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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_State/GLState, MG_Backend): track layered framebuffer textures
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@@ -1283,15 +1283,21 @@ namespace MobileGL::MG_Backend::DirectGLES {
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return false;
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}
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backendTextureObject->SyncMipmapsToBackend(textureObject);
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auto glTextureTarget =
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MG_Util::ConvertTextureUploadTargetToGLEnum(attachmentObject.GetTextureUploadTarget());
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if (glTextureTarget == GL_UNKNOWN_MGL) {
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glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
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if (attachmentObject.IsLayered()) {
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g_GLESFuncs.glFramebufferTexture(glFBOTarget, glBackendAttachment,
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backendTextureObject->GetBackendTextureId(),
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static_cast<GLint>(attachmentObject.GetTextureLevel()));
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} else {
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auto glTextureTarget =
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MG_Util::ConvertTextureUploadTargetToGLEnum(attachmentObject.GetTextureUploadTarget());
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if (glTextureTarget == GL_UNKNOWN_MGL) {
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glTextureTarget = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
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}
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backendTextureObject->Bind(glTextureTarget);
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g_GLESFuncs.glFramebufferTexture2D(glFBOTarget, glBackendAttachment, glTextureTarget,
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backendTextureObject->GetBackendTextureId(),
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static_cast<GLint>(attachmentObject.GetTextureLevel()));
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}
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backendTextureObject->Bind(glTextureTarget);
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g_GLESFuncs.glFramebufferTexture2D(glFBOTarget, glBackendAttachment, glTextureTarget,
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backendTextureObject->GetBackendTextureId(),
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static_cast<GLint>(attachmentObject.GetTextureLevel()));
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} else if (attachmentObject.IsRenderbuffer()) {
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const auto& renderbufferObject = attachmentObject.GetRenderbuffer();
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const auto& backendRenderbufferIt =
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