Move app render state mapping to renderer gl
This commit is contained in:
@@ -158,7 +158,9 @@ Known local toolchain state:
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check. App OpenGL initialization debug severity, debug output, GL info string,
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default depth/program-point/line-smooth state, blend factor/equation, and UI
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render-target RGBA8 format tokens are cataloged and tested here too, including
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the legacy convert command and resize path.
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the legacy convert command and resize path. App clear color-buffer masks,
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default framebuffer binding, scissor state, and sampler filter/wrap tokens
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also consume the backend mapping.
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- `windows-msvc-vcpkg-headless` validates manifest install/configure/build/test
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for the current headless component matrix; see DEBT-0007 for remaining app
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and platform triplet migration.
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@@ -423,7 +423,9 @@ directly. App OpenGL initialization debug severity, debug output, GL info
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string, default depth/program-point/line-smooth state, blend factor/equation,
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and UI render-target RGBA8 format tokens are now also cataloged and tested in
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`pp_renderer_gl`; the legacy convert command and resize path consume the same
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backend-owned mapping. The existing renderer classes are not yet fully
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backend-owned mapping. App clear color-buffer masks, default framebuffer
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binding, scissor state, and sampler filter/wrap tokens now share that backend
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mapping too. The existing renderer classes are not yet fully
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behind the renderer interfaces.
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Implementation tasks:
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59
src/app.cpp
59
src/app.cpp
@@ -97,6 +97,11 @@ namespace {
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return static_cast<GLenum>(pp::renderer::gl::depth_test_state());
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}
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[[nodiscard]] GLenum scissor_test_state() noexcept
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{
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return static_cast<GLenum>(pp::renderer::gl::scissor_test_state());
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}
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[[nodiscard]] GLenum program_point_size_state() noexcept
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{
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return static_cast<GLenum>(pp::renderer::gl::program_point_size_state());
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@@ -132,6 +137,36 @@ namespace {
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return static_cast<GLint>(pp::renderer::gl::rgba8_internal_format());
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}
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[[nodiscard]] GLenum linear_texture_filter() noexcept
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{
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return static_cast<GLenum>(pp::renderer::gl::linear_texture_filter());
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}
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[[nodiscard]] GLenum nearest_texture_filter() noexcept
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{
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return static_cast<GLenum>(pp::renderer::gl::nearest_texture_filter());
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}
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[[nodiscard]] GLenum repeat_texture_wrap() noexcept
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{
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return static_cast<GLenum>(pp::renderer::gl::repeat_texture_wrap());
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}
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[[nodiscard]] GLenum framebuffer_target() noexcept
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{
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return static_cast<GLenum>(pp::renderer::gl::framebuffer_target());
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}
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[[nodiscard]] GLuint default_framebuffer_id() noexcept
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{
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return static_cast<GLuint>(pp::renderer::gl::default_framebuffer_id());
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}
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[[nodiscard]] GLbitfield framebuffer_color_buffer_mask() noexcept
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{
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return static_cast<GLbitfield>(pp::renderer::gl::framebuffer_color_buffer_mask());
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}
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}
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std::thread App::render_thread;
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std::thread::id App::render_thread_id;
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@@ -256,7 +291,7 @@ bool App::request_close()
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void App::clear()
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{
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glClearColor(.1f, .1f, .1f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(framebuffer_color_buffer_mask());
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}
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void App::initAssets()
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@@ -265,9 +300,9 @@ void App::initAssets()
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FontManager::init();
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LOG("initializing assets create sampler");
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sampler.create(GL_NEAREST);
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sampler_stencil.create(GL_LINEAR, GL_REPEAT);
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sampler_linear.create(GL_LINEAR);
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sampler.create(nearest_texture_filter());
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sampler_stencil.create(linear_texture_filter(), repeat_texture_wrap());
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sampler_linear.create(linear_texture_filter());
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m_face_plane.create<1>(2, 2);
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sphere.create<8, 8>(1);
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LOG("initializing assets load uvs texture");
