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MobileGL/MobileGL/MG_State/GLState/Core.cpp
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// MobileGL - MobileGL/MG_State/GLState/Core.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 "Core.h"
#include "MG_State/GLState/RenderbufferState/RenderbufferObject.h"
#include "MG_State/EGLState/Core.h"
namespace MobileGL {
namespace MG_State {
void Init() {
MGLOG_D("Initializing MobileGL State...");
pGLContext = new MG_State::GLState::GLContext();
pEGLContext = new MG_State::EGLState::EGLContext();
}
namespace GLState {
// Error
void GLContext::RecordError(ErrorCode code, SharedPtr<ErrorInfo> info) {
m_errorState.RecordError(code, info);
}
Bool GLContext::HasGLError() const {
return m_errorState.HasGLError();
}
Optional<const Error> GLContext::PeekGLError() const {
return m_errorState.PeekGLError();
}
Optional<Error> GLContext::PopGLError() {
return m_errorState.PopGLError();
}
Bool GLContext::HasNonGLError() const {
return m_errorState.HasNonGLError();
}
Optional<const Error> GLContext::PeekNonGLError() const {
return m_errorState.PeekNonGLError();
}
Optional<Error> GLContext::PopNonGLError() {
return m_errorState.PopNonGLError();
}
void GLContext::ClearErrors() {
m_errorState.Clear();
}
// Buffer
Vector<Uint> GLContext::GenBufferNames(Uint number) {
return m_bufferState.GenerateNames(number);
}
SharedPtr<BufferObject> GLContext::GetBufferObject(Uint index) {
return m_bufferState.GetBufferObject(index);
}
BindingSlot<BufferObject>& GLContext::GetBufferBindingSlot(BufferTarget target) {
if (target == BufferTarget::Index) {
const auto& vao = m_vertexArrayState.GetBoundVertexArray();
MOBILEGL_ASSERT(vao != nullptr,
"No VAO is currently bound when accessing index buffer binding slot.");
return vao->GetIndexBufferBindingSlot();
}
return m_bufferState.GetBindingSlot(target);
}
BindingSlotRange1D<BufferObject>& GLContext::GetBufferBindingPoint(BufferTarget target, Uint index) {
return m_bufferState.GetBindingPoint(target, index);
}
SharedPtr<BufferObject> GLContext::CreateBufferObject(Uint index) {
return m_bufferState.CreateBufferObject(index);
}
void GLContext::MarkBufferObjectForDeletion(Uint index) {
if (ValidateBufferObject(index)) {
auto bufferObject = m_bufferState.GetBufferObject(index);
auto& vaos = m_vertexArrayState.GetAllVertexArrays();
for (SizeT i = 0; i < vaos.size(); ++i) {
auto vao = vaos[i];
if (vao == nullptr) continue;
if (vao->GetIndexBufferBindingSlot().GetBoundObject() == bufferObject) {
vao->GetIndexBufferBindingSlot().Bind(nullptr);
}
for (SizeT j = 0; j < VertexArrayObject::MAX_VERTEX_ATTRIBS; ++j) {
if (vao->GetAttribute(j).Buffer == bufferObject) {
vao->BindAttributeBuffer(j, nullptr);
}
}
}
}
m_bufferState.MarkBufferObjectForDeletion(index);
}
Bool GLContext::ValidateBufferName(Uint index) const {
return m_bufferState.ValidateName(index);
}
Bool GLContext::ValidateBufferObject(Uint index) const {
return m_bufferState.ValidateBufferObject(index);
}
// VertexArray
Vector<Uint> GLContext::GenVertexArrayNames(Uint number) {
return m_vertexArrayState.GenerateNames(number);
}
SharedPtr<VertexArrayObject> GLContext::GetVertexArrayObject(Uint index) {
return m_vertexArrayState.GetVertexArrayObject(index);
}
void GLContext::BindVertexArray(Uint index) {
m_vertexArrayState.Bind(index);
}
SharedPtr<VertexArrayObject> GLContext::CreateVertexArrayObject(Uint index) {
return m_vertexArrayState.CreateVertexArrayObject(index);
}
void GLContext::MarkVertexArrayForDeletion(Uint index) {
m_vertexArrayState.MarkVertexArrayForDeletion(index);
}
Bool GLContext::ValidateVertexArrayName(Uint index) const {
return m_vertexArrayState.ValidateName(index);
}
Bool GLContext::ValidateVertexArrayObject(Uint index) const {
return m_vertexArrayState.ValidateVertexArrayObject(index);
}
SharedPtr<VertexArrayObject> GLContext::GetBoundVertexArray() {
return m_vertexArrayState.GetBoundVertexArray();
}
// Texture
Vector<Uint> GLContext::GenTextureNames(Uint number) {
return m_textureState.GenerateNames(number);
}
SharedPtr<ITextureObject> GLContext::GetTextureObject(Uint index) {
