Files
MobileGL/MobileGL/MG_Impl/GLImpl/RenderState/GL_RenderState.h
T
swung0x48 e18d369adf [Feat] (MG_Impl/GLImpl, MG_State): implement glPrimitiveRestartIndex
Store the primitive restart index as render state and report it through
glGetIntegerv(GL_PRIMITIVE_RESTART_INDEX), replacing the stub and the
hardcoded 0 in the getter.

- RenderState gains a PrimitiveRestartIndex field (default 0) with
  set/get accessors and GLContext wrappers.
- glPrimitiveRestartIndex accepts any GLuint and generates no error.
- glGetIntegerv(GL_PRIMITIVE_RESTART_INDEX) now reads the stored value.

This is the state layer only. The backends do not yet honor an arbitrary
restart index at draw time -- Vulkan and GLES support only the fixed
all-ones restart value (GL_PRIMITIVE_RESTART_FIXED_INDEX) -- so a non-
default index is tracked and queryable but not yet applied to indexed
draws.

Tests: RenderStateSanity round-trip (default 0, mid value, and the full
32-bit range). Full SanityTest sweep green (31/31).
2026-07-11 00:43:45 -04:00

65 lines
3.2 KiB
C++

// MobileGL - MobileGL/MG_Impl/GLImpl/RenderState/GL_RenderState.h
// 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
#pragma once
#include <Includes.h>
namespace MobileGL::MG_Impl::GLImpl {
/* @INSERTION_POINT:FUNCTION_DECLARATION@ */
void BlendEquationi(GLuint buf, GLenum mode);
void BlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
void BlendFunci(GLuint buf, GLenum src, GLenum dst);
void BlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void GetBooleani_v(GLenum target, GLuint index, GLboolean* data);
void Disablei(GLenum target, GLuint index);
void Enablei(GLenum target, GLuint index);
void BlendFunc(GLenum sfactor, GLenum dfactor);
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
void StencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void StencilMaskSeparate(GLenum face, GLuint mask);
void StencilMask(GLuint mask);
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void StencilFunc(GLenum func, GLint ref, GLuint mask);
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void SampleCoverage(GLfloat value, GLboolean invert);
void PolygonOffset(GLfloat factor, GLfloat units);
void PolygonMode(GLenum face, GLenum mode);
void PointSize(GLfloat size);
void PointParameterf(GLenum pname, GLfloat param);
void PointParameteri(GLenum pname, GLint param);
void PointParameterfv(GLenum pname, const GLfloat* params);
void PointParameteriv(GLenum pname, const GLint* params);
void PixelStorei(GLenum pname, GLint param);
void PixelStoref(GLenum pname, GLfloat param);
void LogicOp(GLenum opcode);
void LineWidth(GLfloat width);
GLboolean IsEnabledi(GLenum target, GLuint index);
GLboolean IsEnabled(GLenum cap);
void Hint(GLenum target, GLenum mode);
void FrontFace(GLenum mode);
void ProvokingVertex(GLenum mode);
void Enable(GLenum cap);
void Disable(GLenum cap);
void DepthRange(GLclampd near_val, GLclampd far_val);
void DepthMask(GLboolean flag);
void DepthFunc(GLenum func);
void CullFace(GLenum mode);
void ColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void ColorMaski(GLuint index, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void ClampColor(GLenum target, GLenum clamp);
void PrimitiveRestartIndex(GLuint index);
void BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
void BlendEquation(GLenum mode);
void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void ClearStencil(GLint s);
void ClearDepth(GLclampd depth);
void ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
} // namespace MobileGL::MG_Impl::GLImpl