mirror of
https://github.com/MobileGL-Dev/MobileGL
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161 lines
11 KiB
C++
161 lines
11 KiB
C++
// MobileGL - MobileGL/MG_Backend/DirectGLES/DirectGLES.h
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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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#pragma once
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#include <Includes.h>
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#include <MG_Backend/BackendObject.h>
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#include <MG_State/GLState/FramebufferState/FramebufferObject.h>
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#include <MG_State/GLState/TextureState/TextureState.h>
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#include <MG_State/GLState/SamplerState/SamplerObject.h>
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#include <MG_Util/BackendLoaders/OpenGL/Loader.h>
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#define CallAndCheck(operation) \
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MGLOG_D("Call GLES func: %s", #operation); \
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operation Utils::CheckGLESError();
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namespace MobileGL::MG_Backend::DirectGLES {
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// Re-establishes the frontend texture-unit bindings on the native ES context.
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// Content uploads use scratch bindings, so draws and dispatches call this after
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// texture synchronization.
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void BindCurrentTextures();
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void ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
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void ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value);
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void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value);
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void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value);
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void Clear(GLbitfield mask);
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void DrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices);
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void DrawArrays(GLenum mode, GLint first, GLsizei count);
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void DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLint basevertex);
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void MultiDrawArrays(GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount);
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void MultiDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
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GLsizei drawcount);
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void MultiDrawElementsBaseVertex(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices,
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GLsizei drawcount, const GLint* basevertex);
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void MultiDrawElementsIndirect(GLenum mode, GLenum type, const void* indirect, GLsizei drawcount, GLsizei stride);
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void MultiDrawElementsIndirectCount(GLenum mode, GLenum type, const void* indirect, GLintptr drawcount,
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GLsizei maxdrawcount, GLsizei stride);
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void MultiDrawArraysIndirect(GLenum mode, const void* indirect, GLsizei drawcount, GLsizei stride);
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void DrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type,
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const void* indices, GLint basevertex);
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void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices);
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void DrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void* indices,
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GLsizei instancecount, GLint basevertex, GLuint baseinstance);
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void DrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void* indices,
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GLsizei instancecount, GLint basevertex);
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void DrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void* indices,
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GLsizei instancecount, GLuint baseinstance);
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void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount);
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void DrawElementsIndirect(GLenum mode, GLenum type, const void* indirect);
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void DrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount,
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GLuint baseinstance);
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void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
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void DrawArraysIndirect(GLenum mode, const void* indirect);
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void ClearNamedFramebufferfv(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
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GLenum buffer, GLint drawbuffer, const GLfloat* value);
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void ClearNamedFramebufferfi(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
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GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
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void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1,
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GLint dstY1, GLbitfield mask, GLenum filter);
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void BlitNamedFramebuffer(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer,
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const SharedPtr<MG_State::GLState::FramebufferObject>& drawFramebuffer,
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GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter);
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void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width,
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GLsizei height, GLint border);
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void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width,
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GLsizei height);
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void CopyImageSubData(const SharedPtr<MG_State::GLState::ITextureObject>& srcTexture,
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GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ,
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const SharedPtr<MG_State::GLState::ITextureObject>& dstTexture,
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GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ,
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GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
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void GenerateMipmap(GLenum target);
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const GLubyte* GetString(GLenum name);
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void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
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void GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels);
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void DispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ);
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void DispatchComputeIndirect(GLintptr indirect);
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void MemoryBarrier(GLbitfield barriers);
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void MemoryBarrierByRegion(GLbitfield barriers);
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void BindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access,
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GLenum format);
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void GetIntegeri_v(GLenum target, GLuint index, GLint* data);
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void GetInteger64i_v(GLenum target, GLuint index, GLint64* data);
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void GetProgramiv(GLuint program, GLenum pname, GLint* params);
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void GetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint* params);
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GLuint GetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar* name);
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void GetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length,
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GLchar* name);
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void GetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount,
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const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params);
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GLint GetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar* name);
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GLint GetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar* name);
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void ShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
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Bool InitWindowSurface(NativeWindowType window);
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Bool InitPbufferSurface(EGLint width, EGLint height);
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Bool MakeCurrent();
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Bool ReleaseCurrent();
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// True when the backend ES context is current on the calling thread, i.e.
