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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (Diligent/Framebuffer): Do not begin renderpass in glBindFramebuffer.
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@@ -146,7 +146,6 @@ namespace MG_GL::GL {
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Diligent::ITexture* pTexture = FBDesc.ppAttachments[i]->GetTexture();
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if (pTexture) {
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const auto& texDesc = pTexture->GetDesc();
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MG_Util::Debug::LogW(" pTexture->GetDesc available", i);
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MG_Util::Debug::LogD(" Attachment %u: Texture '%s', Dim: %ux%u",
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i, texDesc.Name ? texDesc.Name : "N/A", texDesc.Width, texDesc.Height);
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} else {
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@@ -328,26 +327,6 @@ namespace MG_GL::GL {
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Diligent::RESOURCE_STATE_TRANSITION_MODE_TRANSITION
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);
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MG_Util::Debug::LogD("BindFramebuffer: SetRenderTargets called.");
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if (fbInfo.pRenderPass && fbInfo.pFramebuffer) {
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MG_Util::Debug::LogD("BindFramebuffer: Beginning new render pass for framebuffer %u.", framebuffer);
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Diligent::BeginRenderPassAttribs beginRenderPassAttribs;
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beginRenderPassAttribs.pFramebuffer = fbInfo.pFramebuffer;
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beginRenderPassAttribs.pRenderPass = fbInfo.pRenderPass;
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beginRenderPassAttribs.ClearValueCount = fbInfo.ClearValues.size();
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beginRenderPassAttribs.pClearValues = fbInfo.ClearValues.data();
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beginRenderPassAttribs.StateTransitionMode = Diligent::RESOURCE_STATE_TRANSITION_MODE_TRANSITION;
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MG_Util::Debug::LogD("BindFramebuffer: BeginRenderPassAttribs populated. ClearValueCount: %zu", beginRenderPassAttribs.ClearValueCount);
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MG_Diligent::g_pContext->BeginRenderPass(beginRenderPassAttribs);
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MG_Diligent::IsInRenderPass = true;
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MG_Util::Debug::LogD("BindFramebuffer: New render pass began. IsInRenderPass set to true.");
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} else {
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MG_Util::Debug::LogW("BindFramebuffer: Skipping BeginRenderPass as pRenderPass (%p) or pFramebuffer (%p) is null for framebuffer %u.",
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fbInfo.pRenderPass, fbInfo.pFramebuffer, framebuffer);
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}
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return;
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}
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MG_State::SetError(result);
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