Route UI leaf render state through GL dispatch

This commit is contained in:
2026-06-04 22:53:07 +02:00
parent 7ade927beb
commit b65db6f617
13 changed files with 213 additions and 45 deletions

152
src/legacy_ui_gl_dispatch.h Normal file
View File

@@ -0,0 +1,152 @@
#pragma once
#include <array>
#include <cstdint>
#include "log.h"
#include "renderer_gl/opengl_capabilities.h"
namespace pp::legacy::ui_gl {
inline void enable_opengl_state(std::uint32_t state) noexcept
{
glEnable(static_cast<GLenum>(state));
}
inline void disable_opengl_state(std::uint32_t state) noexcept
{
glDisable(static_cast<GLenum>(state));
}
inline void clear_opengl_buffer(std::uint32_t mask) noexcept
{
glClear(static_cast<GLbitfield>(mask));
}
inline void set_opengl_clear_color(float r, float g, float b, float a) noexcept
{
glClearColor(r, g, b, a);
}
inline void set_opengl_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height) noexcept
{
glViewport(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
}
inline void bind_opengl_texture(std::uint32_t target, std::uint32_t texture) noexcept
{
glBindTexture(static_cast<GLenum>(target), static_cast<GLuint>(texture));
}
inline void get_opengl_integer(std::uint32_t name, std::int32_t* values) noexcept
{
GLint raw_values[4] {};
glGetIntegerv(static_cast<GLenum>(name), raw_values);
values[0] = static_cast<std::int32_t>(raw_values[0]);
values[1] = static_cast<std::int32_t>(raw_values[1]);
values[2] = static_cast<std::int32_t>(raw_values[2]);
values[3] = static_cast<std::int32_t>(raw_values[3]);
}
inline void get_opengl_float(std::uint32_t name, float* values) noexcept
{
glGetFloatv(static_cast<GLenum>(name), values);
}
inline std::array<std::int32_t, 4> query_viewport(const char* context)
{
std::array<std::int32_t, 4> viewport {};
get_opengl_integer(pp::renderer::gl::viewport_query(), viewport.data());
(void)context;
return viewport;
}
inline std::array<float, 4> query_clear_color(const char* context)
{
std::array<float, 4> color {};
get_opengl_float(pp::renderer::gl::color_clear_value_query(), color.data());
(void)context;
return color;
}
inline void set_capability(std::uint32_t state, bool enabled, const char* context)
{
const auto status = pp::renderer::gl::apply_opengl_capability(
state,
enabled,
pp::renderer::gl::OpenGlCapabilityDispatch {
.enable = enable_opengl_state,
.disable = disable_opengl_state,
});
if (!status.ok())
LOG("%s capability dispatch failed because: %s", context, status.message);
}
inline void set_blend_enabled(bool enabled, const char* context)
{
set_capability(pp::renderer::gl::blend_state(), enabled, context);
}
inline void apply_viewport(
std::int32_t x,
std::int32_t y,
std::int32_t width,
std::int32_t height,
const char* context)
{
const auto status = pp::renderer::gl::apply_opengl_viewport(
pp::renderer::gl::OpenGlViewportRect {
.x = x,
.y = y,
.width = width,
.height = height,
},
pp::renderer::gl::OpenGlViewportDispatch {
.viewport = set_opengl_viewport,
});
if (!status.ok())
LOG("%s viewport dispatch failed because: %s", context, status.message);
}
inline void clear_color_buffer(std::array<float, 4> color, const char* context)
{
const auto status = pp::renderer::gl::clear_opengl_render_target(
pp::renderer::gl::OpenGlDefaultClear {
.color = color,
.mask = pp::renderer::gl::framebuffer_color_buffer_mask(),
},
pp::renderer::gl::OpenGlClearDispatch {
.clear_color = set_opengl_clear_color,
.clear = clear_opengl_buffer,
});
if (!status.ok())
LOG("%s clear dispatch failed because: %s", context, status.message);
}
inline void set_clear_color(std::array<float, 4> color, const char* context)
{
const auto status = pp::renderer::gl::clear_opengl_render_target(
pp::renderer::gl::OpenGlDefaultClear {
.color = color,
.mask = pp::renderer::gl::framebuffer_color_buffer_mask(),
},
pp::renderer::gl::OpenGlClearDispatch {
.clear_color = set_opengl_clear_color,
.clear = [](std::uint32_t) noexcept {},
});
if (!status.ok())
LOG("%s clear-color dispatch failed because: %s", context, status.message);
}
inline void unbind_texture_2d(const char* context)
{
const auto status = pp::renderer::gl::bind_opengl_texture_2d(
0U,
pp::renderer::gl::OpenGlTexture2DBindDispatch {
.bind_texture = bind_opengl_texture,
});
if (!status.ok())
LOG("%s texture bind dispatch failed because: %s", context, status.message);
}
} // namespace pp::legacy::ui_gl