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[Chore] (MG_Backend/DirectGLES): trim redundant stuff in BackendFramebufferObject::SyncToBackend
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@@ -99,19 +99,20 @@ namespace MobileGL::MG_Backend::DirectGLES {
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Probably useful to re-link shader output according to this.
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aka. realizing `glBindFragDataLocation`
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*/
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GLenum m_frontendBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
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FramebufferAttachmentType m_frontendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {FramebufferAttachmentType::None};
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/* this will save buffers in its compacted GL form,
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not consecutive is not allowed
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i.e. it could be like [COLOR_ATTACHMENT0, COLOR_ATTACHMENT5, COLOR_ATTACHMENT4]
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(no GL_NONE among those)
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*/
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GLenum m_compactedFrontendBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
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FramebufferAttachmentType m_compactedFrontendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {FramebufferAttachmentType::None};
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/* this will save buffers in stricter ES rules
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reversion, absence or not consecutive are not allowed, according to ES spec
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i.e. it could be like [COLOR_ATTACHMENT0, COLOR_ATTACHMENT1, NONE, NONE, ...]
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this array could be provided as data directly to ES `glDrawBuffers` function
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*/
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GLenum m_backendBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
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GLenum m_backendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
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FramebufferAttachmentType m_frontendReadBuffer = FramebufferAttachmentType::Color0;
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};
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extern UnorderedMap<SharedPtr<MG_State::GLState::FramebufferObject>, SharedPtr<BackendFramebufferObject>>
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