mirror of https://github.com/axmolengine/axmol.git
426 lines
14 KiB
C++
426 lines
14 KiB
C++
#pragma once
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#include <optional>
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#include "base/Types.h"
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#include "platform/GL.h"
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#include "UtilsGL.h"
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#include "renderer/backend/Enums.h"
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#define AX_ENABLE_STATE_GUARD 1
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// Inline opengl state set calls
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NS_AX_BACKEND_BEGIN
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struct BlendEquationSeparateState
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{
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BlendEquationSeparateState(GLenum rgb, GLenum alpha) : rgbBlendOperation(rgb), alphaBlendOperation(alpha) {}
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bool equals(GLenum rgb, GLenum alpha) const
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{
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return this->rgbBlendOperation == rgb && this->alphaBlendOperation == alpha;
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}
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GLenum rgbBlendOperation;
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GLenum alphaBlendOperation;
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};
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struct BlendFuncSeparateState
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{
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BlendFuncSeparateState(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
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: sourceRGBBlendFactor(sfactorRGB)
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, destinationRGBBlendFactor(dfactorRGB)
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, sourceAlphaBlendFactor(sfactorAlpha)
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, destinationAlphaBlendFactor(dfactorAlpha)
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{}
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inline bool equals(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) const
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{
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return this->sourceRGBBlendFactor == sfactorRGB && this->destinationRGBBlendFactor == dfactorRGB &&
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this->sourceAlphaBlendFactor == sfactorAlpha && this->destinationAlphaBlendFactor == dfactorAlpha;
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}
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GLenum sourceRGBBlendFactor;
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GLenum destinationRGBBlendFactor;
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GLenum sourceAlphaBlendFactor;
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GLenum destinationAlphaBlendFactor;
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};
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struct ColorMaskState
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{
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ColorMaskState(GLboolean r, GLboolean g, GLboolean b, GLboolean a)
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: writeMaskRed(r), writeMaskGreen(g), writeMaskBlue(b), writeMaskAlpha(a)
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{}
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inline bool equals(GLboolean r, GLboolean g, GLboolean b, GLboolean a) const
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{
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return this->writeMaskRed == r && this->writeMaskGreen == g && this->writeMaskBlue == b &&
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this->writeMaskAlpha == a;
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}
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GLboolean writeMaskRed;
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GLboolean writeMaskGreen;
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GLboolean writeMaskBlue;
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GLboolean writeMaskAlpha;
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};
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struct StencilFuncState
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{
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StencilFuncState(GLenum func, GLint ref, GLuint mask)
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: stencilCompareFunction(func), stencilReferenceValueFront(ref), readMask(mask)
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{}
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inline bool equals(GLenum func, GLint ref, GLuint mask) const
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{
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return this->stencilCompareFunction == func && this->stencilReferenceValueFront == ref &&
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this->readMask == mask;
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}
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unsigned int stencilCompareFunction;
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int stencilReferenceValueFront;
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unsigned int readMask;
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};
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struct StencilOperationState
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{
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StencilOperationState(GLenum fail, GLenum zfail, GLenum zpass)
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: stencilFailureOperation(fail), depthFailureOperation(zfail), depthStencilPassOperation(zpass)
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{}
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inline bool equals(GLenum fail, GLenum zfail, GLenum zpass) const
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{
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return this->stencilFailureOperation == fail && this->depthFailureOperation == zfail &&
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this->depthStencilPassOperation == zpass;
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}
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unsigned int stencilFailureOperation;
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unsigned int depthFailureOperation;
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unsigned int depthStencilPassOperation;
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};
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struct CommonBindState
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{
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CommonBindState(GLenum t, GLuint h) : target(t), handle(h) {}
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inline bool equals(GLenum t, GLuint h) const { return this->target == t && this->handle == h; }
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GLenum target;
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GLuint handle;
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};
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struct UniformBufferBaseBindState
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{
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UniformBufferBaseBindState(GLenum i, GLuint h) : index(i), handle(h) {}
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inline bool equals(GLenum i, GLuint h) const { return this->index == i && this->handle == h; }
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GLuint index;
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GLuint handle;
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};
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struct OpenGLState
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{