return m_textureState.GetTextureObject(index);
}
SharedPtr<ITextureObject> GLContext::CreateTextureObject(Uint index, TextureTarget target) {
return m_textureState.CreateTextureObject(index, target);
}
void GLContext::MarkTextureObjectForDeletion(Uint index) {
m_textureState.MarkTextureObjectForDeletion(index);
}
TextureUnit& GLContext::GetTextureUnitObject(Int unit) {
return m_textureState.GetUnitObject(unit);
}
Bool GLContext::ValidateTextureName(Uint index) const {
return m_textureState.ValidateName(index);
}
Bool GLContext::ValidateTextureObject(Uint index) const {
return m_textureState.ValidateTextureObject(index);
}
Int GLContext::GetActiveTextureUnit() const {
return m_textureState.GetActiveTextureUnit();
}
void GLContext::SetActiveTextureUnit(Int unit) {
m_textureState.SetActiveTextureUnit(unit);
}
// Program
Uint GLContext::CreateProgram() {
return m_programState.CreateProgram();
}
Uint GLContext::CreateShader(const ShaderStage stage) {
return m_programState.CreateShader(stage);
}
void GLContext::MarkProgramForDeletion(const Uint index) {
return m_programState.MarkProgramObjectForDeletion(index);
}
void GLContext::MarkShaderForDeletion(const Uint index) {
return m_programState.MarkShaderObjectForDeletion(index);
}
Bool GLContext::ValidateProgramName(const Uint index) const {
return m_programState.ValidateProgramObject(index);
}
Bool GLContext::ValidateShaderName(const Uint index) const {
return m_programState.ValidateShaderObject(index);
}
SharedPtr<ProgramObject> GLContext::GetProgramObject(const Uint index) {
return m_programState.GetProgramObject(index);
}
SharedPtr<ShaderObject> GLContext::GetShaderObject(const Uint index) {
return m_programState.GetShaderObject(index);
}
void GLContext::UseProgram(Uint program) {
return m_programState.UseProgram(program);
}
SharedPtr<ProgramObject> GLContext::GetCurrentProgram() {
return m_programState.GetCurrentProgram();
}
// RenderState
Uint GLContext::GetRenderStateParametersVersion() const {
return m_renderState.GetVersion();
}
const RenderStateParameters& GLContext::GetRenderStateParameters() const {
return m_renderState.GetAllParameters();
}
void GLContext::SetViewport(IntVec4 viewport) {
m_renderState.SetViewport(viewport);
}
const IntVec4& GLContext::GetViewport() const {
return m_renderState.GetViewport();
}
void GLContext::SetCapability(CapabilityInput cap, Bool enabled) {
m_renderState.SetCapability(cap, enabled);
}
Bool GLContext::IsCapabilityEnabled(CapabilityInput cap) const {
return m_renderState.IsCapabilityEnabled(cap);
}
void GLContext::SetCapabilityIndexed(CapabilityInput cap, Uint index, Bool enabled) {
m_renderState.SetCapabilityIndexed(cap, index, enabled);
}
Bool GLContext::IsCapabilityEnabledIndexed(CapabilityInput cap, Uint index) const {
return m_renderState.IsCapabilityEnabledIndexed(cap, index);
}
void GLContext::SetBlendFunc(BlendFactor srcRGB, BlendFactor dstRGB, BlendFactor srcAlpha,
BlendFactor dstAlpha) {
m_renderState.SetBlendFunc(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GLContext::GetBlendFunc(BlendFactor& srcRGB, BlendFactor& dstRGB, BlendFactor& srcAlpha,
BlendFactor& dstAlpha) const {
m_renderState.GetBlendFunc(srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GLContext::SetBlendFuncIndexed(Uint index, BlendFactor srcRGB, BlendFactor dstRGB,
BlendFactor srcAlpha, BlendFactor dstAlpha) {
m_renderState.SetBlendFuncIndexed(index, srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GLContext::GetBlendFuncIndexed(Uint index, BlendFactor& srcRGB, BlendFactor& dstRGB,
BlendFactor& srcAlpha, BlendFactor& dstAlpha) const {
m_renderState.GetBlendFuncIndexed(index, srcRGB, dstRGB, srcAlpha, dstAlpha);
}
void GLContext::SetDepthFunc(DepthTestFunc func) {
m_renderState.SetDepthFunc(func);
}
DepthTestFunc GLContext::GetDepthFunc() const {
return m_renderState.GetDepthFunc();
}
void GLContext::SetDepthMask(Bool flag) {
m_renderState.SetDepthMask(flag);
}
Bool GLContext::GetDepthMask() const {
return m_renderState.GetDepthMask();
}
void GLContext::SetColorMask(BoolVec4 mask) {
m_renderState.SetColorMask(mask);
}
const BoolVec4 GLContext::GetColorMask() const {
