Share retained utility GL dispatch bridges
This commit is contained in:
@@ -548,9 +548,11 @@ powershell -ExecutionPolicy Bypass -File scripts\automation\apple-remote-build.p
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viewport changes through tested `pp_renderer_gl` dispatch adapters. Grid
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depth-state snapshots and sun overlay viewport queries now use tested backend
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query dispatch as well.
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Legacy `util.cpp` OpenGL error naming and `gl_state` save/restore also
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consume backend-owned error codes, state queries, framebuffer targets,
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texture binding targets, and active texture units.
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Legacy `util.cpp` OpenGL error naming, framebuffer-to-texture copy helper,
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and `gl_state` save/restore also consume backend-owned error codes, state
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queries, framebuffer targets, texture binding targets, active texture units,
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shader program use, and sampler binding through the shared retained bridge
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headers instead of local raw OpenGL callbacks.
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`NodeStrokePreview` brush preview rendering also consumes backend-owned
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depth/scissor/blend state, tested viewport/clear-color query dispatch,
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clear-color restore, active texture unit execution, fallback 2D texture
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File diff suppressed because one or more lines are too long
@@ -1265,9 +1265,11 @@ readback also goes through the tested framebuffer-backed texture readback
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dispatch instead of direct `glGetTexImage`. Grid depth-state snapshots and sun
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overlay viewport queries now also use tested backend query dispatch instead of
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direct state reads.
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Legacy `util.cpp` OpenGL error naming and `gl_state` save/restore now delegate
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error codes, state queries, framebuffer targets, texture binding targets, and
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active texture units to `pp_renderer_gl`.
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Legacy `util.cpp` OpenGL error naming, framebuffer-to-texture copy helper, and
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`gl_state` save/restore now delegate error codes, state queries, framebuffer
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targets, texture binding targets, active texture units, shader program use, and
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sampler binding to `pp_renderer_gl` through the shared retained bridge headers
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instead of owning local raw OpenGL callbacks.
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`NodeStrokePreview` brush preview rendering now delegates depth/scissor/blend
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state, tested viewport/clear-color query dispatch, clear-color restore, active
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texture unit execution, fallback 2D texture unbinds, 2D texture targets, copy
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@@ -2585,6 +2587,11 @@ Results:
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`legacy_gl_shader_dispatch`, removing duplicated raw shader/program/uniform
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callback ownership from `src/shader.cpp` while shader-program ownership
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remains retained under DEBT-0036.
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- Retained `gl_state` save/restore and `copy_framebuffer_to_texture_target`
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now reuse `legacy_ui_gl_dispatch`, `legacy_gl_framebuffer_dispatch`,
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`legacy_gl_shader_dispatch`, and `legacy_gl_sampler_dispatch`, removing the
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local raw state/copy callback cluster from `src/util.cpp` while renderer
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state and framebuffer-copy execution remain retained under DEBT-0036.
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- Canvas draw-merge shader-blend selection now consumes the extracted
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`pp_paint_renderer` stroke composite planner for current layer and primary
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brush blend modes, while preserving legacy OpenGL compositing execution under
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@@ -91,6 +91,27 @@ inline void read_opengl_pixels(
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pixels);
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}
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inline void copy_opengl_tex_sub_image_2d(
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std::uint32_t target,
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std::int32_t level,
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std::int32_t destination_x,
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std::int32_t destination_y,
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std::int32_t source_x,
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std::int32_t source_y,
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std::int32_t width,
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std::int32_t height) noexcept
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{
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glCopyTexSubImage2D(
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static_cast<GLenum>(target),
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static_cast<GLint>(level),
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static_cast<GLint>(destination_x),
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static_cast<GLint>(destination_y),
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static_cast<GLint>(source_x),
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static_cast<GLint>(source_y),
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static_cast<GLsizei>(width),
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static_cast<GLsizei>(height));
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}
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inline pp::renderer::gl::OpenGlTexture2DReadbackDispatch texture_2d_readback_dispatch() noexcept
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{
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return pp::renderer::gl::OpenGlTexture2DReadbackDispatch {
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@@ -123,6 +144,13 @@ inline pp::renderer::gl::OpenGlFramebufferReadbackDispatch framebuffer_readback_
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};
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}
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inline pp::renderer::gl::OpenGlTexture2DFramebufferCopyDispatch framebuffer_to_texture_copy_dispatch() noexcept
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{
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return pp::renderer::gl::OpenGlTexture2DFramebufferCopyDispatch {
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.copy_tex_sub_image_2d = copy_opengl_tex_sub_image_2d,
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};
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}
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inline pp::renderer::gl::OpenGlFramebufferBindDispatch framebuffer_bind_dispatch() noexcept
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{
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return pp::renderer::gl::OpenGlFramebufferBindDispatch {
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119
src/util.cpp
119
src/util.cpp
@@ -3,93 +3,12 @@
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#include "util.h"
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#include <poly2tri.h>
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#include "app.h"
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#include "legacy_gl_framebuffer_dispatch.h"
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#include "legacy_gl_sampler_dispatch.h"
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#include "legacy_gl_shader_dispatch.h"
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#include "legacy_ui_gl_dispatch.h"
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#include "renderer_gl/opengl_capabilities.h"
