mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 04:38:30 +09:00
[Fix] (MG_Backend/DirectGLES): Correct MRT sync.
This commit is contained in:
@@ -398,113 +398,101 @@ namespace MobileGL::MG_Backend::DirectGLES {
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MGLOG_E("State FBO object is null, cannot sync to backend.");
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return;
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}
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MGLOG_D("Syncing FBO with backend ID %u to backend for state ID %u, as %s FBO", m_backendFBOId,
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stateFBOObject->GetExternalIndex(), (asTarget == FramebufferTarget::Draw ? "DRAW" : "READ"));
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GLenum glFBOTarget = MG_Util::ConvertFramebufferTargetToGLEnum(asTarget);
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BackendFramebufferBindingProtector backendFBOBindingProtector(glFBOTarget);
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Bind(asTarget);
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if (asTarget == FramebufferTarget::Draw) {
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int nBuffers = 0;
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// Attach attachment to FBO, realize `glDrawBuffers`
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if (stateFBOObject->DrawBuffersIsDirty()) {
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std::fill(m_frontendBuffers,
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m_frontendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS, GL_NONE);
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std::fill(m_backendBuffers,
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m_backendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS, GL_NONE);
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auto& stateDrawBuffers = stateFBOObject->GetDrawBuffers();
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for (GLint i = 0; i < stateDrawBuffers.size(); ++i) {
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m_frontendBuffers[i] = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(stateDrawBuffers[i]);
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}
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MGLOG_D("%s: mapping draw buffers gl -> es:", __func__);
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for (int i = 0; i < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
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if (m_frontendBuffers[i] == GL_NONE) {
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MGLOG_D("(m_frontendBuffers[%d] = GL_NONE), skipped", i);
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continue;
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}
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m_backendBuffers[nBuffers] = GL_COLOR_ATTACHMENT0 + nBuffers;
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m_compactedFrontendBuffers[nBuffers] = m_frontendBuffers[i];
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MGLOG_D("(m_frontendBuffers[%d] = %s) -> %s", i,
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MG_Util::ConvertGLEnumToString(m_frontendBuffers[i]).c_str(),
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MG_Util::ConvertGLEnumToString(m_backendBuffers[nBuffers]).c_str());
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nBuffers++;
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}
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MG_External::GLES::glDrawBuffers(nBuffers, m_backendBuffers);
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stateFBOObject->ClearDrawBuffersDirtyState();
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// Handle all attachments
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const auto& attachments = stateFBOObject->GetAllAttachments();
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for (SizeT i = 0; i < attachments.size(); ++i) {
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const auto& attachment = attachments[i];
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if (!attachment.IsValid() || attachment.IsEmpty()) {
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continue;
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}
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// Sync all attachments
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const auto& attachments = stateFBOObject->GetAllAttachments();
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for (SizeT i = 0; i < nBuffers; ++i) {
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FramebufferAttachmentType frontendAttachmentType =
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MG_Util::ConvertGLEnumToFramebufferAttachmentType(m_compactedFrontendBuffers[i]);
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GLenum glBackendAttachmentType = m_backendBuffers[i];
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const auto& attachment = attachments[(SizeT)frontendAttachmentType];
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if (!attachment.IsComplete()) {
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FramebufferAttachmentType type = static_cast<FramebufferAttachmentType>(i);
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GLenum glAttachment = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(type);
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if (attachment.IsTexture()) {
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const auto& textureObject = attachment.GetTexture();
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const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
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if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) {
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MGLOG_E("No backend texture found for FBO attachment, cannot bind texture.");
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continue;
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}
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const auto& backendTextureObject = backendTextureIt->second;
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auto glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
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backendTextureObject->Bind(glTextureTarget);
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MG_External::GLES::glFramebufferTexture2D(glFBOTarget, glAttachment, glTextureTarget,
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backendTextureObject->GetBackendTextureId(),
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static_cast<GLint>(attachment.GetTextureLevel()));
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} else if (attachment.IsRenderbuffer()) {
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// TODO: renderbuffer support
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}
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}
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// Handle draw buffers for DRAW_FRAMEBUFFER
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if (asTarget == FramebufferTarget::Draw) {
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// Create mappings for draw buffers
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int nBuffers = 0;
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std::fill(m_frontendBuffers, m_frontendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
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GL_NONE);
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std::fill(m_backendBuffers, m_backendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS,
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GL_NONE);
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std::fill(m_compactedFrontendBuffers,
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m_compactedFrontendBuffers + MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS, GL_NONE);
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auto& stateDrawBuffers = stateFBOObject->GetDrawBuffers();
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for (GLint i = 0; i < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
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if (stateDrawBuffers[i] == FramebufferAttachmentType::None) {
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m_frontendBuffers[i] = GL_NONE;
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continue;
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}
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if (attachment.IsTexture()) {
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const auto& textureObject = attachment.GetTexture();
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const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
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if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) {
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MGLOG_E("No backend texture found for FBO attachment, cannot bind texture.");
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continue;
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}
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const auto& backendTextureObject = backendTextureIt->second;
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auto glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
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backendTextureObject->Bind(glTextureTarget);
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MG_External::GLES::glFramebufferTexture2D(glFBOTarget, glBackendAttachmentType, glTextureTarget,
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backendTextureObject->GetBackendTextureId(),
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static_cast<GLint>(attachment.GetTextureLevel()));
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} else if (attachment.IsRenderbuffer()) {
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// TODO
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}
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m_frontendBuffers[i] = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(stateDrawBuffers[i]);
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// Create compacted mapping
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m_backendBuffers[nBuffers] = GL_COLOR_ATTACHMENT0 + nBuffers;
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m_compactedFrontendBuffers[nBuffers] = m_frontendBuffers[i];
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nBuffers++;
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}
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} else {
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// Attach attachment to FBO, realize `glReadBuffer`
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// TODO: do we actually need "virtualization" here? I assume not?
