Enhance OpenGLPipelineState with comprehensive state management
- Add BlendOp enum for blend operations - Add PolygonMode enum for polygon rendering mode - Add StencilOp enum for stencil operations - Add ScissorState and LogicalOperation structs - Add DepthStencilState: stencil enable, read/write mask, stencil ref, stencil func, stencil ops - Add BlendState: blend equation, color write mask, blend factor - Add RasterizerState: polygon mode, polygon offset, depth clip, scissor test, multisample - Add ViewportState: float coordinates with min/max depth - Add Apply methods for individual state groups - Add AttachShader/DetachShader for program management - Add getter methods for state structs
This commit is contained in:
@@ -1,6 +1,8 @@
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#pragma once
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#include <GLFW/glfw3.h>
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#include <cstdint>
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#include <string>
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namespace XCEngine {
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namespace RHI {
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@@ -30,7 +32,19 @@ enum class BlendFactor {
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ConstantColor,
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OneMinusConstantColor,
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ConstantAlpha,
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OneMinusConstantAlpha
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OneMinusConstantAlpha,
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Src1Color,
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InvSrc1Color,
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Src1Alpha,
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InvSrc1Alpha
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};
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enum class BlendOp {
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Add,
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Subtract,
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ReverseSubtract,
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Min,
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Max
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};
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enum class CullFace {
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@@ -44,10 +58,35 @@ enum class FrontFace {
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CounterClockwise
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};
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enum class PolygonMode {
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Point,
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Line,
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Fill
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};
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enum class StencilOp {
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Keep,
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Zero,
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Replace,
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Incr,
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IncrWrap,
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Decr,
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DecrWrap,
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Invert
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};
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struct DepthStencilState {
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bool depthTestEnable = true;
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bool depthWriteEnable = true;
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ComparisonFunc depthFunc = ComparisonFunc::Less;
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bool stencilEnable = false;
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uint8_t stencilReadMask = 0xFF;
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uint8_t stencilWriteMask = 0xFF;
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int stencilRef = 0;
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ComparisonFunc stencilFunc = ComparisonFunc::Always;
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StencilOp stencilFailOp = StencilOp::Keep;
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StencilOp stencilDepthFailOp = StencilOp::Keep;
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StencilOp stencilDepthPassOp = StencilOp::Keep;
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};
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struct BlendState {
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@@ -56,22 +95,45 @@ struct BlendState {
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BlendFactor dstBlend = BlendFactor::OneMinusSrcAlpha;
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BlendFactor srcBlendAlpha = BlendFactor::One;
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BlendFactor dstBlendAlpha = BlendFactor::Zero;
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BlendOp blendOp = BlendOp::Add;
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BlendOp blendOpAlpha = BlendOp::Add;
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uint8_t colorWriteMask = 0xF;
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float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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};
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struct RasterizerState {
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bool cullFaceEnable = true;
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CullFace cullFace = CullFace::Back;
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FrontFace frontFace = FrontFace::CounterClockwise;
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bool polygonModeFill = true;
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PolygonMode polygonMode = PolygonMode::Fill;
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float polygonOffsetFactor = 0.0f;
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float polygonOffsetUnits = 0.0f;
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bool depthClipEnable = true;
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bool scissorTestEnable = false;
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bool multisampleEnable = false;
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bool sampleAlphaToCoverageEnable = false;
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};
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struct ViewportState {
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float x = 0.0f;
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float y = 0.0f;
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float width = 0.0f;
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float height = 0.0f;
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float minDepth = 0.0f;
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float maxDepth = 1.0f;
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};
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struct ScissorState {
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bool enable = false;
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int x = 0;
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int y = 0;
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int width = 0;