return m_renderState.GetColorMask();
}
void GLContext::SetClearColor(FloatVec4 color) {
m_renderState.SetClearColor(color);
}
const FloatVec4& GLContext::GetClearColor() const {
return m_renderState.GetClearColor();
}
void GLContext::SetClearDepth(Float depth) {
m_renderState.SetClearDepth(depth);
}
Float GLContext::GetClearDepth() const {
return m_renderState.GetClearDepth();
}
void GLContext::SetClearStencil(Int stencil) {
m_renderState.SetClearStencil(stencil);
}
Int GLContext::GetClearStencil() const {
return m_renderState.GetClearStencil();
}
void GLContext::SetPixelStoreParam(PixelStoreParam param, Int value) {
m_renderState.SetPixelStoreParam(param, value);
}
Int GLContext::GetPixelStoreParam(PixelStoreParam param) const {
return m_renderState.GetPixelStoreParam(param);
}
PixelStoreParameters GLContext::GetPixelStoreParameters(Bool isUnpack) const {
return m_renderState.GetPixelStoreParameters(isUnpack);
}
void GLContext::SetCullFaceMode(CullFaceMode mode) {
m_renderState.SetCullFaceMode(mode);
}
CullFaceMode GLContext::GetCullFaceMode() const {
return m_renderState.GetCullFaceMode();
}
void GLContext::SetScissorBox(IntVec4 box) {
m_renderState.SetScissorBox(box);
}
const IntVec4& GLContext::GetScissorBox() const {
return m_renderState.GetScissorBox();
}
// Framebuffer
Vector<Uint> GLContext::GenFramebufferNames(Uint number) {
return m_framebufferState.GenerateNames(number);
}
SharedPtr<FramebufferObject> GLContext::GetFramebufferObject(Uint index) {
return m_framebufferState.GetFramebufferObject(index);
}
BindingSlot<FramebufferObject>& GLContext::GetFramebufferBindingSlot(FramebufferTarget target) {
return m_framebufferState.GetBindingSlot(target);
}
SharedPtr<FramebufferObject> GLContext::CreateFramebufferObject(Uint index) {
return m_framebufferState.CreateFramebufferObject(index);
}
void GLContext::MarkFramebufferObjectForDeletion(Uint index) {
m_framebufferState.MarkFramebufferObjectForDeletion(index);
}
Bool GLContext::ValidateFramebufferName(Uint index) const {
return m_framebufferState.ValidateName(index);
}
Bool GLContext::ValidateFramebufferObject(Uint index) const {
return m_framebufferState.ValidateFramebufferObject(index);
}
// Sampler
Vector<Uint> GLContext::GenSamplerNames(Uint number) {
return m_samplerState.GenerateNames(number);
}
SharedPtr<SamplerObject> GLContext::GetSamplerObject(Uint index) {
return m_samplerState.GetSamplerObject(index);
}
SharedPtr<SamplerObject> GLContext::CreateSamplerObject(Uint index) {
return m_samplerState.CreateSamplerObject(index);
}
void GLContext::MarkSamplerObjectForDeletion(Uint index) {
// Unbind the sampler from all texture units
if (ValidateSamplerObject(index)) {
auto sampler = m_samplerState.GetSamplerObject(index);
for (Int unit = 0; unit < TextureState::MAX_TEXTURE_IMAGE_UNITS; ++unit) {
auto& textureUnit = m_textureState.GetUnitObject(unit);
if (textureUnit.GetSamplerObject() == sampler) {
textureUnit.SetSamplerObject(nullptr);
}
}
}
m_samplerState.MarkSamplerObjectForDeletion(index);
}
Bool GLContext::ValidateSamplerName(Uint index) const {
return m_samplerState.ValidateName(index);
}
Bool GLContext::ValidateSamplerObject(Uint index) const {
return m_samplerState.ValidateSamplerObject(index);
}
// Renderbuffer
Vector<Uint> GLContext::GenRenderbufferNames(Uint number) {
return m_renderbufferState.GenerateNames(number);
}
SharedPtr<RenderbufferObject> GLContext::GetRenderbufferObject(Uint index) {
return m_renderbufferState.GetRenderbufferObject(index);
}
BindingSlot<RenderbufferObject>& GLContext::GetRenderbufferBindingSlot(RenderbufferTarget target) {
return m_renderbufferState.GetBindingSlot(target);
}
SharedPtr<RenderbufferObject> GLContext::CreateRenderbufferObject(Uint index) {
return m_renderbufferState.CreateRenderbufferObject(index);
}
void GLContext::MarkRenderbufferObjectForDeletion(Uint index) {
m_renderbufferState.MarkRenderbufferObjectForDeletion(index);
}
Bool GLContext::ValidateRenderbufferName(Uint index) const {
return m_renderbufferState.ValidateName(index);
}
} // namespace GLState
GLState::GLContext* pGLContext;
} // namespace MG_State
} // namespace MobileGL