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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_State/Framebuffer): Correct GL_FRAMEBUFFER target handling and resource management.
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@@ -47,7 +47,6 @@ GLenum FramebufferState::Bind(GLenum target, GLuint framebuffer) {
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if (framebuffer != 0 && !ValidateHandle(framebuffer))
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return GL_INVALID_OPERATION;
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if (target == GL_FRAMEBUFFER) {
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currentBindings_[GL_FRAMEBUFFER] = framebuffer;
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currentBindings_[GL_READ_FRAMEBUFFER] = framebuffer;
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currentBindings_[GL_DRAW_FRAMEBUFFER] = framebuffer;
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} else {
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@@ -61,7 +60,23 @@ GLenum FramebufferState::AttachTexture2D(GLenum target, GLenum attachment,
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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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// if (target == GL_FRAMEBUFFER) target = GL_DRAW_FRAMEBUFFER;
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if (target == GL_FRAMEBUFFER) {
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if (currentBindings_[GL_READ_FRAMEBUFFER] == currentBindings_[GL_DRAW_FRAMEBUFFER]) {
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target = GL_DRAW_FRAMEBUFFER;
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} else {
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if (currentBindings_[GL_READ_FRAMEBUFFER] != 0) {
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GLenum err = AttachTexture2D(GL_READ_FRAMEBUFFER, attachment, textarget, texture, level);
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if (err != GL_NO_ERROR)
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return err;
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}
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if (currentBindings_[GL_DRAW_FRAMEBUFFER] != 0) {
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GLenum err = AttachTexture2D(GL_DRAW_FRAMEBUFFER, attachment, textarget, texture, level);
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if (err != GL_NO_ERROR)
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return err;
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}
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return GL_NO_ERROR;
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}
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}
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FramebufferObject* fbo = GetCurrentFBO(target);
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if (!fbo) return GL_INVALID_OPERATION;
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if (texture != 0 && !MG_State_T::textureState->IsTexture(texture))
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@@ -86,7 +101,7 @@ GLenum FramebufferState::AttachTexture2D(GLenum target, GLenum attachment,
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}
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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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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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return fbo->status;
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