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namespace {
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std::uint8_t is_opengl_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 query_opengl_integer(std::uint32_t name, std::int32_t* value) noexcept
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{
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glGetIntegerv(static_cast<GLenum>(name), reinterpret_cast<GLint*>(value));
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}
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void query_opengl_float(std::uint32_t name, float* value) noexcept
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{
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glGetFloatv(static_cast<GLenum>(name), value);
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}
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void set_opengl_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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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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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 set_opengl_clear_color(float r, float g, float b, float a) noexcept
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{
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glClearColor(r, g, b, a);
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}
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void bind_opengl_framebuffer(std::uint32_t target, std::uint32_t framebuffer) noexcept
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{
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glBindFramebuffer(static_cast<GLenum>(target), static_cast<GLuint>(framebuffer));
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}
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void use_opengl_program(std::uint32_t program) noexcept
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{
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glUseProgram(static_cast<GLuint>(program));
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}
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void bind_opengl_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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void bind_opengl_sampler(std::uint32_t unit, std::uint32_t sampler) noexcept
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{
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glBindSampler(static_cast<GLuint>(unit), static_cast<GLuint>(sampler));
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}
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void copy_opengl_tex_sub_image_2d(
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std::uint32_t target,
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std::int32_t level,
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std::int32_t destination_x,
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std::int32_t destination_y,
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std::int32_t source_x,
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std::int32_t source_y,
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std::int32_t width,
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std::int32_t height) noexcept
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{
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glCopyTexSubImage2D(
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static_cast<GLenum>(target),
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static_cast<GLint>(level),
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static_cast<GLint>(destination_x),
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static_cast<GLint>(destination_y),
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static_cast<GLint>(source_x),
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static_cast<GLint>(source_y),
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static_cast<GLsizei>(width),
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static_cast<GLsizei>(height));
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}
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}
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template<>
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std::vector<vertex_t> poly_remove_duplicate<vertex_t>(const std::vector<vertex_t>& v, const float tollerance)
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{
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@@ -761,9 +680,7 @@ bool copy_framebuffer_to_texture_target(
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.width = width,
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.height = height,
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},
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pp::renderer::gl::OpenGlTexture2DFramebufferCopyDispatch {
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.copy_tex_sub_image_2d = copy_opengl_tex_sub_image_2d,
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});
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pp::legacy::gl_framebuffer::framebuffer_to_texture_copy_dispatch());
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if (!status.ok()) {
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LOG("OpenGL framebuffer-to-texture copy failed: %s", status.message);
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return false;
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@@ -866,10 +783,10 @@ void gl_state::save()
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const auto snapshot = pp::renderer::gl::snapshot_opengl_state(
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pp::renderer::gl::OpenGlStateSnapshotDispatch {
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.is_enabled = is_opengl_enabled,
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.get_integer = query_opengl_integer,
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.get_float = query_opengl_float,
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.active_texture = set_opengl_active_texture,
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.is_enabled = pp::legacy::ui_gl::is_opengl_state_enabled,
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.get_integer = pp::legacy::gl_framebuffer::query_opengl_integer,
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.get_float = pp::legacy::ui_gl::get_opengl_float,
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.active_texture = pp::legacy::ui_gl::activate_opengl_texture,
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});
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if (!snapshot.ok()) {
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LOG("OpenGL state snapshot failed: %s", snapshot.status().message);
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@@ -920,15 +837,15 @@ void gl_state::restore()
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const auto status = pp::renderer::gl::restore_opengl_state(
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state,
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pp::renderer::gl::OpenGlStateRestoreDispatch {
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.enable = enable_opengl_state,
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.disable = disable_opengl_state,
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.viewport = set_opengl_viewport,
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.clear_color = set_opengl_clear_color,
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.bind_framebuffer = bind_opengl_framebuffer,
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.use_program = use_opengl_program,
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.active_texture = set_opengl_active_texture,
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.bind_texture = bind_opengl_texture,
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.bind_sampler = bind_opengl_sampler,
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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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.viewport = pp::legacy::ui_gl::set_opengl_viewport,
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.clear_color = pp::legacy::ui_gl::set_opengl_clear_color,
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.bind_framebuffer = pp::legacy::ui_gl::bind_opengl_framebuffer,
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.use_program = pp::legacy::gl_shader::use_opengl_program,
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.active_texture = pp::legacy::ui_gl::activate_opengl_texture,
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.bind_texture = pp::legacy::ui_gl::bind_opengl_texture,
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.bind_sampler = pp::legacy::gl_sampler::bind_opengl_sampler,
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});
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if (!status.ok())
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LOG("OpenGL state restore failed: %s", status.message);
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