mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-02-02 20:11:15 +00:00
Only create and blit one set of buffers
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5985c4513e
commit
17ec92f194
@ -40,11 +40,6 @@ Direct3DRMRenderer* OpenGLES3Renderer::Create(DWORD width, DWORD height, DWORD m
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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if (msaaSamples > 1) {
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, msaaSamples);
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}
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if (!DDWindow) {
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SDL_Log("No window handler");
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return nullptr;
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@ -290,17 +285,18 @@ OpenGLES3Renderer::OpenGLES3Renderer(
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SDL_GLContext context,
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GLuint shaderProgram
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)
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: m_context(context), m_shaderProgram(shaderProgram)
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: m_context(context), m_shaderProgram(shaderProgram), m_msaa(msaaSamples)
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{
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glGenFramebuffers(1, &m_fbo);
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if (msaaSamples > 1) {
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glGenFramebuffers(1, &m_msaaFbo);
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GLint maxSamples;
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glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
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if (m_msaa > maxSamples) {
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m_msaa = maxSamples;
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}
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m_virtualWidth = width;
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m_virtualHeight = height;
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m_requestedMsaaSamples = msaaSamples;
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ViewportTransform viewportTransform = {1.0f, 0.0f, 0.0f};
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Resize(width, height, viewportTransform);
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@ -503,7 +499,7 @@ HRESULT OpenGLES3Renderer::BeginFrame()
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SDL_GL_MakeCurrent(DDWindow, m_context);
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m_dirty = true;
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glBindFramebuffer(GL_FRAMEBUFFER, m_useMsaa ? m_msaaFbo : m_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glEnable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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@ -626,67 +622,36 @@ void OpenGLES3Renderer::Resize(int width, int height, const ViewportTransform& v
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m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
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if (m_colorTarget) {
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glDeleteTextures(1, &m_colorTarget);
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glDeleteRenderbuffers(1, &m_colorTarget);
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m_depthTarget = 0;
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}
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if (m_depthTarget) {
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glDeleteRenderbuffers(1, &m_depthTarget);
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m_colorTarget = 0;
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}
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if (m_msaaColorRbo) {
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glDeleteRenderbuffers(1, &m_msaaColorRbo);
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}
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if (m_msaaDepthRbo) {
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glDeleteRenderbuffers(1, &m_msaaDepthRbo);
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}
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m_colorTarget = m_depthTarget = m_msaaColorRbo = m_msaaDepthRbo = 0;
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GLint samples, maxSamples;
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glGetIntegerv(GL_SAMPLES, &samples);
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glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
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m_useMsaa = samples > 1;
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if (m_useMsaa) {
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glBindFramebuffer(GL_FRAMEBUFFER, m_msaaFbo);
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glGenRenderbuffers(1, &m_msaaColorRbo);
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glBindRenderbuffer(GL_RENDERBUFFER, m_msaaColorRbo);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_RGBA8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_msaaColorRbo);
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glGenRenderbuffers(1, &m_msaaDepthRbo);
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glBindRenderbuffer(GL_RENDERBUFFER, m_msaaDepthRbo);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_DEPTH24_STENCIL8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_msaaDepthRbo);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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SDL_Log("MSAA Framebuffer is not complete! Disabling MSAA.");
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m_useMsaa = false;
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}
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}
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SDL_Log(
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"MSAA is %s. Requested samples: %d, active samples: %d, max samples: %d",
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m_useMsaa ? "on" : "off",
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m_requestedMsaaSamples,
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samples,
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maxSamples
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);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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// Create color texture
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glGenTextures(1, &m_colorTarget);
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glBindTexture(GL_TEXTURE_2D, m_colorTarget);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_colorTarget, 0);
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glGenRenderbuffers(1, &m_colorTarget);
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glBindRenderbuffer(GL_RENDERBUFFER, m_colorTarget);
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if (m_msaa > 1) {
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaa, GL_RGBA8, width, height);
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}
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else {
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
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}
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_colorTarget);
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// Create depth renderbuffer
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glGenRenderbuffers(1, &m_depthTarget);
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glBindRenderbuffer(GL_RENDERBUFFER, m_depthTarget);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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if (m_msaa > 1) {
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaa, GL_DEPTH24_STENCIL8, width, height);
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}
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else {
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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}
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthTarget);
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glViewport(0, 0, m_width, m_height);
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@ -697,7 +662,7 @@ void OpenGLES3Renderer::Clear(float r, float g, float b)
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SDL_GL_MakeCurrent(DDWindow, m_context);
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m_dirty = true;
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glBindFramebuffer(GL_FRAMEBUFFER, m_useMsaa ? m_msaaFbo : m_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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@ -712,63 +677,9 @@ void OpenGLES3Renderer::Flip()
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return;
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}
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if (m_useMsaa) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaFbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
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glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glFrontFace(GL_CCW);
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glDepthMask(GL_FALSE);
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glUniform4f(m_colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform1f(m_shinLoc, 0.0f);
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float ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
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float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
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glUniform4fv(u_lightLocs[0][0], 1, ambient);
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glUniform4fv(u_lightLocs[0][1], 1, blank);
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glUniform4fv(u_lightLocs[0][2], 1, blank);
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glUniform1i(m_lightCountLoc, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_colorTarget);
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glUniform1i(m_textureLoc, 0);
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glUniform1i(m_useTextureLoc, 1);
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D3DRMMATRIX4D projection;
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D3DRMMATRIX4D modelViewMatrix = {
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{(float) m_width, 0.0f, 0.0f, 0.0f},
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{0.0f, (float) -m_height, 0.0f, 0.0f},
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{0.0f, 0.0f, 1.0f, 0.0f},
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{0.0f, (float) m_height, 0.0f, 1.0f}
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};
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glUniformMatrix4fv(m_modelViewMatrixLoc, 1, GL_FALSE, &modelViewMatrix[0][0]);
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Matrix3x3 identity = {{1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}};
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glUniformMatrix3fv(m_normalMatrixLoc, 1, GL_FALSE, &identity[0][0]);
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CreateOrthographicProjection((float) m_width, (float) m_height, projection);
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glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &projection[0][0]);
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glDisable(GL_SCISSOR_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboPositions);
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glEnableVertexAttribArray(m_posLoc);
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glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboTexcoords);
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glEnableVertexAttribArray(m_texLoc);
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glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiMeshCache.ibo);
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_uiMeshCache.indices.size()), GL_UNSIGNED_SHORT, nullptr);
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glDisableVertexAttribArray(m_texLoc);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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SDL_GL_SwapWindow(DDWindow);
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glFrontFace(GL_CW);
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@ -780,7 +691,7 @@ void OpenGLES3Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
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SDL_GL_MakeCurrent(DDWindow, m_context);
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m_dirty = true;
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glBindFramebuffer(GL_FRAMEBUFFER, m_useMsaa ? m_msaaFbo : m_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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@ -867,12 +778,6 @@ void OpenGLES3Renderer::Download(SDL_Surface* target)
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{
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glFinish();
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if (m_useMsaa) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaFbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
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glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels);
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@ -72,12 +72,8 @@ class OpenGLES3Renderer : public Direct3DRMRenderer {
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bool m_dirty = false;
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std::vector<SceneLight> m_lights;
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SDL_GLContext m_context;
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uint32_t m_requestedMsaaSamples;
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bool m_useMsaa;
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uint32_t m_msaa;
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GLuint m_fbo;
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GLuint m_msaaFbo;
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GLuint m_msaaColorRbo;
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GLuint m_msaaDepthRbo;
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GLuint m_colorTarget;
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GLuint m_depthTarget;
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GLuint m_shaderProgram;
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