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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend/DirectVulkan): Vulkan backend default framebuffer initialization
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@@ -25,15 +25,13 @@ namespace MobileGL::MG_Impl {
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auto colorTex = MakeShared<MG_State::GLState::TextureObject2D>(0);
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colorTex->SetInternalFormat(TextureInternalFormat::RGBA8);
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colorTex->AllocateStorage(TextureUploadTarget::Texture2D, 0, {{512, 512, 1}, 0});
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// colorTex->SetMipmapLevel({{512, 512, 1}, 0, false, 0, {nullptr, 0}});
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auto depthTex = MakeShared<MG_State::GLState::TextureObject2D>(0);
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depthTex->SetInternalFormat(TextureInternalFormat::Depth32FStencil8);
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depthTex->AllocateStorage(TextureUploadTarget::Texture2D, 0, {{512, 512, 1}, 0});
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// depthTex->SetMipmapLevel({{512, 512, 1}, 0, false, 0, {nullptr, 0}});
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auto stencilTex = MakeShared<MG_State::GLState::TextureObject2D>(0);
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stencilTex->SetInternalFormat(TextureInternalFormat::Depth32FStencil8);
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stencilTex->AllocateStorage(TextureUploadTarget::Texture2D, 0, {{512, 512, 1}, 0});
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// stencilTex->SetMipmapLevel({{512, 512, 1}, 0, false, 0, {nullptr, 0}});
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fbo0->AttachTexture(FramebufferAttachmentType::Color0, colorTex);
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fbo0->AttachTexture(FramebufferAttachmentType::Depth, depthTex);
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fbo0->AttachTexture(FramebufferAttachmentType::Stencil, stencilTex);
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