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constexpr static GLenum BufferTargets[] = {
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GL_ARRAY_BUFFER, // VERTEX of VAO
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GL_ELEMENT_ARRAY_BUFFER, // INDEX of VAO
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GL_UNIFORM_BUFFER, // UNIFORM
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GL_PIXEL_PACK_BUFFER, // PIXEL
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};
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constexpr static int MAX_VERTEX_ATTRIBS = 16;
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template <typename _Left>
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static inline void try_enable(GLenum target, _Left& opt)
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{
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#if defined(AX_ENABLE_STATE_GUARD)
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if (opt.has_value() && opt.value())
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return;
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opt = true;
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#endif
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glEnable(target);
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}
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template <typename _Left>
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static inline void try_disable(GLenum target, _Left& opt)
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{
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#if defined(AX_ENABLE_STATE_GUARD)
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if (!opt.has_value() || !opt.value())
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return;
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opt = false;
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#endif
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glDisable(target);
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}
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template <typename _Func, typename _Left, typename _Right>
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static inline void try_call(_Func&& func, _Left& opt, _Right&& v)
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{
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#if defined(AX_ENABLE_STATE_GUARD)
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if (opt == v)
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return;
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opt = v;
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#endif
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func(v);
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}
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template <typename _Func, typename _Left, typename _Right, typename... _Args>
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static inline void try_callf(_Func&& func, _Left& opt, _Right&& v, _Args&&... args)
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{
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#if defined(AX_ENABLE_STATE_GUARD)
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if (opt == v)
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return;
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opt = v;
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#endif
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func(args...);
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}
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template <typename _Func, typename _Left, typename _Right>
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static inline void try_callu(_Func&& func, GLenum target, _Left& opt, _Right&& v)
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{
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#if defined(AX_ENABLE_STATE_GUARD)
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if (opt == v)
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return;
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opt = v;
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#endif
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func(target, v);
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}
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template <typename _Func, typename _Left, typename... _Args>
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static inline void try_callx(_Func&& func, _Left& opt, _Args&&... args)
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{
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#if defined(AX_ENABLE_STATE_GUARD)
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if (opt && (*opt).equals(args...))
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return;
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opt.emplace(args...);
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#endif
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func(args...);
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}
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template <typename _Func, typename _Left, typename... _Args>
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static inline void try_callxu(_Func&& func, GLenum upvalue, _Left& opt, _Args&&... args)
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{
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#if defined(AX_ENABLE_STATE_GUARD)
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if (opt && (*opt).equals(args...))
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return;
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opt.emplace(args...);
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#endif
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func(upvalue, args...);
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}
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using CullMode = backend::CullMode;
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using Winding = backend::Winding;
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using UtilsGL = backend::UtilsGL;
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static void reset();
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void viewport(const Viewport& v) { try_callf(glViewport, _viewPort, v, v.x, v.y, v.width, v.height); }
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void winding(Winding v) { try_callf(glFrontFace, _winding, v, UtilsGL::toGLFrontFace(v)); }
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void enableDepthTest() { try_enable(GL_DEPTH_TEST, _depthTest); }
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void disableDepthTest() { try_disable(GL_DEPTH_TEST, _depthTest); }
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void enableBlend() { try_enable(GL_BLEND, _blend); }
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void disableBlend() { try_disable(GL_BLEND, _blend); }
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void enableScissor(GLint x, GLint y, GLsizei width, GLsizei height)
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{
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try_enable(GL_SCISSOR_TEST, _scissor);
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glScissor(x, y, width, height);
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}
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void disableScissor() { try_disable(GL_SCISSOR_TEST, _scissor); }
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void lineWidth(float v) { try_call(glLineWidth, _lineWidth, v); }
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void bindFrameBuffer(GLuint v) { try_callu(glBindFramebuffer, GL_FRAMEBUFFER, _frameBufferBind, v); }
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void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
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{
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try_callx(glBlendEquationSeparate, _blendEquationSeparate, modeRGB, modeAlpha);
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}
