blendState.DstFactorRGB == dstRGB &&
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blendState.SrcFactorAlpha == srcAlpha && blendState.DstFactorAlpha == dstAlpha) {
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continue;
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}
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blendState.SrcFactorRGB = srcRGB;
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blendState.DstFactorRGB = dstRGB;
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blendState.SrcFactorAlpha = srcAlpha;
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blendState.DstFactorAlpha = dstAlpha;
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stateChanged = true;
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}
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if (!stateChanged) return;
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++m_version;
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}
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void RenderState::GetBlendFunc(BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
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BlendFactor& dstAlpha) const {
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srcRGB = m_parameters.BlendStates[0].SrcFactorRGB;
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dstRGB = m_parameters.BlendStates[0].DstFactorRGB;
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srcAlpha = m_parameters.BlendStates[0].SrcFactorAlpha;
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dstAlpha = m_parameters.BlendStates[0].DstFactorAlpha;
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}
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void RenderState::SetBlendFuncIndexed(Uint index, BlendFactor srcRGB, BlendFactor dstRGB,
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BlendFactor srcAlpha, BlendFactor dstAlpha) {
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if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
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MOBILEGL_ASSERT(false, "Blend function index out of range: %d", index);
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return;
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}
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PerBufferBlendState& blendState = m_parameters.BlendStates[index];
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if (blendState.SrcFactorRGB == srcRGB && blendState.DstFactorRGB == dstRGB &&
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blendState.SrcFactorAlpha == srcAlpha && blendState.DstFactorAlpha == dstAlpha) {
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return;
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}
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blendState.SrcFactorRGB = srcRGB;
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blendState.DstFactorRGB = dstRGB;
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blendState.SrcFactorAlpha = srcAlpha;
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blendState.DstFactorAlpha = dstAlpha;
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++m_version;
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}
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void RenderState::GetBlendFuncIndexed(Uint index, BlendFactor& srcRGB, BlendFactor& dstRGB,
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BlendFactor& srcAlpha, BlendFactor& dstAlpha) const {
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if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
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MOBILEGL_ASSERT(false, "Blend function index out of range: %d", index);
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return;
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}
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srcRGB = m_parameters.BlendStates[index].SrcFactorRGB;
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dstRGB = m_parameters.BlendStates[index].DstFactorRGB;
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srcAlpha = m_parameters.BlendStates[index].SrcFactorAlpha;
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dstAlpha = m_parameters.BlendStates[index].DstFactorAlpha;
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}
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void RenderState::SetBlendEquation(BlendEquation color, BlendEquation alpha) {
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Bool stateChanged = false;
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for (auto& blendState : m_parameters.BlendStates) {
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if (blendState.ColorEquation == color && blendState.AlphaEquation == alpha) {
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continue;
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}
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blendState.ColorEquation = color;
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blendState.AlphaEquation = alpha;
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stateChanged = true;
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}
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if (!stateChanged) return;
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++m_version;
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}
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void RenderState::GetBlendEquation(BlendEquation& color, BlendEquation& alpha) const {
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color = m_parameters.BlendStates[0].ColorEquation;
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alpha = m_parameters.BlendStates[0].AlphaEquation;
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}
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void RenderState::SetBlendEquationIndexed(Uint index, BlendEquation color, BlendEquation alpha) {
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if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
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MOBILEGL_ASSERT(false, "Blend equation index out of range: %d", index);
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return;
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}
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PerBufferBlendState& blendState = m_parameters.BlendStates[index];
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if (blendState.ColorEquation == color && blendState.AlphaEquation == alpha) {
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return;
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}
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blendState.ColorEquation = color;
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blendState.AlphaEquation = alpha;
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++m_version;
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}
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void RenderState::GetBlendEquationIndexed(Uint index, BlendEquation& color, BlendEquation& alpha) const {
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if (index >= MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS) {
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MOBILEGL_ASSERT(false, "Blend equation index out of range: %d", index);
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return;
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}
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color = m_parameters.BlendStates[index].ColorEquation;
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alpha = m_parameters.BlendStates[index].AlphaEquation;
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}
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void RenderState::SetLogicOp(LogicOperation logicOp) {
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if (m_parameters.LogicOp == logicOp) return;
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m_parameters.LogicOp = logicOp;
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++m_version;
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}
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LogicOperation RenderState::GetLogicOp() const {
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return m_parameters.LogicOp;
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}
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// -------------------- Depth --------------------
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void RenderState::SetDepthFunc(DepthTestFunc func) {
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if (m_parameters.DepthFunc == func) return;
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m_parameters.DepthFunc = func;
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++m_version;
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}
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DepthTestFunc RenderState::GetDepthFunc() const {
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return m_parameters.DepthFunc;
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}
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void RenderState::SetDepthMask(Bool flag) {
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if (m_parameters.DepthMask == flag) return;
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m_parameters.DepthMask = flag;
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++m_version;
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}
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Bool RenderState::GetDepthMask() const {
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return m_parameters.DepthMask;
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}
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void RenderState::SetStencilFunc(StencilFace face, DepthTestFunc func, Int ref, Uint32 mask) {
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StencilFaceState& state = m_parameters.StencilStates[GetStencilFaceIndex(face)];
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if (state.Func == func && state.Ref == ref && state.ValueMask == mask) return;
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state.Func = func;
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state.Ref = ref;
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state.ValueMask = mask;
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++m_version;
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}
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void RenderState::SetStencilMask(StencilFace face, Uint32 mask) {
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StencilFaceState& state = m_parameters.StencilStates[GetStencilFaceIndex(face)];
