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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00
GLideN64/src/Graphics/Context.cpp

347 lines
7.6 KiB
C++

#include "Context.h"
#include "OpenGLContext/opengl_ContextImpl.h"
using namespace graphics;
Context gfxContext;
bool Context::Multisampling = false;
bool Context::BlitFramebuffer = false;
bool Context::WeakBlitFramebuffer = false;
bool Context::DepthFramebufferTextures = false;
bool Context::ShaderProgramBinary = false;
bool Context::ImageTextures = false;
bool Context::IntegerTextures = false;
bool Context::ClipControl = false;
bool Context::FramebufferFetch = false;
bool Context::TextureBarrier = false;
bool Context::EglImage = false;
bool Context::EglImageFramebuffer = false;
Context::Context() {}
Context::~Context() {
m_impl.reset();
}
void Context::init()
{
m_impl.reset(new opengl::ContextImpl);
m_impl->init();
m_fbTexFormats.reset(m_impl->getFramebufferTextureFormats());
Multisampling = m_impl->isSupported(SpecialFeatures::Multisampling);
BlitFramebuffer = m_impl->isSupported(SpecialFeatures::BlitFramebuffer);
WeakBlitFramebuffer = m_impl->isSupported(SpecialFeatures::WeakBlitFramebuffer);
DepthFramebufferTextures = m_impl->isSupported(SpecialFeatures::DepthFramebufferTextures);
ShaderProgramBinary = m_impl->isSupported(SpecialFeatures::ShaderProgramBinary);
ImageTextures = m_impl->isSupported(SpecialFeatures::ImageTextures);
IntegerTextures = m_impl->isSupported(SpecialFeatures::IntegerTextures);
ClipControl = m_impl->isSupported(SpecialFeatures::ClipControl);
FramebufferFetch = m_impl->isSupported(SpecialFeatures::FramebufferFetch);
TextureBarrier = m_impl->isSupported(SpecialFeatures::TextureBarrier);
EglImage = m_impl->isSupported(SpecialFeatures::EglImage);
EglImageFramebuffer = m_impl->isSupported(SpecialFeatures::EglImageFramebuffer);
}
void Context::destroy()
{
m_impl->destroy();
m_impl.reset();
}
void Context::setClampMode(ClampMode _mode)
{
m_impl->setClampMode(_mode);
}
ClampMode Context::getClampMode()
{
return m_impl->getClampMode();
}
void Context::enable(EnableParam _parameter, bool _enable)
{
m_impl->enable(_parameter, _enable);
}
u32 Context::isEnabled(EnableParam _parameter)
{
return m_impl->isEnabled(_parameter);
}
void Context::cullFace(CullModeParam _parameter)
{
m_impl->cullFace(_parameter);
}
void Context::enableDepthWrite(bool _enable)
{
m_impl->enableDepthWrite(_enable);
}
void Context::setDepthCompare(CompareParam _mode)
{
m_impl->setDepthCompare(_mode);
}
void Context::setViewport(s32 _x, s32 _y, s32 _width, s32 _height)
{
m_impl->setViewport(_x, _y, _width, _height);
}
void Context::setScissor(s32 _x, s32 _y, s32 _width, s32 _height)
{
m_impl->setScissor(_x, _y, _width, _height);
}
void Context::setBlending(BlendParam _sfactor, BlendParam _dfactor)
{
m_impl->setBlending(_sfactor, _dfactor);
}
void Context::setBlendColor(f32 _red, f32 _green, f32 _blue, f32 _alpha)
{
m_impl->setBlendColor(_red, _green, _blue, _alpha);
}
void Context::clearColorBuffer(f32 _red, f32 _green, f32 _blue, f32 _alpha)
{
m_impl->clearColorBuffer(_red, _green, _blue, _alpha);
}
void Context::clearDepthBuffer()
{
m_impl->clearDepthBuffer();
}
void Context::setPolygonOffset(f32 _factor, f32 _units)
{
m_impl->setPolygonOffset(_factor, _units);
}
ObjectHandle Context::createTexture(Parameter _target)
{
return m_impl->createTexture(_target);
}
void Context::deleteTexture(ObjectHandle _name)
{
m_impl->deleteTexture(_name);
}
void Context::init2DTexture(const InitTextureParams & _params)
{
m_impl->init2DTexture(_params);
}
void Context::update2DTexture(const UpdateTextureDataParams & _params)
{
m_impl->update2DTexture(_params);
}
void Context::setTextureParameters(const TexParameters & _parameters)
{
m_impl->setTextureParameters(_parameters);
}
void Context::bindTexture(const BindTextureParameters & _params)
{
m_impl->bindTexture(_params);
}
void Context::setTextureUnpackAlignment(s32 _param)