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int height = 0;
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float minDepth = 0.0f;
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float maxDepth = 1.0f;
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};
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struct LogicalOperation {
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bool enable = false;
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uint32_t operation = 0;
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};
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class OpenGLPipelineState {
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@@ -83,17 +145,37 @@ public:
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void SetBlendState(const BlendState& state);
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void SetRasterizerState(const RasterizerState& state);
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void SetViewport(const ViewportState& state);
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void SetScissor(const ScissorState& state);
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void SetLogicalOperation(const LogicalOperation& state);
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void Apply();
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void ApplyDepthStencil();
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void ApplyBlend();
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void ApplyRasterizer();
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void ApplyViewport();
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void ApplyScissor();
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void SetClearColor(float r, float g, float b, float a);
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void Clear(unsigned int buffers);
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void AttachShader(unsigned int program);
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void DetachShader();
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const DepthStencilState& GetDepthStencilState() const { return m_depthStencilState; }
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const BlendState& GetBlendState() const { return m_blendState; }
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const RasterizerState& GetRasterizerState() const { return m_rasterizerState; }
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const ViewportState& GetViewportState() const { return m_viewportState; }
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private:
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DepthStencilState m_depthStencilState;
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BlendState m_blendState;
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RasterizerState m_rasterizerState;
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ViewportState m_viewportState;
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ScissorState m_scissorState;
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LogicalOperation m_logicalOperation;
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float m_clearColor[4];
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unsigned int m_program;
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bool m_programAttached;
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};
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} // namespace RHI
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@@ -1,37 +1,10 @@
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#define GLFW_INCLUDE_NONE
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#include "XCEngine/RHI/OpenGL/OpenGLPipelineState.h"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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namespace XCEngine {
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namespace RHI {
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OpenGLPipelineState::OpenGLPipelineState() {
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m_clearColor[0] = 0.1f;
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m_clearColor[1] = 0.1f;
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m_clearColor[2] = 0.1f;
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m_clearColor[3] = 1.0f;
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}
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OpenGLPipelineState::~OpenGLPipelineState() {
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}
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void OpenGLPipelineState::SetDepthStencilState(const DepthStencilState& state) {
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m_depthStencilState = state;
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}
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void OpenGLPipelineState::SetBlendState(const BlendState& state) {
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m_blendState = state;
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}
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void OpenGLPipelineState::SetRasterizerState(const RasterizerState& state) {
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m_rasterizerState = state;
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}
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void OpenGLPipelineState::SetViewport(const ViewportState& state) {
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m_viewportState = state;
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}
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static unsigned int ToGLComparisonFunc(ComparisonFunc func) {
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switch (func) {
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case ComparisonFunc::Never: return GL_NEVER;
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@@ -62,10 +35,25 @@ static unsigned int ToGLBlendFactor(BlendFactor factor) {
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case BlendFactor::OneMinusConstantColor: return GL_ONE_MINUS_CONSTANT_COLOR;
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case BlendFactor::ConstantAlpha: return GL_CONSTANT_ALPHA;
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case BlendFactor::OneMinusConstantAlpha: return GL_ONE_MINUS_CONSTANT_ALPHA;
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case BlendFactor::Src1Color: return GL_SRC1_COLOR;
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case BlendFactor::InvSrc1Color: return GL_ONE_MINUS_SRC1_COLOR;
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case BlendFactor::Src1Alpha: return GL_SRC1_ALPHA;
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case BlendFactor::InvSrc1Alpha: return GL_ONE_MINUS_SRC1_ALPHA;
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default: return GL_ONE;
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}
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}
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static unsigned int ToGLBlendOp(BlendOp op) {
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switch (op) {
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case BlendOp::Add: return GL_FUNC_ADD;
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case BlendOp::Subtract: return GL_FUNC_SUBTRACT;
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case BlendOp::ReverseSubtract: return GL_FUNC_REVERSE_SUBTRACT;
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case BlendOp::Min: return GL_MIN;
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case BlendOp::Max: return GL_MAX;
