mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Improvement] (MG_Backend/DirectGLES): Make most stuff const auto&
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@@ -79,7 +79,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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for (int index = 0; index < MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS; ++index) {
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auto& unit = MG_State::pGLContext->GetTextureUnitObject(index);
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for (auto& bindingSlot : unit.GetAllBindingSlots()) {
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for (const auto& bindingSlot : unit.GetAllBindingSlots()) {
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const auto& textureObject = bindingSlot.GetBoundObject();
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if (textureObject) {
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texturesToSync.push_back(textureObject);
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@@ -90,7 +90,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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const auto& currentFBO =
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MG_State::pGLContext->GetFramebufferBindingSlot(FramebufferTarget::Draw).GetBoundObject();
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if (currentFBO) {
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for (auto& attachment : currentFBO->GetAllAttachments()) {
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for (const auto& attachment : currentFBO->GetAllAttachments()) {
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if (!attachment.IsTexture()) continue;
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const auto& textureObject = attachment.GetTexture();
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if (textureObject) {
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@@ -155,7 +155,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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MG_External::GLES::glDisable(GL_BLEND);
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}
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auto ToGLBoolean = [](Bool b) -> GLboolean { return b ? GL_TRUE : GL_FALSE; };
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const auto& ToGLBoolean = [](Bool b) -> GLboolean { return b ? GL_TRUE : GL_FALSE; };
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{
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BlendFactor srcRGB, dstRGB, srcAlpha, dstAlpha;
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@@ -218,7 +218,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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MG_External::GLES::glUseProgram(0);
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return;
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}
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auto backendProgramIt = g_backendProgramObjects.find(currentProgram);
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const auto& backendProgramIt = g_backendProgramObjects.find(currentProgram);
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SharedPtr<BackendProgramObjectImpl> backendProgram;
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if (backendProgramIt == g_backendProgramObjects.end()) {
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backendProgram = MakeShared<BackendProgramObjectImpl>();
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@@ -230,7 +230,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
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backendProgram->SyncToBackend(currentProgram);
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}
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}
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backendProgram->Use();
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}
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} // namespace PrgramImpl
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@@ -241,9 +240,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
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FramebufferImpl::SyncCurrentFBO();
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PrgramImpl::SyncCurrentProgram();
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auto currentFBO = MG_State::pGLContext->GetFramebufferBindingSlot(FramebufferTarget::Draw).GetBoundObject();
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const auto& currentFBO =
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MG_State::pGLContext->GetFramebufferBindingSlot(FramebufferTarget::Draw).GetBoundObject();
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if (currentFBO && currentFBO != MG_Impl::GLImpl::FramebufferImpl::pDefaultFramebufferInfo->defaultFBO) {
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auto backendFBOIt = FramebufferImpl::g_backendFramebufferObjects.find(currentFBO);
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const auto& backendFBOIt = FramebufferImpl::g_backendFramebufferObjects.find(currentFBO);
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if (backendFBOIt != FramebufferImpl::g_backendFramebufferObjects.end()) {
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backendFBOIt->second->Bind();
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}
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@@ -251,9 +251,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
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MG_External::GLES::glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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auto currentVAO = MG_State::pGLContext->GetBoundVertexArray();
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const auto& currentVAO = MG_State::pGLContext->GetBoundVertexArray();
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if (currentVAO) {
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auto backendVAOIt = VertexArrayImpl::g_backendVertexArrayObjects.find(currentVAO);
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const auto& backendVAOIt = VertexArrayImpl::g_backendVertexArrayObjects.find(currentVAO);
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if (backendVAOIt != VertexArrayImpl::g_backendVertexArrayObjects.end()) {
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backendVAOIt->second->Bind();
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}
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@@ -269,11 +269,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
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MG_External::GLES::glActiveTexture(GL_TEXTURE0 + unit);
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for (auto& bindingSlot : textureUnit.GetAllBindingSlots()) {
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auto textureObject = bindingSlot.GetBoundObject();
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for (const auto& bindingSlot : textureUnit.GetAllBindingSlots()) {
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const auto& textureObject = bindingSlot.GetBoundObject();
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if (!textureObject) continue;
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auto backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
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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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GLenum target = MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget());
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@@ -283,6 +283,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
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Int originalActiveUnit = MG_State::pGLContext->GetActiveTextureUnit();
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MG_External::GLES::glActiveTexture(GL_TEXTURE0 + originalActiveUnit);
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const auto& currentProgram = MG_State::pGLContext->GetCurrentProgram();
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if (currentProgram) {
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const auto& backendProgramIt = PrgramImpl::g_backendProgramObjects.find(currentProgram);
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if (backendProgramIt != PrgramImpl::g_backendProgramObjects.end()) {
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backendProgramIt->second->Use();
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} else {
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MG_External::GLES::glUseProgram(0);
