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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-07 19:58:32 +09:00
[Chore] (MG_Impl/Framebuffer, MG_Impl/RenderState): move ReadBuffer to the right place
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@@ -304,6 +304,10 @@ namespace MobileGL {
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}
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}
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void ReadBuffer_State(GLenum src) {
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// TODO: implement
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}
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void DeleteRenderbuffers_State(GLsizei n, const GLuint* renderbuffers) {
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if (n < 0) {
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MG_State::pGLContext->RecordError(
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@@ -575,6 +579,10 @@ namespace MobileGL {
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DrawBuffers_State(n, bufs);
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}
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void ReadBuffer(GLenum src) {
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ReadBuffer_State(src);
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}
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void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) {
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DeleteRenderbuffers_State(n, renderbuffers);
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}
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@@ -46,6 +46,7 @@ namespace MobileGL {
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void FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
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void DrawBuffer(GLenum buf);
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void DrawBuffers(GLsizei n, const GLenum* bufs);
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void ReadBuffer(GLenum src);
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void DeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers);
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void DeleteFramebuffers(GLsizei n, const GLuint* framebuffers);
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GLenum CheckFramebufferStatus(GLenum target);
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@@ -241,10 +241,6 @@ namespace MobileGL {
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// TODO: implement
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}
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void ReadBuffer_State(GLenum src) {
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// TODO: implement
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}
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void ClearStencil_State(GLint s) {
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// TODO: implement
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}
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@@ -390,10 +386,6 @@ namespace MobileGL {
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BlendColor_State(red, green, blue, alpha);
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}
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void ReadBuffer(GLenum src) {
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ReadBuffer_State(src);
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}
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void ClearStencil(GLint s) {
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ClearStencil_State(s);
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}
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@@ -45,7 +45,6 @@ namespace MobileGL {
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void BlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
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void BlendEquation(GLenum mode);
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void BlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void ReadBuffer(GLenum src);
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void ClearStencil(GLint s);
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void ClearDepth(GLclampd depth);
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void ClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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