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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (Diligent/Framebuffer): Make sure glBlitFramebuffer is not in renderpass.
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@@ -490,6 +490,13 @@ namespace MG_GL::GL {
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void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
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if (MG_Diligent::IsInRenderPass) {
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MG_Util::Debug::LogD("Ending current render pass.");
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MG_Diligent::g_pContext->EndRenderPass();
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MG_Diligent::IsInRenderPass = false;
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MG_Util::Debug::LogD("Current render pass ended.");
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}
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GLuint readFB = MG_State_T::framebufferState->currentBindings_[GL_READ_FRAMEBUFFER];
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GLuint readFB = MG_State_T::framebufferState->currentBindings_[GL_READ_FRAMEBUFFER];
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GLuint drawFB = MG_State_T::framebufferState->currentBindings_[GL_DRAW_FRAMEBUFFER];
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GLuint drawFB = MG_State_T::framebufferState->currentBindings_[GL_DRAW_FRAMEBUFFER];
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