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void blendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
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{
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try_callx(glBlendFuncSeparate, _blendFuncSeparate, sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
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}
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void colorMask(GLboolean r, GLboolean g, GLboolean b, GLboolean a)
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{
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try_callx(glColorMask, _colorMask, r, g, b, a);
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}
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void depthMask(GLboolean v) { try_call(glDepthMask, _depthMask, v); }
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void depthFunc(GLenum v) { try_call(glDepthFunc, _depthFunc, v); }
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void enableStencilTest() { try_enable(GL_STENCIL_TEST, _stencilTest); }
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void disableStencilTest() { try_disable(GL_STENCIL_TEST, _stencilTest); }
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void enableCullFace(GLenum mode)
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{
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try_enable(GL_CULL_FACE, _cullFace);
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glCullFace(mode);
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}
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void disableCullFace() { try_disable(GL_CULL_FACE, _cullFace); }
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void useProgram(GLuint v) { try_call(glUseProgram, _programBind, v); }
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void stencilFunc(GLenum func, GLint ref, GLuint mask) { try_callx(glStencilFunc, _stencilFunc, func, ref, mask); }
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void stencilFuncFront(GLenum func, GLint ref, GLuint mask)
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{
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try_callxu(glStencilFuncSeparate, GL_FRONT, _stencilFuncFront, func, ref, mask);
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}
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void stencilFuncBack(GLenum func, GLint ref, GLuint mask)
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{
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try_callxu(glStencilFuncSeparate, GL_BACK, _stencilFuncBack, func, ref, mask);
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}
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void stencilOp(GLenum fail, GLenum zfail, GLenum zpass) { try_callx(glStencilOp, _stencilOp, fail, zfail, zpass); }
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void stencilOpFront(GLenum fail, GLenum zfail, GLenum zpass)
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{
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try_callxu(glStencilOpSeparate, GL_FRONT, _stencilOpFront, fail, zfail, zpass);
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}
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void stencilOpBack(GLenum fail, GLenum zfail, GLenum zpass)
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{
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try_callxu(glStencilOpSeparate, GL_BACK, _stencilOpBack, fail, zfail, zpass);
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}
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void stencilMask(GLuint v) { try_call(glStencilMask, _stencilMask, v); }
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void stencilMaskFront(GLuint v) { try_callu(glStencilMaskSeparate, GL_FRONT, _stencilMaskFront, v); }
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void stencilMaskBack(GLuint v) { try_callu(glStencilMaskSeparate, GL_BACK, _stencilMaskBack, v); }
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void activeTexture(GLenum v) { try_call(glActiveTexture, _activeTexture, v); }
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void bindTexture(GLenum target, GLuint handle) { try_callx(glBindTexture, _textureBinding, target, handle); }
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void deleteTexture(GLenum target, GLuint handle)
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{
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glDeleteTextures(1, &handle);
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if (_textureBinding.has_value() && _textureBinding->handle == handle)
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_textureBinding.reset();
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}
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GLenum bindBuffer(BufferType type, GLuint buffer)
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{
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auto target = BufferTargets[static_cast<int>(type)];
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try_callu(glBindBuffer, target, _bufferBindings[static_cast<int>(type)], buffer);
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return target;
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}
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void deleteBuffer(BufferType type, GLuint buffer)
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{
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glDeleteBuffers(1, &buffer);
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if (_bufferBindings[static_cast<int>(type)] == buffer)
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_bufferBindings[static_cast<int>(type)].reset();
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}
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void bindUniformBufferBase(GLuint index, GLuint handle)
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{
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try_callxu(glBindBufferBase, GL_UNIFORM_BUFFER, _uniformBufferState, index, handle);
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}
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// useful for multi GL context before GL context switch, reset VAO state
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// VAO not share between context
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// shareable: texture, uniform buffer
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// not shareable: FBO, VAO(GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER)
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void resetVAO()
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{
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_bufferBindings[static_cast<int>(BufferType::ARRAY_BUFFER)].reset();
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_bufferBindings[static_cast<int>(BufferType::ELEMENT_ARRAY_BUFFER)].reset();
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}
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void enableVertexAttribArray(GLuint index)
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{
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const auto mask = 1 << index;
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if (!(_attribBits & mask))
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{
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glEnableVertexAttribArray(index);
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_attribBits |= mask;
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}
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}
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void disableVertexAttribArray(GLuint index)
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{
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const auto mask = 1 << index;
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if (_attribBits & mask)
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{
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glDisableVertexAttribArray(index);
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_attribBits &= ~mask;
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}
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}