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default: return GL_FUNC_ADD;
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}
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}
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static unsigned int ToGLCullFace(CullFace face) {
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switch (face) {
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case CullFace::Front: return GL_FRONT;
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@@ -83,31 +71,124 @@ static unsigned int ToGLFrontFace(FrontFace face) {
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}
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}
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static unsigned int ToGLPolygonMode(PolygonMode mode) {
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switch (mode) {
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case PolygonMode::Point: return GL_POINT;
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case PolygonMode::Line: return GL_LINE;
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case PolygonMode::Fill: return GL_FILL;
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default: return GL_FILL;
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}
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}
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static unsigned int ToGLStencilOp(StencilOp op) {
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switch (op) {
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case StencilOp::Keep: return GL_KEEP;
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case StencilOp::Zero: return GL_ZERO;
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case StencilOp::Replace: return GL_REPLACE;
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case StencilOp::Incr: return GL_INCR;
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case StencilOp::IncrWrap: return GL_INCR_WRAP;
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case StencilOp::Decr: return GL_DECR;
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case StencilOp::DecrWrap: return GL_DECR_WRAP;
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case StencilOp::Invert: return GL_INVERT;
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default: return GL_KEEP;
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}
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}
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OpenGLPipelineState::OpenGLPipelineState()
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: m_program(0)
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, m_programAttached(false) {
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m_clearColor[0] = m_clearColor[1] = m_clearColor[2] = m_clearColor[3] = 0.0f;
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}
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OpenGLPipelineState::~OpenGLPipelineState() {
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}
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void OpenGLPipelineState::SetDepthStencilState(const DepthStencilState& state) {
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m_depthStencilState = state;
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}
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void OpenGLPipelineState::SetBlendState(const BlendState& state) {
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m_blendState = state;
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}
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void OpenGLPipelineState::SetRasterizerState(const RasterizerState& state) {
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m_rasterizerState = state;
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}
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void OpenGLPipelineState::SetViewport(const ViewportState& state) {
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m_viewportState = state;
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}
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void OpenGLPipelineState::SetScissor(const ScissorState& state) {
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m_scissorState = state;
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}
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void OpenGLPipelineState::SetLogicalOperation(const LogicalOperation& state) {
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m_logicalOperation = state;
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}
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void OpenGLPipelineState::Apply() {
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ApplyDepthStencil();
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ApplyBlend();
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ApplyRasterizer();
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ApplyViewport();
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ApplyScissor();
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}
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void OpenGLPipelineState::ApplyDepthStencil() {
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if (m_depthStencilState.depthTestEnable) {
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(ToGLComparisonFunc(m_depthStencilState.depthFunc));
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glDepthMask(m_depthStencilState.depthWriteEnable ? GL_TRUE : GL_FALSE);
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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glDepthMask(m_depthStencilState.depthWriteEnable ? GL_TRUE : GL_FALSE);
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glDepthFunc(ToGLComparisonFunc(m_depthStencilState.depthFunc));
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if (m_depthStencilState.stencilEnable) {
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glEnable(GL_STENCIL_TEST);
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glStencilMask(m_depthStencilState.stencilWriteMask);
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glStencilFunc(ToGLComparisonFunc(m_depthStencilState.stencilFunc), m_depthStencilState.stencilRef, m_depthStencilState.stencilReadMask);
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glStencilOp(
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ToGLStencilOp(m_depthStencilState.stencilFailOp),
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ToGLStencilOp(m_depthStencilState.stencilDepthFailOp),
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ToGLStencilOp(m_depthStencilState.stencilDepthPassOp)
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);
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} else {
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glDisable(GL_STENCIL_TEST);
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}
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}
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void OpenGLPipelineState::ApplyBlend() {
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if (m_blendState.blendEnable) {
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glEnable(GL_BLEND);
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glBlendFunc(
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ToGLBlendFactor(m_blendState.srcBlend),
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ToGLBlendFactor(m_blendState.dstBlend)
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);
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glBlendFuncSeparate(
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ToGLBlendFactor(m_blendState.srcBlend),
