Files
MobileGL/MobileGL/MG_State/GLState/Core.cpp
T
BZLZHH dac02ca044 [Feat] (MG_Impl, MG_State): implement the direct state access transform feedback API
glCreateTransformFeedbacks, glTransformFeedbackBufferBase, glTransformFeedbackBufferRange
and the three glGetTransformFeedback* queries were all stubs, so a transform feedback
object could only be configured and inspected by binding it first - the exact thing
direct state access exists to avoid. The queries were the worse half: they returned
nothing and raised no error, so an application could not tell that it had learned
nothing.

glCreateTransformFeedbacks creates the objects outright. glGenTransformFeedbacks only
reserves names, and a reserved name becomes an object when it is first bound
(GL 4.6 core 13.2.1); the DSA form has no bind step to create them from.

The queries and the buffer bindings read and write a named object's state. That state
lives in two places: the context keeps one live copy of the capture bindings and the
active/paused flags for whichever object is bound, and every other object's copy sits in
its saved state until a bind swaps it in. The by-name accessors added to the context
resolve that, so a query for the bound object reads the live copy rather than a stale
save.

GL_TRANSFORM_FEEDBACK_BUFFER_START and _SIZE are answered as zero unless the binding was
made by the range form, matching what the buffer object binding points already do.

Takes direct_state_access.xfb_* from 0 to 4 of 5 on both backends; xfb_functional still
fails on the capture itself, which is a separate defect.
2026-08-05 02:16:48 +00:00

908 lines
37 KiB
C++

// 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"
#include <Config.h>
namespace MobileGL::MG_State {
void Init() {
MGLOG_D("Initializing MobileGL State...");
pGLContext = MakeUnique<GLState::GLContext>();
pEGLContext = MakeUnique<EGLState::EGLContext>();
}
Bool IsRelaxedSemanticsActive() {
return MG_Config::Features.RelaxedSemantics ||
!(pEGLContext && pEGLContext->IsCurrentContextOpenGLCoreProfile());
}
namespace GLState {
// Error
void GLContext::RecordError(ErrorCode code, UniquePtr<ErrorInfo> info) {
m_errorState.RecordError(code, Move(info));
}
Bool GLContext::HasGLError() const {
return m_errorState.HasGLError();
}
Optional<const Error*> GLContext::PeekGLError() const {
return m_errorState.PeekGLError();
}
Optional<UniquePtr<Error>> GLContext::PopGLError() {
return Move(m_errorState.PopGLError());
}
Bool GLContext::HasNonGLError() const {
return m_errorState.HasNonGLError();
}
Optional<const Error*> GLContext::PeekNonGLError() const {
return m_errorState.PeekNonGLError();
}
Optional<UniquePtr<Error>> GLContext::PopNonGLError() {
return Move(m_errorState.PopNonGLError());
}
void GLContext::ClearErrors() {
m_errorState.Clear();
}
// Buffer
void GLContext::GenBufferNames(Uint number, Vector<Uint>& buffers) {
m_bufferState.GenerateNames(number, buffers);
}
const 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);
}
const SharedPtr<BufferObject>& GLContext::CreateBufferObject(Uint index) {
return m_bufferState.CreateBufferObject(index);
}
void GLContext::MarkBufferObjectForDeletion(Uint index) {
if (ValidateBufferObject(index)) {
// GL semantics: deleting a buffer detaches it only from the CURRENT
// context's bindings, including the currently bound VAO's attachment
// points; attachments in other VAOs must survive (the shared_ptr keeps
// the data object alive, matching the spec's deferred deletion). The
// previous every-VAO scan was wrong per spec and O(VAOs) per delete —
// with one VAO per chunk section, vanilla's steady buffer churn made it
// dominate the render thread and FPS decay over session time.