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// immediate buffer ops may issue GL calls right now.
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Bool IsBackendContextCurrentOnThisThread();
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// GL fence sync objects, backed by native ES fences. FenceSync returns null
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// (the frontend then falls back to an always-signaled sync) when the calling
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// thread does not own the ES context. Waits/queries degrade to "signaled" in
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// the same situation, and handles created under a since-destroyed ES context
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// are always treated as signaled.
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BackendSyncHandle FenceSync();
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GLenum ClientWaitSync(BackendSyncHandle sync, GLbitfield flags, GLuint64 timeout);
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void WaitSync(BackendSyncHandle sync, GLbitfield flags, GLuint64 timeout);
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void DeleteSync(BackendSyncHandle sync);
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Bool GetSyncStatus(BackendSyncHandle sync);
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// True when GL_EXT_disjoint_timer_query and every entry point the timer
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// hooks below need are present. Also gates the E_GL_ARB_timer_query
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// advertisement in BackendObject_DirectGLES::InitCapabilities, and is
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// registered as the GLFunctionsTable::IsTimerQuerySupported hook: a pure
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// capability read needs no current ES context, and it stays false until
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// the ES capabilities have been filled in.
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Bool AreTimerQueriesSupported();
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// GL timer-query objects, backed by GL_EXT_disjoint_timer_query. The
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// creators return null (the frontend then falls back to an immediately
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// available zero result) when the calling thread does not own the ES
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// context or the extension/entry points are missing, and handles created
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// under a since-destroyed ES context are always treated as complete with
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// a zero result (mirrors the fence-sync handles above).
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BackendQueryHandle BeginTimeElapsedQuery();
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void EndTimeElapsedQuery(BackendQueryHandle query);
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BackendQueryHandle QueryCounterTimestamp();
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Bool IsQueryResultAvailable(BackendQueryHandle query);
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// Returns true when a final value landed in *outNanoseconds (a zero for
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// null or stale-generation handles IS final: the frontend may cache it
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// and release the handle). Returns false only when the calling thread
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// does not own the ES context, so the value is genuinely unobtainable
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// right now; the handle stays alive and readable later.
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Bool GetQueryResult64(BackendQueryHandle query, Bool wait, Uint64* outNanoseconds);
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void DeleteBackendQuery(BackendQueryHandle query);
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Int64 GetGpuTimestampNs();
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void Present();
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// Frame-completion watermarks for the buffer-storage pool: CurrentFrameSerial()
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// is bumped once per Present(); CompletedFrameSerial() is the newest frame whose
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// GPU work has provably finished (advanced by polling a one-fence-per-frame ring).
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// A buffer retired during frame N is safe to recycle once CompletedFrameSerial() >= N.
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Uint64 CurrentFrameSerial();
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Uint64 CompletedFrameSerial();
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// Applies (or defers until the window surface exists) the app-requested
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// eglSwapInterval on the native EGL surface.
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void SetSwapInterval(Int interval);
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void SetEGLFuncsTable(const MG_External::EGLFunctionsTable& eglFuncs);
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void SetGLESFuncsTable(const MG_External::GLESFunctionsTable& glesFuncs);
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void SetGLESCapabilities(const MG_External::GLESCapabilities& capabilities);
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void DestroyEGLContext();
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extern MG_External::EGLFunctionsTable g_EGLFuncs;
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extern MG_External::GLESFunctionsTable g_GLESFuncs;
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extern MG_External::GLESCapabilities g_GLESCapabilities;
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} // namespace MobileGL::MG_Backend::DirectGLES
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