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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (DiligentEngine): Implement most rendering by DiligentEngine.
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@@ -5,6 +5,7 @@
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#ifndef MOBILEGL_FRAMEBUFFERSTATE_H
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#define MOBILEGL_FRAMEBUFFERSTATE_H
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#define MOBILEGL_GLSTATE_H
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#define MOBILEGL_DILIGENT_EGL_IMPL_H
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#include "../../../Includes.h"
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@@ -17,7 +18,7 @@ struct FramebufferAttachment {
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struct FramebufferObject {
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bool generated = false;
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ankerl::unordered_map<GLenum, FramebufferAttachment> attachments;
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MG_Global::unordered_map<GLenum, FramebufferAttachment> attachments;
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GLenum status = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
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GLsizei width = 0;
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GLsizei height = 0;
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@@ -35,10 +36,10 @@ public:
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GLenum ValidateCompleteness(GLenum target);
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FramebufferObject* GetCurrentFBO(GLenum target);
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ankerl::unordered_map<GLenum, GLuint> currentBindings_; // READ/DRAW
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MG_Global::unordered_map<GLenum, GLuint> currentBindings_; // READ/DRAW
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private:
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ankerl::unordered_map<GLuint, FramebufferObject> framebuffers_;
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MG_Global::unordered_map<GLuint, FramebufferObject> framebuffers_;
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std::set<GLuint> freeIds_;
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GLuint lastId_ = 0;
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bool ValidateHandle(GLuint framebuffer);
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