auto bufferObject = m_bufferState.GetBufferObject(index);
const auto& vao = m_vertexArrayState.GetBoundVertexArray();
if (vao != nullptr) {
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
void GLContext::GenVertexArrayNames(Uint number, Vector<Uint>& vertexArrays) {
m_vertexArrayState.GenerateNames(number, vertexArrays);
}
const SharedPtr<VertexArrayObject>& GLContext::GetVertexArrayObject(Uint index) {
return m_vertexArrayState.GetVertexArrayObject(index);
}
void GLContext::BindVertexArray(Uint index) {
m_vertexArrayState.Bind(index);
}
const 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);
}
const SharedPtr<VertexArrayObject>& GLContext::GetBoundVertexArray() {
return m_vertexArrayState.GetBoundVertexArray();
}
VertexAttribTypeInfo ClassifyVertexAttribType(GLenum glType) {
switch (glType) {
case GL_FLOAT: return {VertexAttribBaseType::Float, 1};
case GL_FLOAT_VEC2: return {VertexAttribBaseType::Float, 2};
case GL_FLOAT_VEC3: return {VertexAttribBaseType::Float, 3};
case GL_FLOAT_VEC4: return {VertexAttribBaseType::Float, 4};
case GL_INT: return {VertexAttribBaseType::Int, 1};
case GL_INT_VEC2: return {VertexAttribBaseType::Int, 2};
case GL_INT_VEC3: return {VertexAttribBaseType::Int, 3};
case GL_INT_VEC4: return {VertexAttribBaseType::Int, 4};
case GL_UNSIGNED_INT: return {VertexAttribBaseType::Uint, 1};
case GL_UNSIGNED_INT_VEC2: return {VertexAttribBaseType::Uint, 2};
case GL_UNSIGNED_INT_VEC3: return {VertexAttribBaseType::Uint, 3};
case GL_UNSIGNED_INT_VEC4: return {VertexAttribBaseType::Uint, 4};
default: return {};
}
}
// The three accessors below are reachable from backend draw paths with a location taken from
// shader reflection, so the bound must be enforced at runtime rather than by MOBILEGL_ASSERT
// (which expands to nothing outside debug builds).
void GLContext::SetCurrentVertexAttributeFloat(Uint index, const Array<Float, 4>& value) {
if (index >= m_currentVertexAttributes.size()) {
MGLOG_E("SetCurrentVertexAttributeFloat: index %u is out of range", index);
return;
}
auto& current = m_currentVertexAttributes[index];
current.floatValue = value;
for (SizeT component = 0; component < value.size(); ++component) {
current.intValue[component] = static_cast<Int32>(value[component]);
current.uintValue[component] = static_cast<Uint32>(value[component]);
}
}
void GLContext::SetCurrentVertexAttributeInt(Uint index, const Array<Int32, 4>& value) {
if (index >= m_currentVertexAttributes.size()) {
MGLOG_E("SetCurrentVertexAttributeInt: index %u is out of range", index);
return;
}
auto& current = m_currentVertexAttributes[index];
current.intValue = value;
for (SizeT component = 0; component < value.size(); ++component) {
current.floatValue[component] = static_cast<Float>(value[component]);
current.uintValue[component] = static_cast<Uint32>(value[component]);
}
}
void GLContext::SetCurrentVertexAttributeUint(Uint index, const Array<Uint32, 4>& value) {
if (index >= m_currentVertexAttributes.size()) {
MGLOG_E("SetCurrentVertexAttributeUint: index %u is out of range", index);
return;
}
auto& current = m_currentVertexAttributes[index];
current.uintValue = value;
for (SizeT component = 0; component < value.size(); ++component) {
current.floatValue[component] = static_cast<Float>(value[component]);
current.intValue[component] = static_cast<Int32>(value[component]);
}
}
const CurrentVertexAttributeValue& GLContext::GetCurrentVertexAttribute(Uint index) const {
static const CurrentVertexAttributeValue defaultValue{};
if (index >= m_currentVertexAttributes.size()) {
MGLOG_E("GetCurrentVertexAttribute: index %u is out of range", index);
return defaultValue;
}
return m_currentVertexAttributes[index];
}
// Texture
void GLContext::GenTextureNames(Uint number, Vector<Uint>& textures) {
m_textureState.GenerateNames(number, textures);
}
const SharedPtr<ITextureObject>& GLContext::GetTextureObject(Uint index) {
return m_textureState.GetTextureObject(index);
}
const SharedPtr<ITextureObject>& GLContext::GetDefaultTextureObject(TextureTarget target) const {
return m_textureState.GetDefaultTextureObject(target);
}
const SharedPtr<ITextureObject>& GLContext::CreateTextureObject(Uint index, TextureTarget target) {
return m_textureState.CreateTextureObject(index, target);
}
void GLContext::MarkTextureObjectForDeletion(Uint index) {
// GL 3.3 core 4.4.2: deleting a texture whose image is attached to the framebuffer
// that is currently bound acts as if FramebufferTexture* had been called with texture
// zero for every attachment point it occupied there. Framebuffers that are NOT bound
// keep the orphaned attachment, so only the bound ones are touched.
