Route UI capability queries through GL backend
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@@ -63,6 +63,11 @@ void disable_opengl_state(std::uint32_t state) noexcept
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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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@@ -172,6 +177,20 @@ void apply_node_canvas_capability(std::uint32_t state, bool enabled)
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LOG("NodeCanvas capability dispatch failed because: %s", status.message);
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}
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bool query_node_canvas_capability(std::uint32_t state)
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{
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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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});
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if (!result.ok()) {
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LOG("NodeCanvas capability query failed because: %s", result.status().message);
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return false;
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}
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return result.value();
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}
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pp::renderer::RenderDeviceFeatures node_canvas_stroke_composite_features() noexcept
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{
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return ShaderManager::render_device_features();
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@@ -359,9 +378,9 @@ void NodeCanvas::draw()
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const auto vp = query_node_canvas_viewport();
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const auto cc = query_node_canvas_clear_color();
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auto blend = glIsEnabled(pp::renderer::gl::blend_state());
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auto depth = glIsEnabled(pp::renderer::gl::depth_test_state());
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auto scissor = glIsEnabled(pp::renderer::gl::scissor_test_state());
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const auto blend = query_node_canvas_capability(pp::renderer::gl::blend_state());
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const auto depth = query_node_canvas_capability(pp::renderer::gl::depth_test_state());
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const auto scissor = query_node_canvas_capability(pp::renderer::gl::scissor_test_state());
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apply_node_canvas_capability(pp::renderer::gl::scissor_test_state(), false);
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