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void disableUnusedVertexAttribs(uint32_t usedBits)
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{
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if (usedBits != _attribBits)
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{
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uint32_t unusedEnabledBits = _attribBits & ~usedBits;
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#if defined(_DEBUG)
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struct VertexBits
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{
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uint16_t bit0 : 1;
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uint16_t bit1 : 1;
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uint16_t bit2 : 1;
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uint16_t bit3 : 1;
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uint16_t bit4 : 1;
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uint16_t bit5 : 1;
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uint16_t bit6 : 1;
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uint16_t bit7 : 1;
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uint16_t bit8 : 1;
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uint16_t bit9 : 1;
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uint16_t bit10 : 1;
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uint16_t bit11 : 1;
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uint16_t bit12 : 1;
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uint16_t bit13 : 1;
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uint16_t bit14 : 1;
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uint16_t bit15 : 1;
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uint16_t reserved;
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};
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VertexBits *usedBitsDeb = reinterpret_cast<VertexBits*>(&usedBits),
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*enabledBitsDeb = reinterpret_cast<VertexBits*>(&_attribBits),
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*unusedEnabledBitsDeb = reinterpret_cast<VertexBits*>(&unusedEnabledBits);
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#endif
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for (auto i = 0; unusedEnabledBits && i < MAX_VERTEX_ATTRIBS; ++i)
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{
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if (unusedEnabledBits & 1)
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disableVertexAttribArray(i);
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unusedEnabledBits >>= 1;
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}
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assert(usedBits == _attribBits);
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}
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}
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void setVertexAttribDivisor(GLuint index)
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{
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const auto mask = 1 << index;
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if (!(_divisorBits & mask))
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{
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#if defined(__ANDROID__) && AX_GLES_PROFILE == 200
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if (glVertexAttribDivisor)
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glVertexAttribDivisor(index, 1);
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#else
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glVertexAttribDivisor(index, 1);
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#endif
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_divisorBits |= mask;
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}
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}
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void clearVertexAttribDivisor(GLuint index)
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{
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const auto mask = 1 << index;
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if (_divisorBits & mask)
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{
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#if defined(__ANDROID__) && AX_GLES_PROFILE == 200
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if (glVertexAttribDivisor)
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glVertexAttribDivisor(index, 0);
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#else
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glVertexAttribDivisor(index, 0);
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#endif
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_divisorBits &= ~mask;
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}
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}
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private:
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uint32_t _attribBits{0}; // vertexAttribArray bitset
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uint32_t _divisorBits{0}; // divisor bitset
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std::optional<GLuint> _bufferBindings[(int)BufferType::COUNT];
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std::optional<Viewport> _viewPort;
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std::optional<Winding> _winding;
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std::optional<bool> _depthTest;
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std::optional<bool> _blend;
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std::optional<bool> _scissor;
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std::optional<float> _lineWidth;
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std::optional<GLuint> _frameBufferBind;
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std::optional<BlendEquationSeparateState> _blendEquationSeparate;
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std::optional<BlendFuncSeparateState> _blendFuncSeparate;
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std::optional<ColorMaskState> _colorMask;
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std::optional<GLboolean> _depthMask;
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std::optional<GLenum> _depthFunc;
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std::optional<bool> _stencilTest;
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std::optional<bool> _cullFace;
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std::optional<GLuint> _programBind;
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std::optional<StencilFuncState> _stencilFunc;
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std::optional<StencilFuncState> _stencilFuncFront;
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std::optional<StencilFuncState> _stencilFuncBack;
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std::optional<StencilOperationState> _stencilOp;
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std::optional<StencilOperationState> _stencilOpFront;
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std::optional<StencilOperationState> _stencilOpBack;
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std::optional<GLuint> _stencilMask;
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std::optional<GLuint> _stencilMaskFront;
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std::optional<GLuint> _stencilMaskBack;
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std::optional<GLenum> _activeTexture;
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std::optional<CommonBindState> _textureBinding;
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std::optional<UniformBufferBaseBindState> _uniformBufferState;
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};
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AX_DLL extern OpenGLState* __gl;
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NS_AX_BACKEND_END
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