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ToGLBlendFactor(m_blendState.dstBlend),
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ToGLBlendFactor(m_blendState.srcBlendAlpha),
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ToGLBlendFactor(m_blendState.dstBlendAlpha)
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);
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glBlendEquationSeparate(
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ToGLBlendOp(m_blendState.blendOp),
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ToGLBlendOp(m_blendState.blendOpAlpha)
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);
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glBlendColor(
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m_blendState.blendFactor[0],
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m_blendState.blendFactor[1],
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m_blendState.blendFactor[2],
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m_blendState.blendFactor[3]
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);
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glColorMask(
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(m_blendState.colorWriteMask & 1) != 0,
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(m_blendState.colorWriteMask & 2) != 0,
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(m_blendState.colorWriteMask & 4) != 0,
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(m_blendState.colorWriteMask & 8) != 0
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);
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} else {
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glDisable(GL_BLEND);
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}
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}
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void OpenGLPipelineState::ApplyRasterizer() {
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if (m_rasterizerState.cullFaceEnable) {
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glEnable(GL_CULL_FACE);
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glCullFace(ToGLCullFace(m_rasterizerState.cullFace));
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@@ -116,15 +197,49 @@ void OpenGLPipelineState::Apply() {
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glDisable(GL_CULL_FACE);
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}
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glViewport(
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m_viewportState.x,
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m_viewportState.y,
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m_viewportState.width,
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m_viewportState.height
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);
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glPolygonMode(GL_FRONT_AND_BACK, ToGLPolygonMode(m_rasterizerState.polygonMode));
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if (m_rasterizerState.polygonOffsetFactor != 0.0f || m_rasterizerState.polygonOffsetUnits != 0.0f) {
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(m_rasterizerState.polygonOffsetFactor, m_rasterizerState.polygonOffsetUnits);
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} else {
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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if (m_rasterizerState.scissorTestEnable) {
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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if (m_rasterizerState.multisampleEnable) {
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glEnable(GL_MULTISAMPLE);
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} else {
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glDisable(GL_MULTISAMPLE);
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}
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if (m_rasterizerState.sampleAlphaToCoverageEnable) {
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glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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} else {
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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}
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}
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void OpenGLPipelineState::ApplyViewport() {
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glViewport((GLint)m_viewportState.x, (GLint)m_viewportState.y,
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(GLsizei)m_viewportState.width, (GLsizei)m_viewportState.height);
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glDepthRange(m_viewportState.minDepth, m_viewportState.maxDepth);
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}
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void OpenGLPipelineState::ApplyScissor() {
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if (m_scissorState.enable) {
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glEnable(GL_SCISSOR_TEST);
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glScissor(m_scissorState.x, m_scissorState.y, m_scissorState.width, m_scissorState.height);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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void OpenGLPipelineState::SetClearColor(float r, float g, float b, float a) {
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m_clearColor[0] = r;
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m_clearColor[1] = g;
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@@ -135,11 +250,23 @@ void OpenGLPipelineState::SetClearColor(float r, float g, float b, float a) {
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void OpenGLPipelineState::Clear(unsigned int buffers) {
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unsigned int glBuffers = 0;
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if (buffers & 0x1) glBuffers |= GL_COLOR_BUFFER_BIT;
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if (buffers & 0x2) glBuffers |= GL_DEPTH_BUFFER_BIT;
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if (buffers & 0x4) glBuffers |= GL_STENCIL_BUFFER_BIT;
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if (buffers & 1) glBuffers |= GL_COLOR_BUFFER_BIT;
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if (buffers & 2) glBuffers |= GL_DEPTH_BUFFER_BIT;
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if (buffers & 4) glBuffers |= GL_STENCIL_BUFFER_BIT;
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glClear(glBuffers);
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}
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void OpenGLPipelineState::AttachShader(unsigned int program) {
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m_program = program;
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m_programAttached = true;
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glUseProgram(program);
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}
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void OpenGLPipelineState::DetachShader() {
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m_program = 0;
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m_programAttached = false;
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glUseProgram(0);
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}
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} // namespace RHI
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} // namespace XCEngine
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