//
// Without this the framebuffer object goes on holding the deleted texture alive as its
// attachment, and a later read through that framebuffer returns the dead texture's
// contents rather than those of whatever the application put in its place - the name
// it deleted usually comes straight back from the next glGenTextures, so the two are
// indistinguishable from the outside (KHR-GL32.packed_pixels read a stale gradient).
if (const auto& textureObject = m_textureState.GetTextureObject(index)) {
for (SizeT targetIndex = 0; targetIndex < SizeT(FramebufferTarget::FramebufferTargetCount);
++targetIndex) {
const auto& framebuffer =
GetFramebufferBindingSlot(static_cast<FramebufferTarget>(targetIndex)).GetBoundObject();
if (!framebuffer || framebuffer->IsDefaultFramebuffer()) {
continue;
}
const auto& attachments = framebuffer->GetAllAttachmentObjects();
for (SizeT i = 0; i < attachments.size(); ++i) {
if (attachments[i].IsTexture() && attachments[i].GetTexture() == textureObject) {
framebuffer->Detach(static_cast<FramebufferAttachmentType>(i));
}
}
}
}
m_textureState.MarkTextureObjectForDeletion(index, IsRelaxedSemanticsActive());
}
TextureUnit& GLContext::GetTextureUnitObject(Int unit) {
return m_textureState.GetUnitObject(unit);
}
ImageTextureBinding& GLContext::GetImageTextureBinding(Int unit) {
return m_textureState.GetImageTextureBinding(unit);
}
const ImageTextureBinding& GLContext::GetImageTextureBinding(Int unit) const {
return m_textureState.GetImageTextureBinding(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);
}
void GLContext::ReleaseShaderNameIfOrphaned(const Uint index) {
return m_programState.ReleaseShaderNameIfOrphaned(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);
}
const SharedPtr<ProgramObject>& GLContext::GetProgramObject(const Uint index) {
return m_programState.GetProgramObject(index);
}
const SharedPtr<ShaderObject>& GLContext::GetShaderObject(const Uint index) {
return m_programState.GetShaderObject(index);
}
void GLContext::UseProgram(Uint program) {
return m_programState.UseProgram(program);
}
const 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::SetLineWidth(Float width) {
m_renderState.SetLineWidth(width);
}
Float GLContext::GetLineWidth() const {
return m_renderState.GetLineWidth();
}
void GLContext::SetHint(GLenum target, GLenum mode) {
m_renderState.SetHint(target, mode);
}
GLenum GLContext::GetHint(GLenum target) const {
return m_renderState.GetHint(target);
}
void GLContext::SetPointFadeThresholdSize(Float size) {
m_renderState.SetPointFadeThresholdSize(size);
}
Float GLContext::GetPointFadeThresholdSize() const {
return m_renderState.GetPointFadeThresholdSize();
}
void GLContext::SetPointSpriteCoordOrigin(GLenum origin) {
m_renderState.SetPointSpriteCoordOrigin(origin);
}
GLenum GLContext::GetPointSpriteCoordOrigin() const {
return m_renderState.GetPointSpriteCoordOrigin();
}
void GLContext::SetClampReadColor(GLenum clamp) {
m_renderState.SetClampReadColor(clamp);
}
GLenum GLContext::GetClampReadColor() const {
return m_renderState.GetClampReadColor();
}
void GLContext::SetPolygonMode(GLenum front, GLenum back) {
m_renderState.SetPolygonMode(front, back);
}
GLenum GLContext::GetPolygonModeFront() const {
return m_renderState.GetPolygonModeFront();
}
GLenum GLContext::GetPolygonModeBack() const {
return m_renderState.GetPolygonModeBack();
}
void GLContext::SetPrimitiveRestartIndex(Uint32 index) {
m_renderState.SetPrimitiveRestartIndex(index);
}
Uint32 GLContext::GetPrimitiveRestartIndex() const {
return m_renderState.GetPrimitiveRestartIndex();
}
void GLContext::SetPointSize(Float size) {
m_renderState.SetPointSize(size);
}
void GLContext::SetPatchVertices(Uint vertices) {
