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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 20:28:32 +09:00
[Misc] (FramebufferState): Rename some functions.
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@@ -397,11 +397,11 @@ void UpdateProgramUniformMatrix##suffix##Vector(GLint location, GLsizei count, G
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GLenum MG_State::AttachTexture2DToFramebuffer(GLenum target, GLenum attachment, GLenum textarget,
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GLuint texture, GLint level) {
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return MG_State_T::framebufferState->glAttachTexture2D(target, attachment, textarget,
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texture, level);
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return MG_State_T::framebufferState->AttachTexture2D(target, attachment, textarget,
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texture, level);
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}
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GLenum MG_State::ValidateFramebufferCompleteness(GLenum target) {
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return MG_State_T::framebufferState->glValidateCompleteness(target);
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return MG_State_T::framebufferState->ValidateCompleteness(target);
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}
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}
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@@ -55,8 +55,8 @@ GLenum FramebufferState::Bind(GLenum target, GLuint framebuffer) {
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return GL_NO_ERROR;
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}
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GLenum FramebufferState::glAttachTexture2D(GLenum target, GLenum attachment,
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GLenum textarget, GLuint texture, GLint level) {
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GLenum FramebufferState::AttachTexture2D(GLenum target, GLenum attachment,
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GLenum textarget, GLuint texture, GLint level) {
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if (MG_Constants::Framebuffer::VALID_ATTACHMENTS.find(attachment) == MG_Constants::Framebuffer::VALID_ATTACHMENTS.end() ||
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MG_Constants::Texture::VALID_TARGETS.find(textarget) == MG_Constants::Texture::VALID_TARGETS.end())
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return GL_INVALID_ENUM;
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@@ -84,7 +84,7 @@ GLenum FramebufferState::glAttachTexture2D(GLenum target, GLenum attachment,
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return GL_NO_ERROR;
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}
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GLenum FramebufferState::glValidateCompleteness(GLenum target) {
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GLenum FramebufferState::ValidateCompleteness(GLenum target) {
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if (target == GL_FRAMEBUFFER) target = GL_DRAW_FRAMEBUFFER;
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FramebufferObject* fbo = GetCurrentFBO(target);
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if (!fbo) return GL_INVALID_OPERATION;
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@@ -30,9 +30,9 @@ public:
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GLenum CreateN(GLsizei n, GLuint* framebuffers);
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GLenum Delete(GLuint framebuffer);
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GLenum Bind(GLenum target, GLuint framebuffer);
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GLenum glAttachTexture2D(GLenum target, GLenum attachment,
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GLenum textarget, GLuint texture, GLint level);
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GLenum glValidateCompleteness(GLenum target);
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GLenum AttachTexture2D(GLenum target, GLenum attachment,
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GLenum textarget, GLuint texture, GLint level);
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GLenum ValidateCompleteness(GLenum target);
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FramebufferObject* GetCurrentFBO(GLenum target);
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std::unordered_map<GLenum, GLuint> currentBindings_; // READ/DRAW/FRAMEBUFFER
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