Route UI leaf render state through GL dispatch
This commit is contained in:
152
src/legacy_ui_gl_dispatch.h
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152
src/legacy_ui_gl_dispatch.h
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#pragma once
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#include <array>
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#include <cstdint>
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#include "log.h"
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#include "renderer_gl/opengl_capabilities.h"
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namespace pp::legacy::ui_gl {
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inline 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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inline 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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inline void clear_opengl_buffer(std::uint32_t mask) noexcept
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{
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glClear(static_cast<GLbitfield>(mask));
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}
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inline 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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inline 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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inline 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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inline void get_opengl_integer(std::uint32_t name, std::int32_t* values) noexcept
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{
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GLint raw_values[4] {};
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glGetIntegerv(static_cast<GLenum>(name), raw_values);
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values[0] = static_cast<std::int32_t>(raw_values[0]);
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values[1] = static_cast<std::int32_t>(raw_values[1]);
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values[2] = static_cast<std::int32_t>(raw_values[2]);
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values[3] = static_cast<std::int32_t>(raw_values[3]);
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}
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inline void get_opengl_float(std::uint32_t name, float* values) noexcept
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{
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glGetFloatv(static_cast<GLenum>(name), values);
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}
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inline std::array<std::int32_t, 4> query_viewport(const char* context)
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{
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std::array<std::int32_t, 4> viewport {};
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get_opengl_integer(pp::renderer::gl::viewport_query(), viewport.data());
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(void)context;
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return viewport;
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}
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inline std::array<float, 4> query_clear_color(const char* context)
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{
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std::array<float, 4> color {};
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get_opengl_float(pp::renderer::gl::color_clear_value_query(), color.data());
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(void)context;
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return color;
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}
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inline void set_capability(std::uint32_t state, bool enabled, const char* context)
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{
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const auto status = pp::renderer::gl::apply_opengl_capability(
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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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});
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if (!status.ok())
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LOG("%s capability dispatch failed because: %s", context, status.message);
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}
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inline void set_blend_enabled(bool enabled, const char* context)
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{
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set_capability(pp::renderer::gl::blend_state(), enabled, context);
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}
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inline void apply_viewport(
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std::int32_t x,
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std::int32_t y,
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std::int32_t width,
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std::int32_t height,
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const char* context)
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{
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const auto status = pp::renderer::gl::apply_opengl_viewport(
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pp::renderer::gl::OpenGlViewportRect {
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.x = x,
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.y = y,
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.width = width,
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.height = height,
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},
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pp::renderer::gl::OpenGlViewportDispatch {
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.viewport = set_opengl_viewport,
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});
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if (!status.ok())
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LOG("%s viewport dispatch failed because: %s", context, status.message);
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}
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inline void clear_color_buffer(std::array<float, 4> color, const char* context)
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{
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const auto status = pp::renderer::gl::clear_opengl_render_target(
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pp::renderer::gl::OpenGlDefaultClear {
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.color = color,
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.mask = pp::renderer::gl::framebuffer_color_buffer_mask(),
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},
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pp::renderer::gl::OpenGlClearDispatch {
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.clear_color = set_opengl_clear_color,
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.clear = clear_opengl_buffer,
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});
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if (!status.ok())
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LOG("%s clear dispatch failed because: %s", context, status.message);
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}
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inline void set_clear_color(std::array<float, 4> color, const char* context)
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{
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const auto status = pp::renderer::gl::clear_opengl_render_target(
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pp::renderer::gl::OpenGlDefaultClear {
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.color = color,
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.mask = pp::renderer::gl::framebuffer_color_buffer_mask(),
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},
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pp::renderer::gl::OpenGlClearDispatch {
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.clear_color = set_opengl_clear_color,
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.clear = [](std::uint32_t) noexcept {},
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});
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if (!status.ok())
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LOG("%s clear-color dispatch failed because: %s", context, status.message);
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}
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inline void unbind_texture_2d(const char* context)
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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 = bind_opengl_texture,
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});
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if (!status.ok())
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LOG("%s texture bind dispatch failed because: %s", context, status.message);
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}
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} // namespace pp::legacy::ui_gl
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