m_renderState.SetPatchVertices(vertices);
}
Uint GLContext::GetPatchVertices() const {
return m_renderState.GetPatchVertices();
}
Float GLContext::GetPointSize() const {
return m_renderState.GetPointSize();
}
void GLContext::SetPolygonOffset(Float factor, Float units) {
m_renderState.SetPolygonOffset(factor, units);
}
Float GLContext::GetPolygonOffsetFactor() const {
return m_renderState.GetPolygonOffsetFactor();
}
Float GLContext::GetPolygonOffsetUnits() const {
return m_renderState.GetPolygonOffsetUnits();
}
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::SetBlendEquation(BlendEquation color, BlendEquation alpha) {
m_renderState.SetBlendEquation(color, alpha);
}
void GLContext::GetBlendEquation(BlendEquation& color, BlendEquation& alpha) const {
m_renderState.GetBlendEquation(color, alpha);
}
void GLContext::SetBlendEquationIndexed(Uint index, BlendEquation color, BlendEquation alpha) {
m_renderState.SetBlendEquationIndexed(index, color, alpha);
}
void GLContext::GetBlendEquationIndexed(Uint index, BlendEquation& color, BlendEquation& alpha) const {
m_renderState.GetBlendEquationIndexed(index, color, alpha);
}
void GLContext::SetLogicOp(LogicOperation logicOp) {
m_renderState.SetLogicOp(logicOp);
}
LogicOperation GLContext::GetLogicOp() const {
return m_renderState.GetLogicOp();
}
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::SetStencilFunc(StencilFace face, DepthTestFunc func, Int ref, Uint32 mask) {
m_renderState.SetStencilFunc(face, func, ref, mask);
}
void GLContext::SetStencilMask(StencilFace face, Uint32 mask) {
m_renderState.SetStencilMask(face, mask);
}
void GLContext::SetStencilOp(StencilFace face, StencilOperation fail, StencilOperation depthFail,
StencilOperation depthPass) {
m_renderState.SetStencilOp(face, fail, depthFail, depthPass);
}
const StencilFaceState& GLContext::GetStencilState(StencilFace face) const {
return m_renderState.GetStencilState(face);
}
void GLContext::SetColorMask(BoolVec4 mask) {
m_renderState.SetColorMask(mask);
}
BoolVec4 GLContext::GetColorMask() const {
return m_renderState.GetColorMask();
}
void GLContext::SetColorMaskIndexed(Uint index, BoolVec4 mask) {
m_renderState.SetColorMaskIndexed(index, mask);
}
BoolVec4 GLContext::GetColorMaskIndexed(Uint index) const {
return m_renderState.GetColorMaskIndexed(index);
}
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);
}
Uint32 GLContext::GetClearStencil() const {
return m_renderState.GetClearStencil();
}
void GLContext::SetBlendColor(FloatVec4 color) {
m_renderState.SetBlendColor(color);
}
const FloatVec4& GLContext::GetBlendColor() const {
return m_renderState.GetBlendColor();
}
void GLContext::SetDepthRange(FloatVec2 range) {
m_renderState.SetDepthRange(range);
}
const FloatVec2& GLContext::GetDepthRange() const {
return m_renderState.GetDepthRange();
}
void GLContext::SetSampleCoverage(Float value, Bool invert) {
m_renderState.SetSampleCoverage(value, invert);
}
Float GLContext::GetSampleCoverageValue() const {
return m_renderState.GetSampleCoverageValue();
}
Bool GLContext::GetSampleCoverageInvert() const {
return m_renderState.GetSampleCoverageInvert();
}
void GLContext::SetSampleMaskValue(Uint32 mask) {
m_renderState.SetSampleMaskValue(mask);
}
Uint32 GLContext::GetSampleMaskValue() const {
return m_renderState.GetSampleMaskValue();
}
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::SetFrontFaceMode(FrontFaceMode mode) {
m_renderState.SetFrontFaceMode(mode);
}
FrontFaceMode GLContext::GetFrontFaceMode() const {
return m_renderState.GetFrontFaceMode();
}
void GLContext::SetProvokingVertexMode(ProvokingVertexMode mode) {
m_renderState.SetProvokingVertexMode(mode);
}
ProvokingVertexMode GLContext::GetProvokingVertexMode() const {