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@@ -587,7 +622,7 @@ void App::async_start()
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android_async_lock();
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#elif _WIN32
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async_lock();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(framebuffer_target(), default_framebuffer_id());
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#elif __LINUX__ || __WEB__
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glfwMakeContextCurrent(glfw_window);
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#endif
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@@ -686,13 +721,13 @@ void App::draw(float dt)
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uirtt.bindFramebuffer();
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uirtt.clear();
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glViewport(0, 0, uirtt.getWidth(), uirtt.getHeight());
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glEnable(GL_SCISSOR_TEST);
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glEnable(scissor_test_state());
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for (int i = 1; i < layout[main_id]->m_children.size(); i++)
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layout[main_id]->m_children[i]->watch(observer);
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for (int i = 0; layout_designer.get(main_id) && i < layout_designer[main_id]->m_children.size(); i++)
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layout_designer[main_id]->m_children[i]->watch(observer);
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//msgbox->watch(observer);
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glDisable(GL_SCISSOR_TEST);
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glDisable(scissor_test_state());
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uirtt.unbindFramebuffer();
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}
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@@ -701,16 +736,16 @@ void App::draw(float dt)
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#if __IOS__
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[ios_view->glview bindDrawable];
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#else
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(framebuffer_target(), default_framebuffer_id());
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#endif
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glViewport(off_x, off_y, (GLsizei)width, (GLsizei)height);
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glEnable(GL_SCISSOR_TEST);
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glEnable(scissor_test_state());
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for (int i = 0; i < layout[main_id]->m_children.size(); i++)
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layout[main_id]->m_children[i]->watch(observer);
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for (int i = 0; layout_designer.get(main_id) && i < layout_designer[main_id]->m_children.size(); i++)
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layout_designer[main_id]->m_children[i]->watch(observer);
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//msgbox->watch(observer);
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glDisable(GL_SCISSOR_TEST);
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glDisable(scissor_test_state());
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}
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redraw = false;
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@@ -1012,7 +1047,7 @@ void App::ui_thread_tick()
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update(0);
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render_task([this]
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(framebuffer_target(), default_framebuffer_id());
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clear();
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draw(0);
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async_swap();
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@@ -1114,7 +1149,7 @@ void App::ui_thread_main()
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update(t_frame);
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render_task([this, t_frame]
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(framebuffer_target(), default_framebuffer_id());
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clear();
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draw(t_frame);
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async_swap();
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@@ -33,6 +33,7 @@ constexpr std::uint32_t gl_debug_severity_notification = 0x826BU;
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constexpr std::uint32_t gl_src_alpha = 0x0302U;
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constexpr std::uint32_t gl_one_minus_src_alpha = 0x0303U;
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constexpr std::uint32_t gl_line_smooth = 0x0B20U;
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constexpr std::uint32_t gl_scissor_test = 0x0C11U;
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constexpr std::uint32_t gl_depth_test = 0x0B71U;
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constexpr std::uint32_t gl_func_add = 0x8006U;
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constexpr std::uint32_t gl_max = 0x8008U;
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@@ -86,6 +87,7 @@ constexpr std::uint32_t gl_texture_wrap_s = 0x2802U;
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constexpr std::uint32_t gl_texture_wrap_t = 0x2803U;
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constexpr std::uint32_t gl_texture_wrap_r = 0x8072U;
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constexpr std::uint32_t gl_texture_border_color = 0x1004U;
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constexpr std::uint32_t gl_repeat = 0x2901U;
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constexpr std::uint32_t gl_clamp_to_edge = 0x812FU;
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constexpr std::uint32_t gl_pixel_pack_buffer = 0x88EBU;
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constexpr std::uint32_t gl_pixel_unpack_buffer = 0x88ECU;
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@@ -277,6 +279,11 @@ std::uint32_t framebuffer_complete_status() noexcept
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return gl_framebuffer_complete;
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}
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std::uint32_t default_framebuffer_id() noexcept
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{
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return 0U;
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}
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const char* framebuffer_status_name(std::uint32_t status) noexcept
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{
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switch (status) {
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@@ -465,6 +472,11 @@ std::uint32_t depth_test_state() noexcept
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return gl_depth_test;
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}
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std::uint32_t scissor_test_state() noexcept
