Share retained app UI GL dispatch
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@@ -3,6 +3,7 @@
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#include <cstdint>
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#include "app.h"
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#include "legacy_ui_gl_dispatch.h"
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#include "node_panel_grid.h"
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#include "util.h"
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#include "shape.h"
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@@ -12,55 +13,12 @@ namespace {
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void set_active_texture_unit(std::uint32_t unit_index)
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{
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const auto status = pp::renderer::gl::activate_opengl_texture_unit(
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unit_index,
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pp::renderer::gl::OpenGlActiveTextureDispatch {
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.active_texture = [](std::uint32_t texture_unit) noexcept
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{
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glActiveTexture(static_cast<GLenum>(texture_unit));
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},
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});
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if (!status.ok())
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LOG("OpenGL VR active texture dispatch failed: %s", status.message);
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pp::legacy::ui_gl::activate_texture_unit(unit_index, "OpenGL VR");
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}
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void unbind_texture_2d()
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{
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const auto status = pp::renderer::gl::bind_opengl_texture_2d(
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0U,
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pp::renderer::gl::OpenGlTexture2DBindDispatch {
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.bind_texture = [](std::uint32_t target, std::uint32_t texture) noexcept
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{
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glBindTexture(static_cast<GLenum>(target), static_cast<GLuint>(texture));
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},
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});
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if (!status.ok())
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LOG("OpenGL VR texture unbind dispatch failed: %s", status.message);
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}
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void enable_opengl_state(std::uint32_t state) noexcept
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{
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glEnable(static_cast<GLenum>(state));
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}
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void disable_opengl_state(std::uint32_t state) noexcept
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{
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glDisable(static_cast<GLenum>(state));
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}
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std::uint8_t is_opengl_state_enabled(std::uint32_t state) noexcept
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{
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return static_cast<std::uint8_t>(glIsEnabled(static_cast<GLenum>(state)));
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}
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void set_opengl_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height) noexcept
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{
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glViewport(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
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}
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void clear_opengl_mask(std::uint32_t mask) noexcept
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{
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glClear(static_cast<GLbitfield>(mask));
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pp::legacy::ui_gl::unbind_texture_2d("OpenGL VR");
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}
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void apply_vr_ui_viewport(pp::renderer::gl::OpenGlViewportRect viewport)
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@@ -68,7 +26,7 @@ void apply_vr_ui_viewport(pp::renderer::gl::OpenGlViewportRect viewport)
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const auto status = pp::renderer::gl::apply_opengl_viewport(
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viewport,
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pp::renderer::gl::OpenGlViewportDispatch {
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.viewport = set_opengl_viewport,
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.viewport = pp::legacy::ui_gl::set_opengl_viewport,
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});
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if (!status.ok())
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LOG("OpenGL VR UI viewport failed: %s", status.message);
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@@ -79,8 +37,8 @@ void apply_vr_ui_scissor_test(bool enabled)
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const auto status = pp::renderer::gl::apply_opengl_scissor_test(
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enabled,
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pp::renderer::gl::OpenGlScissorTestDispatch {
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.enable = enable_opengl_state,
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.disable = disable_opengl_state,
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.enable = pp::legacy::ui_gl::enable_opengl_state,
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.disable = pp::legacy::ui_gl::disable_opengl_state,
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});
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if (!status.ok())
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LOG("OpenGL VR UI scissor test failed: %s", status.message);
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@@ -92,8 +50,8 @@ void apply_vr_render_capability(std::uint32_t state, bool enabled)
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state,
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enabled,
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pp::renderer::gl::OpenGlCapabilityDispatch {
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.enable = enable_opengl_state,
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.disable = disable_opengl_state,
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.enable = pp::legacy::ui_gl::enable_opengl_state,
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.disable = pp::legacy::ui_gl::disable_opengl_state,
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});
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if (!status.ok())
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LOG("OpenGL VR render state failed: %s", status.message);
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@@ -104,7 +62,7 @@ bool query_vr_render_capability(std::uint32_t state)
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const auto result = pp::renderer::gl::query_opengl_capability_state(
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state,
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pp::renderer::gl::OpenGlCapabilityStateQueryDispatch {
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.is_enabled = is_opengl_state_enabled,
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.is_enabled = pp::legacy::ui_gl::is_opengl_state_enabled,
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});
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if (!result.ok()) {
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LOG("OpenGL VR render state query failed: %s", result.status().message);
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@@ -118,7 +76,7 @@ void clear_vr_depth_buffer()
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const auto status = pp::renderer::gl::clear_opengl_buffers(
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pp::renderer::gl::framebuffer_depth_buffer_mask(),
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pp::renderer::gl::OpenGlBufferClearDispatch {
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.clear = clear_opengl_mask,
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.clear = pp::legacy::ui_gl::clear_opengl_buffer,
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});
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if (!status.ok())
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LOG("OpenGL VR depth clear failed: %s", status.message);
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