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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Impl/Texture, MG_State/TextureState, MG_Impl/Framebuffer, MG_Test/Texture): implement multisample frontend state
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@@ -20,6 +20,10 @@ namespace MobileGL::MG_Impl::GLImpl {
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void TextureStorage2D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
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void TextureStorage3D(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height,
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GLsizei depth);
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void TextureStorage2DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width,
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GLsizei height, GLboolean fixedsamplelocations);
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void TextureStorage3DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width,
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GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
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void TextureSubImage1D(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type,
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const void* pixels);
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void TextureSubImage2D(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
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@@ -47,6 +51,10 @@ namespace MobileGL::MG_Impl::GLImpl {
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void TexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
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void TexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height,
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GLsizei depth);
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void TexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width,
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GLsizei height, GLboolean fixedsamplelocations);
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void TexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width,
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GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
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void TexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width,
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GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels);
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void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
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@@ -78,6 +86,7 @@ namespace MobileGL::MG_Impl::GLImpl {
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void GetTexParameterfv(GLenum target, GLenum pname, GLfloat* params);
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void GetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint* params);
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void GetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat* params);
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void GetMultisamplefv(GLenum pname, GLuint index, GLfloat* val);
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void GetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params);
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void GetCompressedTexImage(GLenum target, GLint level, void* img);
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void GenTextures(GLsizei n, GLuint* textures);
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