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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend/DirectVulkan): fixing Photon v1.1
- Flatten DailyWeatherVariation interface varyings - Correct internal-format component counts - Preserve GL draw-buffer slot semantics in render pass creation - relax GL_NONE / vec4-to-RGB pipeline checks
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@@ -25,6 +25,12 @@ namespace MobileGL {
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void Init();
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namespace GLState {
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struct CurrentVertexAttributeValue {
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Array<Float, 4> floatValue{0.f, 0.f, 0.f, 1.f};
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Array<Int32, 4> intValue{0, 0, 0, 1};
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Array<Uint32, 4> uintValue{0u, 0u, 0u, 1u};
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};
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class GLContext {
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public:
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GLContext() = default;
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@@ -61,6 +67,10 @@ namespace MobileGL {
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Bool ValidateVertexArrayName(Uint index) const;
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Bool ValidateVertexArrayObject(Uint index) const;
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const SharedPtr<VertexArrayObject>& GetBoundVertexArray();
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void SetCurrentVertexAttributeFloat(Uint index, const Array<Float, 4>& value);
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void SetCurrentVertexAttributeInt(Uint index, const Array<Int32, 4>& value);
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void SetCurrentVertexAttributeUint(Uint index, const Array<Uint32, 4>& value);
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const CurrentVertexAttributeValue& GetCurrentVertexAttribute(Uint index) const;
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// Texture
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void GenTextureNames(Uint number, Vector<Uint>& textures);
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@@ -152,6 +162,7 @@ namespace MobileGL {
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ErrorState m_errorState;
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BufferState m_bufferState;
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VertexArrayState m_vertexArrayState;
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Array<CurrentVertexAttributeValue, VertexArrayObject::MAX_VERTEX_ATTRIBS> m_currentVertexAttributes{};
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TextureState m_textureState;
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ProgramState m_programState;
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RenderState m_renderState;
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