{
m_impl->setTextureUnpackAlignment(_param);
}
s32 Context::getTextureUnpackAlignment() const
{
return m_impl->getTextureUnpackAlignment();
}
s32 Context::getMaxTextureSize() const
{
return m_impl->getMaxTextureSize();
}
void Context::bindImageTexture(const BindImageTextureParameters & _params)
{
m_impl->bindImageTexture(_params);
}
u32 Context::convertInternalTextureFormat(u32 _format) const
{
return m_impl->convertInternalTextureFormat(_format);
}
void Context::textureBarrier()
{
m_impl->textureBarrier();
}
/*---------------Framebuffer-------------*/
const FramebufferTextureFormats & Context::getFramebufferTextureFormats()
{
return *m_fbTexFormats.get();
}
ObjectHandle Context::createFramebuffer()
{
return m_impl->createFramebuffer();
}
void Context::deleteFramebuffer(ObjectHandle _name)
{
m_impl->deleteFramebuffer(_name);
}
void Context::bindFramebuffer(BufferTargetParam _target, ObjectHandle _name)
{
m_impl->bindFramebuffer(_target, _name);
}
ObjectHandle Context::createRenderbuffer()
{
return m_impl->createRenderbuffer();
}
void Context::initRenderbuffer(const InitRenderbufferParams & _params)
{
m_impl->initRenderbuffer(_params);
}
void Context::addFrameBufferRenderTarget(const FrameBufferRenderTarget & _params)
{
m_impl->addFrameBufferRenderTarget(_params);
}
bool Context::blitFramebuffers(const BlitFramebuffersParams & _params)
{
return m_impl->blitFramebuffers(_params);
}
void Context::setDrawBuffers(u32 _num)
{
m_impl->setDrawBuffers(_num);
}
PixelReadBuffer * Context::createPixelReadBuffer(size_t _sizeInBytes)
{
return m_impl->createPixelReadBuffer(_sizeInBytes);
}
ColorBufferReader * Context::createColorBufferReader(CachedTexture * _pTexture)
{
return m_impl->createColorBufferReader(_pTexture);
}
/*---------------Shaders-------------*/
bool Context::isCombinerProgramBuilderObsolete()
{
return m_impl->isCombinerProgramBuilderObsolete();
}
void Context::resetCombinerProgramBuilder()
{
m_impl->resetCombinerProgramBuilder();
}
CombinerProgram * Context::createCombinerProgram(Combiner & _color, Combiner & _alpha, const CombinerKey & _key)
{
return m_impl->createCombinerProgram(_color, _alpha, _key);
}
bool Context::saveShadersStorage(const Combiners & _combiners)
{
return m_impl->saveShadersStorage(_combiners);
}
bool Context::loadShadersStorage(Combiners & _combiners)
{
return m_impl->loadShadersStorage(_combiners);
}
ShaderProgram * Context::createDepthFogShader()
{
return m_impl->createDepthFogShader();
}
TexrectDrawerShaderProgram * Context::createTexrectDrawerDrawShader()
{
return m_impl->createTexrectDrawerDrawShader();
}
ShaderProgram * Context::createTexrectDrawerClearShader()
{
return m_impl->createTexrectDrawerClearShader();
}
ShaderProgram * Context::createTexrectCopyShader()
{
return m_impl->createTexrectCopyShader();
}
ShaderProgram * Context::createTexrectColorAndDepthCopyShader()
{
return m_impl->createTexrectColorAndDepthCopyShader();
}
ShaderProgram * Context::createGammaCorrectionShader()
{
return m_impl->createGammaCorrectionShader();
}
ShaderProgram * Context::createOrientationCorrectionShader()
{
return m_impl->createOrientationCorrectionShader();
}
ShaderProgram * Context::createFXAAShader()
{
return m_impl->createFXAAShader();
}
TextDrawerShaderProgram * Context::createTextDrawerShader()
{
return m_impl->createTextDrawerShader();
}
void Context::resetShaderProgram()
{
m_impl->resetShaderProgram();
}
void Context::drawTriangles(const DrawTriangleParameters & _params)
{
m_impl->drawTriangles(_params);
}
void Context::drawRects(const DrawRectParameters & _params)
{
m_impl->drawRects(_params);
}
void Context::drawLine(f32 _width, SPVertex * _vertices)
{
m_impl->drawLine(_width, _vertices);
}
f32 Context::getMaxLineWidth()
{
return m_impl->getMaxLineWidth();
}
bool Context::isError() const
{
return m_impl->isError();
}
bool Context::isFramebufferError() const
{
return m_impl->isFramebufferError();
}