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{
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return gl_scissor_test;
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}
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std::uint32_t program_point_size_state() noexcept
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{
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return gl_program_point_size;
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@@ -500,6 +512,21 @@ std::uint32_t rgba8_internal_format() noexcept
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return gl_rgba8;
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}
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std::uint32_t linear_texture_filter() noexcept
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{
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return gl_linear;
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}
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std::uint32_t nearest_texture_filter() noexcept
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{
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return gl_nearest;
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}
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std::uint32_t repeat_texture_wrap() noexcept
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{
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return gl_repeat;
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}
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std::uint32_t texture_cube_map_target() noexcept
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{
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return gl_texture_cube_map;
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@@ -67,6 +67,7 @@ struct OpenGlReadbackFormat {
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[[nodiscard]] std::uint32_t framebuffer_color_attachment() noexcept;
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[[nodiscard]] std::uint32_t framebuffer_depth_attachment() noexcept;
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[[nodiscard]] std::uint32_t framebuffer_complete_status() noexcept;
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[[nodiscard]] std::uint32_t default_framebuffer_id() noexcept;
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[[nodiscard]] const char* framebuffer_status_name(std::uint32_t status) noexcept;
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[[nodiscard]] std::uint32_t framebuffer_color_buffer_mask() noexcept;
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[[nodiscard]] std::uint32_t framebuffer_depth_buffer_mask() noexcept;
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@@ -97,6 +98,7 @@ struct OpenGlReadbackFormat {
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[[nodiscard]] std::uint32_t renderer_string_name() noexcept;
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[[nodiscard]] std::uint32_t shading_language_version_string_name() noexcept;
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[[nodiscard]] std::uint32_t depth_test_state() noexcept;
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[[nodiscard]] std::uint32_t scissor_test_state() noexcept;
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[[nodiscard]] std::uint32_t program_point_size_state() noexcept;
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[[nodiscard]] std::uint32_t line_smooth_state() noexcept;
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[[nodiscard]] std::uint32_t source_alpha_blend_factor() noexcept;
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@@ -104,6 +106,9 @@ struct OpenGlReadbackFormat {
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[[nodiscard]] std::uint32_t add_blend_equation() noexcept;
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[[nodiscard]] std::uint32_t max_blend_equation() noexcept;
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[[nodiscard]] std::uint32_t rgba8_internal_format() noexcept;
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[[nodiscard]] std::uint32_t linear_texture_filter() noexcept;
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[[nodiscard]] std::uint32_t nearest_texture_filter() noexcept;
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[[nodiscard]] std::uint32_t repeat_texture_wrap() noexcept;
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[[nodiscard]] std::uint32_t texture_cube_map_target() noexcept;
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[[nodiscard]] std::uint32_t cube_map_allocation_face_texture_target(std::uint32_t face_index) noexcept;
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[[nodiscard]] std::span<const std::uint32_t> panopainter_cube_face_texture_targets() noexcept;
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@@ -174,6 +174,7 @@ void maps_framebuffer_render_target_parameters(pp::tests::Harness& h)
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PP_EXPECT(h, pp::renderer::gl::read_framebuffer_binding_query() == 0x8CAAU);
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PP_EXPECT(h, pp::renderer::gl::framebuffer_color_attachment() == 0x8CE0U);
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PP_EXPECT(h, pp::renderer::gl::framebuffer_depth_attachment() == 0x8D00U);
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PP_EXPECT(h, pp::renderer::gl::default_framebuffer_id() == 0U);
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}
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void maps_framebuffer_blit_parameters(pp::tests::Harness& h)
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@@ -321,6 +322,7 @@ void maps_app_initialization_parameters(pp::tests::Harness& h)
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PP_EXPECT(h, pp::renderer::gl::shading_language_version_string_name() == 0x8B8CU);
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PP_EXPECT(h, pp::renderer::gl::depth_test_state() == 0x0B71U);
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PP_EXPECT(h, pp::renderer::gl::scissor_test_state() == 0x0C11U);
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PP_EXPECT(h, pp::renderer::gl::program_point_size_state() == 0x8642U);
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PP_EXPECT(h, pp::renderer::gl::line_smooth_state() == 0x0B20U);
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PP_EXPECT(h, pp::renderer::gl::source_alpha_blend_factor() == 0x0302U);
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@@ -328,6 +330,9 @@ void maps_app_initialization_parameters(pp::tests::Harness& h)
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PP_EXPECT(h, pp::renderer::gl::add_blend_equation() == 0x8006U);
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PP_EXPECT(h, pp::renderer::gl::max_blend_equation() == 0x8008U);
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PP_EXPECT(h, pp::renderer::gl::rgba8_internal_format() == 0x8058U);
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PP_EXPECT(h, pp::renderer::gl::linear_texture_filter() == 0x2601U);
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PP_EXPECT(h, pp::renderer::gl::nearest_texture_filter() == 0x2600U);
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PP_EXPECT(h, pp::renderer::gl::repeat_texture_wrap() == 0x2901U);
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}
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void rejects_invalid_shader_attribute_binding_catalogs(pp::tests::Harness& h)
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