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if (state.WriteMask == mask) return;
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state.WriteMask = mask;
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++m_version;
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}
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void RenderState::SetStencilOp(StencilFace face, StencilOperation fail, StencilOperation depthFail,
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StencilOperation depthPass) {
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StencilFaceState& state = m_parameters.StencilStates[GetStencilFaceIndex(face)];
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if (state.FailOp == fail && state.PassDepthFailOp == depthFail &&
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state.PassDepthPassOp == depthPass) {
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return;
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}
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state.FailOp = fail;
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state.PassDepthFailOp = depthFail;
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state.PassDepthPassOp = depthPass;
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++m_version;
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}
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const StencilFaceState& RenderState::GetStencilState(StencilFace face) const {
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return m_parameters.StencilStates[GetStencilFaceIndex(face)];
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}
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// -------------------- Color Mask --------------------
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void RenderState::SetColorMask(BoolVec4 mask) {
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if (m_parameters.ColorMask == mask) return;
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m_parameters.ColorMask = mask;
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++m_version;
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}
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BoolVec4 RenderState::GetColorMask() const {
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return m_parameters.ColorMask;
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}
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// -------------------- Clear State --------------------
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void RenderState::SetClearColor(FloatVec4 color) {
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if (m_parameters.ClearColor == color) return;
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m_parameters.ClearColor = color;
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++m_version;
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}
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const FloatVec4& RenderState::GetClearColor() const {
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return m_parameters.ClearColor;
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}
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void RenderState::SetClearDepth(Float depth) {
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if (m_parameters.ClearDepth == depth) return;
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m_parameters.ClearDepth = depth;
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++m_version;
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}
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Float RenderState::GetClearDepth() const {
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return m_parameters.ClearDepth;
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}
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void RenderState::SetClearStencil(Int stencil) {
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if (m_parameters.ClearStencil == stencil) return;
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m_parameters.ClearStencil = stencil;
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++m_version;
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}
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Uint32 RenderState::GetClearStencil() const {
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return m_parameters.ClearStencil;
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}
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void RenderState::SetBlendColor(FloatVec4 color) {
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if (m_parameters.BlendColor == color) return;
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m_parameters.BlendColor = color;
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++m_version;
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}
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const FloatVec4& RenderState::GetBlendColor() const {
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return m_parameters.BlendColor;
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}
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void RenderState::SetDepthRange(FloatVec2 range) {
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if (m_parameters.DepthRange == range) return;
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m_parameters.DepthRange = range;
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++m_version;
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}
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const FloatVec2& RenderState::GetDepthRange() const {
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return m_parameters.DepthRange;
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}
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void RenderState::SetSampleCoverage(Float value, Bool invert) {
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if (m_parameters.SampleCoverageValue == value && m_parameters.SampleCoverageInvert == invert) return;
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m_parameters.SampleCoverageValue = value;
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m_parameters.SampleCoverageInvert = invert;
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++m_version;
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}
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Float RenderState::GetSampleCoverageValue() const {
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return m_parameters.SampleCoverageValue;
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}
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Bool RenderState::GetSampleCoverageInvert() const {
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return m_parameters.SampleCoverageInvert;
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}
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void RenderState::SetSampleMaskValue(Uint32 mask) {
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if (m_parameters.SampleMaskValue == mask) return;
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m_parameters.SampleMaskValue = mask;
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++m_version;
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}
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Uint32 RenderState::GetSampleMaskValue() const {
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return m_parameters.SampleMaskValue;
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}
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// -------------------- Pixel Store --------------------
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void RenderState::SetPixelStoreParam(PixelStoreParam param, Int value) {
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#define SET_PIXEL_STORE_PARAM(paramNameHead, paramNameTail, val) \
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case PixelStoreParam::paramNameHead##paramNameTail: \
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if (m_pixelStore##paramNameHead##Parameters.paramNameTail == (val)) break; \
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m_pixelStore##paramNameHead##Parameters.paramNameTail = (val); \
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break;
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switch (param) {
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SET_PIXEL_STORE_PARAM(Pack, Alignment, value);
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SET_PIXEL_STORE_PARAM(Pack, RowLength, value);
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SET_PIXEL_STORE_PARAM(Pack, ImageHeight, value);
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SET_PIXEL_STORE_PARAM(Pack, SkipPixels, value);
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SET_PIXEL_STORE_PARAM(Pack, SkipRows, value);
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SET_PIXEL_STORE_PARAM(Pack, SkipImages, value);
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SET_PIXEL_STORE_PARAM(Pack, SwapBytes, value != 0);
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SET_PIXEL_STORE_PARAM(Pack, LSBFirst, value != 0);
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SET_PIXEL_STORE_PARAM(Unpack, Alignment, value);
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SET_PIXEL_STORE_PARAM(Unpack, RowLength, value);
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SET_PIXEL_STORE_PARAM(Unpack, ImageHeight, value);
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SET_PIXEL_STORE_PARAM(Unpack, SkipPixels, value);
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SET_PIXEL_STORE_PARAM(Unpack, SkipRows, value);
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SET_PIXEL_STORE_PARAM(Unpack, SkipImages, value);
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SET_PIXEL_STORE_PARAM(Unpack, SwapBytes, value != 0);
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SET_PIXEL_STORE_PARAM(Unpack, LSBFirst, value != 0);
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default:
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MOBILEGL_ASSERT(false, "Invalid PixelStoreParam enum: %d", static_cast<int>(param));
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return;
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}
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}
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Int RenderState::GetPixelStoreParam(PixelStoreParam param) const {
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#define RETURN_PIXEL_STORE_PARAM(paramNameHead, paramNameTail) \
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case PixelStoreParam::paramNameHead##paramNameTail: \
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|
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
|