return m_renderState.GetProvokingVertexMode();
}
void GLContext::SetScissorBox(IntVec4 box) {
m_renderState.SetScissorBox(box);
}
const IntVec4& GLContext::GetScissorBox() const {
return m_renderState.GetScissorBox();
}
// Framebuffer
void GLContext::GenFramebufferNames(Uint number, Vector<Uint>& framebuffers) {
m_framebufferState.GenerateNames(number, framebuffers);
}
const SharedPtr<FramebufferObject>& GLContext::GetFramebufferObject(Uint index) {
return m_framebufferState.GetFramebufferObject(index);
}
BindingSlot<FramebufferObject>& GLContext::GetFramebufferBindingSlot(FramebufferTarget target) {
return m_framebufferState.GetBindingSlot(target);
}
const 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
void GLContext::GenSamplerNames(Uint number, Vector<Uint>& samplers) {
m_samplerState.GenerateNames(number, samplers);
}
const SharedPtr<SamplerObject>& GLContext::GetSamplerObject(Uint index) {
return m_samplerState.GetSamplerObject(index);
}
const 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
void GLContext::GenRenderbufferNames(Uint number, Vector<Uint>& renderbuffers) {
m_renderbufferState.GenerateNames(number, renderbuffers);
}
const SharedPtr<RenderbufferObject>& GLContext::GetRenderbufferObject(Uint index) {
return m_renderbufferState.GetRenderbufferObject(index);
}
BindingSlot<RenderbufferObject>& GLContext::GetRenderbufferBindingSlot(RenderbufferTarget target) {
return m_renderbufferState.GetBindingSlot(target);
}
const 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);
}
Bool GLContext::ValidateRenderbufferObject(Uint index) const {
return m_renderbufferState.ValidateRenderbufferObject(index);
}
void GLContext::SaveBoundTransformFeedbackState() {
auto& object = m_transformFeedbackObjects[m_boundTransformFeedback];
for (Uint i = 0; i < MAX_TRANSFORM_FEEDBACK_BUFFERS; ++i) {
const auto& point = m_bufferState.GetBindingPoint(BufferTarget::TransformFeedback, i);
object.bindings[i] = {point.GetBoundObject(), point.GetRange(), point.HasExplicitRange()};
}
object.active = m_transformFeedbackActive;
object.paused = m_transformFeedbackPaused;
object.primitiveMode = m_transformFeedbackPrimitiveMode;
object.program = m_transformFeedbackProgram;
object.generation = m_transformFeedbackGeneration;
object.capturedVertices = m_transformFeedbackCapturedVertices;
object.inputPrimitives = m_transformFeedbackInputPrimitives;
}
void GLContext::RestoreBoundTransformFeedbackState() {
const auto& object = m_transformFeedbackObjects[m_boundTransformFeedback];
for (Uint i = 0; i < MAX_TRANSFORM_FEEDBACK_BUFFERS; ++i) {
auto& point = m_bufferState.GetBindingPoint(BufferTarget::TransformFeedback, i);
point.Bind(object.bindings[i].buffer);
if (object.bindings[i].buffer) {
point.SetRange(object.bindings[i].range, object.bindings[i].hasExplicitRange);
} else {
point.ClearRange();
}
}
m_transformFeedbackActive = object.active;
m_transformFeedbackPaused = object.paused;
m_transformFeedbackPrimitiveMode = object.primitiveMode;
m_transformFeedbackProgram = object.program;
// The generation identifies one capture span, and a span belongs to the object
// that opened it - a backend keys its append state on it, so switching objects
// has to bring the right one back.
m_transformFeedbackGeneration = object.generation;
m_transformFeedbackCapturedVertices = object.capturedVertices;
m_transformFeedbackInputPrimitives = object.inputPrimitives;
}
void GLContext::GenTransformFeedbackNames(Uint number, Vector<Uint>& ids) {
ids.resize(number);
if (number == 0) return;
m_transformFeedbackNames.Generate(number, ids.data());
// A generated name already denotes an object with the default state, so that a
// bind never has to distinguish "first use" from any later one.