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GLenum frontendAtt = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(stateFBOObject->GetReadBuffer());
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MG_External::GLES::glDrawBuffers(nBuffers, m_backendBuffers);
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// Attach textures for compacted draw buffers
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for (int i = 0; i < nBuffers; ++i) {
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FramebufferAttachmentType frontendAttachmentType =
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MG_Util::ConvertGLEnumToFramebufferAttachmentType(m_compactedFrontendBuffers[i]);
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GLenum backendAttachment = m_backendBuffers[i];
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const auto& attachment = attachments[static_cast<SizeT>(frontendAttachmentType)];
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if (!attachment.IsTexture()) continue;
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const auto& textureObject = attachment.GetTexture();
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const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
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if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) continue;
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const auto& backendTextureObject = backendTextureIt->second;
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auto glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
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backendTextureObject->Bind(glTextureTarget);
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MG_External::GLES::glFramebufferTexture2D(glFBOTarget, backendAttachment, glTextureTarget,
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backendTextureObject->GetBackendTextureId(),
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static_cast<GLint>(attachment.GetTextureLevel()));
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}
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stateFBOObject->ClearDrawBuffersDirtyState();
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}
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// Handle read buffer for READ_FRAMEBUFFER
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else if (asTarget == FramebufferTarget::Read) {
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FramebufferAttachmentType readBufferType = stateFBOObject->GetReadBuffer();
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GLenum frontendAtt = MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(readBufferType);
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GLenum backendAtt = GL_NONE;
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// Attach attachment to FBO, fast path
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// Find corresponding backend attachment in compacted draw buffers
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for (SizeT i = 0; i < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++i) {
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if (m_compactedFrontendBuffers[i] == frontendAtt) backendAtt = m_backendBuffers[i];
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if (m_compactedFrontendBuffers[i] == frontendAtt) {
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backendAtt = m_backendBuffers[i];
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break;
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}
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}
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if (backendAtt != GL_NONE) {
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MG_External::GLES::glReadBuffer(backendAtt);
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} else {
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// Maybe we should properly do `glFramebufferTexture2D` here
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// don't need remap / virtualization
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MG_External::GLES::glReadBuffer(frontendAtt);
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const auto& attachments = stateFBOObject->GetAllAttachments();
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const auto& attachment = attachments[(SizeT)frontendAtt];
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if (!attachment.IsComplete()) {
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return;
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}
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if (attachment.IsTexture()) {
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const auto& textureObject = attachment.GetTexture();
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const auto& backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
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if (backendTextureIt == TextureImpl::g_backendTextureObjects.end()) {
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MGLOG_E("No backend texture found for FBO attachment, cannot bind texture.");
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return;
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}
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const auto& backendTextureObject = backendTextureIt->second;
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auto glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
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backendTextureObject->Bind(glTextureTarget);
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MG_External::GLES::glFramebufferTexture2D(glFBOTarget, frontendAtt, glTextureTarget,
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backendTextureObject->GetBackendTextureId(),
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static_cast<GLint>(attachment.GetTextureLevel()));
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} else if (attachment.IsRenderbuffer()) {
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// TODO
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}
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}
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}
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}
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@@ -591,15 +579,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
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auto& spirvCode = shaderSpirvs[index];
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MG_Util::ShaderTranspiler::SpvcSession spvcSession(spirvCode);
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// if (glShaderType == GL_VERTEX_SHADER) {
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// if (stateProgramObject->GetAttribLocationMap().empty())
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// MGLOG_D("%s: no explicitly set vertex in location", __func__);
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// for (auto& [name, loc]: stateProgramObject->GetAttribLocationMap()) {
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// MGLOG_D("%s: got explicitly set - layout(location = %d) %s;", __func__, loc,
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// name.c_str());
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// }
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//// spvcSession.SetVertexAttribLocation(stateProgramObject->GetAttribLocationMap());
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// }
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spvc_compiler_options options;
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spvcSession.CreateOptions(&options);
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