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}
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}
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}
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void DrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices) {
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@@ -86,7 +86,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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MGLOG_D("Syncing buffer sub-data (glBufferSubData) for object with ID : %u", m_backendBufferId);
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const void* data = stateBufferObject->GetDataReadOnly()->data();
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auto range = stateBufferObject->GetDirtyRange();
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const auto& range = stateBufferObject->GetDirtyRange();
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// dirty range: [range.start, range.end)
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MG_External::GLES::glBindBuffer(TempBufferTarget, m_backendBufferId);
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@@ -101,7 +101,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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MGLOG_D("Syncing buffer map (glMapBuffer) for object with ID : %u", m_backendBufferId);
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MGLOG_D("Mapping buffer with ID: %u", m_backendBufferId);
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MG_External::GLES::glBindBuffer(TempBufferTarget, m_backendBufferId);
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auto range = stateBufferObject->GetDirtyRange();
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const auto& range = stateBufferObject->GetDirtyRange();
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void* mappedData = MG_External::GLES::glMapBufferRange(
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TempBufferTarget, range.start, range.end - range.start,
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(invalidate ? GL_MAP_INVALIDATE_BUFFER_BIT : 0) | GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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@@ -157,18 +157,18 @@ namespace MobileGL::MG_Backend::DirectGLES {
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for (const auto& attribIndex : stateVAOObject->GetDirtyAttributeIndices()) {
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const auto& attrib = stateVAOObject->GetAttribute(attribIndex);
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auto bufferObject = attrib.Buffer;
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const auto& bufferObject = attrib.Buffer;
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if (!bufferObject) {
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MGLOG_W("Attribute has no bound buffer, skipping.");
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continue;
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}
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auto backendBufferIt = BufferImpl::g_backendBufferObjects.find(bufferObject);
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const auto& backendBufferIt = BufferImpl::g_backendBufferObjects.find(bufferObject);
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if (backendBufferIt == BufferImpl::g_backendBufferObjects.end()) {
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MGLOG_E("No backend buffer found for attribute's buffer, cannot bind attribute.");
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continue;
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}
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auto backendBufferObject = backendBufferIt->second;
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const auto& backendBufferObject = backendBufferIt->second;
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backendBufferObject->Bind(GL_ARRAY_BUFFER);
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MG_External::GLES::glEnableVertexAttribArray(attribIndex);
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@@ -180,11 +180,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
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// TODO: divisor
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}
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auto indexBufferBinding = stateVAOObject->GetIndexBufferBindingSlot().GetBoundObject();
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const auto& indexBufferBinding = stateVAOObject->GetIndexBufferBindingSlot().GetBoundObject();
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if (indexBufferBinding) {
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auto backendBufferIt = BufferImpl::g_backendBufferObjects.find(indexBufferBinding);
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const auto& backendBufferIt = BufferImpl::g_backendBufferObjects.find(indexBufferBinding);
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if (backendBufferIt != BufferImpl::g_backendBufferObjects.end()) {
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auto backendBufferObject = backendBufferIt->second;
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const auto& backendBufferObject = backendBufferIt->second;
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backendBufferObject->Bind(GL_ELEMENT_ARRAY_BUFFER);
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} else {
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MGLOG_E("No backend buffer found for index buffer binding, cannot bind index buffer.");
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@@ -274,7 +274,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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{ // Update sampler parameters; TODO: always use sampler objects in backend
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auto samplerObject = stateTextureObject->GetSamplerObject();
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const auto& samplerObject = stateTextureObject->GetSamplerObject();
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if (samplerObject) {
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MG_External::GLES::glTexParameteri(
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target, GL_TEXTURE_MIN_FILTER,
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@@ -359,13 +359,13 @@ namespace MobileGL::MG_Backend::DirectGLES {
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}
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if (attachment.IsTexture()) {
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auto textureObject = attachment.GetTexture();
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auto backendTextureIt = TextureImpl::g_backendTextureObjects.find(textureObject);
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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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auto backendTextureObject = backendTextureIt->second;
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const auto& backendTextureObject = backendTextureIt->second;
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backendTextureObject->Bind(MG_Util::ConvertTextureTargetToGLEnum(textureObject->GetTarget()));
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MG_External::GLES::glFramebufferTexture2D(
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GL_FRAMEBUFFER, MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(attachmentType),
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@@ -451,8 +451,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
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}
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}
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// Attach current shaders
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for (auto& shader : stateProgramObject->GetAttachedShaders()) {
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auto it = g_backendShaderObjects.find(shader);
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for (const auto& shader : stateProgramObject->GetAttachedShaders()) {
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const auto& it = g_backendShaderObjects.find(shader);
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if (it != g_backendShaderObjects.end() && it->second) {
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MG_External::GLES::glAttachShader(m_backendProgramId, it->second->GetBackendShaderId());
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}
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