for (const Uint id : ids) {
m_transformFeedbackObjects[id] = {};
}
}
Bool GLContext::ValidateTransformFeedbackName(Uint index) const {
return index == 0 || m_transformFeedbackNames.IsValid(index);
}
void GLContext::BindTransformFeedbackObject(Uint index) {
if (index == m_boundTransformFeedback) return;
SaveBoundTransformFeedbackState();
m_boundTransformFeedback = index;
m_transformFeedbackObjects[index].everBound = true;
RestoreBoundTransformFeedbackState();
}
Bool GLContext::IsTransformFeedbackObject(Uint index) const {
if (index == 0 || !m_transformFeedbackNames.IsValid(index)) return false;
const auto it = m_transformFeedbackObjects.find(index);
return it != m_transformFeedbackObjects.end() && it->second.everBound;
}
void GLContext::MarkTransformFeedbackObjectForDeletion(Uint index) {
if (index == 0 || !m_transformFeedbackNames.IsValid(index)) return;
// Deleting the bound object reverts to the default one (GL 4.6 core 13.2.1);
// its state is dropped rather than saved back into the dying object.
if (index == m_boundTransformFeedback) {
m_boundTransformFeedback = 0;
RestoreBoundTransformFeedbackState();
}
m_transformFeedbackObjects.erase(index);
m_transformFeedbackNames.Delete(index);
}
Uint64 GLContext::GetTransformFeedbackRecordedVertices(Uint index) const {
const auto it = m_transformFeedbackObjects.find(index);
return it == m_transformFeedbackObjects.end() ? 0 : it->second.recordedVertices;
}
Bool GLContext::HasTransformFeedbackCompletedSpan(Uint index) const {
const auto it = m_transformFeedbackObjects.find(index);
return it != m_transformFeedbackObjects.end() && it->second.hasCompletedSpan;
}
void GLContext::CreateTransformFeedbackObject(Uint index) {
// glCreateTransformFeedbacks has no bind step to infer existence from, so the name it
// hands out is already the name of an object (GL 4.6 core 13.2.1).
m_transformFeedbackObjects[index] = {};
m_transformFeedbackObjects[index].everBound = true;
}
Bool GLContext::IsNamedTransformFeedbackActive(Uint index) const {
if (index == m_boundTransformFeedback) return m_transformFeedbackActive;
const auto it = m_transformFeedbackObjects.find(index);
return it != m_transformFeedbackObjects.end() && it->second.active;
}
Bool GLContext::IsNamedTransformFeedbackPaused(Uint index) const {
if (index == m_boundTransformFeedback) return m_transformFeedbackPaused;
const auto it = m_transformFeedbackObjects.find(index);
return it != m_transformFeedbackObjects.end() && it->second.paused;
}
NamedTransformFeedbackBinding GLContext::GetNamedTransformFeedbackBinding(Uint index, Uint bufferIndex) const {
NamedTransformFeedbackBinding result;
if (bufferIndex >= MAX_TRANSFORM_FEEDBACK_BUFFERS) return result;
// The bound object's capture bindings live in the context's own binding points, not in
// the saved copy - that one is only written when the object is swapped out.
if (index == m_boundTransformFeedback) {
const auto& point = m_bufferState.GetBindingPoint(BufferTarget::TransformFeedback, bufferIndex);
result.Buffer = point.GetBoundObject();
result.Range = point.GetRange();
result.HasExplicitRange = point.HasExplicitRange();
return result;
}
const auto it = m_transformFeedbackObjects.find(index);
if (it == m_transformFeedbackObjects.end()) return result;
const auto& saved = it->second.bindings[bufferIndex];
result.Buffer = saved.buffer;
result.Range = saved.range;
result.HasExplicitRange = saved.hasExplicitRange;
return result;
}
void GLContext::SetNamedTransformFeedbackBinding(Uint index, Uint bufferIndex,
const SharedPtr<BufferObject>& buffer, Range1D range,
Bool hasExplicitRange) {
if (bufferIndex >= MAX_TRANSFORM_FEEDBACK_BUFFERS) return;
if (index == m_boundTransformFeedback) {
auto& point = m_bufferState.GetBindingPoint(BufferTarget::TransformFeedback, bufferIndex);
point.Bind(buffer);
if (buffer && hasExplicitRange) {
point.SetRange(range, true);
} else {
point.ClearRange();
}
return;
}
auto& object = m_transformFeedbackObjects[index];
object.bindings[bufferIndex] = {buffer, range, hasExplicitRange};
}
} // namespace GLState
// Leak-at-exit storage; see GlobalObjects.cpp.
UniquePtr<GLState::GLContext>& pGLContext = *new UniquePtr<GLState::GLContext>();
} // namespace MobileGL::MG_State