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https://github.com/MobileGL-Dev/MobileGL
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- e2 was landed for two of six kinds, so Texture, Framebuffer, SamplerCso and VertexElementsCso still discovered death in a sweep and ROADMAP.md:18's "delete the GC" was undelivered. TextureObjectBase (the one base every concrete texture derives from), FramebufferObject, SamplerObject and VertexArrayObject now raise NotifyStateObjectDestroyed from their destructor, on RenderbufferObject's pattern: out of line, declared only under MOBILEGL_PIPE_PUSH, so the pull build keeps its implicit destructor and its symbol set (G1 still 0 added / 0 removed / 0 renamed and 0 resized against p2/contract). - With all six announcing, BackendSlotTable loses BOTH sweep drivers: no draw tick, no creation tick, no kGCInterval / kCreationGCInterval / m_gcTick / m_creationTick. CollectGarbageIfNeeded() is empty on this arm; CollectGarbageNow() stays as an EXPLICIT collection and is the backstop for a notice that InProcessTeardown() drops. - The seven CollectGarbageIfNeeded call sites in DirectGLES.cpp keep their spelling because they are the legacy registry's driver and that arm is still compiled beside this one; the registry's body is now guarded on MOBILEGL_PIPE_LEGACY_MEMOS, so a build without the legacy arm has no collector at all. On the handle arm each site is a predicted branch. - The weak_ptr per entry stays for exactly two jobs it is honest about: ForEachLive()'s strong hand-over to ScopedDetachedTextureFramebufferAttachments, and the explicit collection. It is never an identity test; Gen is. - Tests: AProgramAndARenderbufferAnnounceTheirOwnDeath becomes EveryReKeyedObjectClassAnnouncesItsOwnDeath and drives all six classes, by membership rather than count because every texture owns a private sampler that also announces; ObjectChurnAloneDrivesTheSweep becomes AnnouncedDeathKeepsObjectChurnFromAccumulatingWithoutASweep and pins that 256 churned objects hold one live twin at a time with no CollectGarbage* call anywhere.
195 lines
7.8 KiB
C++
195 lines
7.8 KiB
C++
// MobileGL - MobileGL/MG_State/GLState/FramebufferState/FramebufferObject.h
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#pragma once
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#include "MG_Util/Types.h"
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#include <Includes.h>
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#include <MG_State/GLState/TextureState/TextureObject.h>
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#include <MG_State/GLState/RenderbufferState/RenderbufferObject.h>
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#include <MG_Pipe/MGPipeValueTypes.h>
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namespace MobileGL {
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enum class FramebufferTarget {
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Draw,
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Read,
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FramebufferTargetCount,
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Unknown = -1
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};
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enum class FramebufferAttachmentType {
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None,
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FrontLeft,
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FrontRight,
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BackLeft,
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BackRight,
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Depth,
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Stencil,
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Color0,
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Color1,
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Color2,
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Color3,
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Color4,
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Color5,
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Color6,
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Color7,
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Color8,
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Color9,
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Color10,
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Color11,
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Color12,
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Color13,
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Color14,
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Color15,
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Color16,
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Color17,
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Color18,
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Color19,
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Color20,
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Color21,
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Color22,
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Color23,
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Color24,
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Color25,
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Color26,
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Color27,
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Color28,
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Color29,
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Color30,
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Color31,
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ColorMax = Color31,
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FramebufferAttachmentTypeCount,
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Unknown = -1
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};
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namespace MG_State::GLState {
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class FramebufferAttachmentObject {
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public:
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explicit FramebufferAttachmentObject(const SharedPtr<MG_State::GLState::ITextureObject>& texture,
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TextureUploadTarget textureUploadTarget,
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Int level = 0, Int layer = 0, Bool layered = false);
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explicit FramebufferAttachmentObject(const SharedPtr<RenderbufferObject>& renderbuffer);
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explicit FramebufferAttachmentObject(Bool IsValid = true);
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Bool IsTexture() const;
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Bool IsRenderbuffer() const;
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Bool IsEmpty() const;
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const SharedPtr<MG_State::GLState::ITextureObject>& GetTexture() const;
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const SharedPtr<RenderbufferObject>& GetRenderbuffer() const;
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Int GetTextureLevel() const;
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Int GetTextureLayer() const;
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Bool IsLayered() const;
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TextureUploadTarget GetTextureUploadTarget() const;
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Bool IsComplete() const;
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IntVec3 GetSize() const;
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Bool IsValid() const;
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private:
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SharedPtr<MG_State::GLState::ITextureObject> m_texture = nullptr;
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SharedPtr<RenderbufferObject> m_renderbuffer = nullptr;
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TextureUploadTarget m_textureUploadTarget = TextureUploadTarget::Unknown;
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Int m_textureLevel = 0;
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Int m_textureLayer = 0;
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Bool m_layered = false;
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Bool m_isValid = true;
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};
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class FramebufferObject {
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public:
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static constexpr Uint MAX_DRAW_BUFFERS = MobileGL::kMGMaxDrawBuffers;
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using TargetEnum = FramebufferTarget;
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using FramebufferAttachmentObjectArray =
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Array<FramebufferAttachmentObject,
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static_cast<SizeT>(FramebufferAttachmentType::FramebufferAttachmentTypeCount)>;
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using FramebufferAttachmentArray = Array<FramebufferAttachmentType, MAX_DRAW_BUFFERS>;
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using FramebufferAttachmentVersionArray =
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Array<Uint16, static_cast<SizeT>(FramebufferAttachmentType::FramebufferAttachmentTypeCount)>;
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FramebufferObject(Uint externalIndex);
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#if MOBILEGL_PIPE_PUSH
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// P2 step e2. Out of line, and declared only where there is a notice to raise:
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// in a pull build this class keeps its implicit destructor, which is what keeps
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// the pull build's symbol set byte-for-byte the pre-P2 one (G1).
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~FramebufferObject();
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#endif
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void AttachTexture(FramebufferAttachmentType type, const SharedPtr<ITextureObject>& texture,
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TextureUploadTarget textureUploadTarget = TextureUploadTarget::Unknown, int level = 0,
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int layer = 0, Bool layered = false);
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void AttachRenderbuffer(FramebufferAttachmentType type, const SharedPtr<RenderbufferObject>& renderbuffer);
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void Detach(FramebufferAttachmentType type);
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const FramebufferAttachmentObject& GetAttachment(FramebufferAttachmentType type) const;
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const FramebufferAttachmentObjectArray& GetAllAttachmentObjects() const;
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Bool CheckCompleteness() const;
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// aka. `buffer` as in glDrawBuffers/glReadBuffers
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void SetDrawBuffer(Uint index, FramebufferAttachmentType buffer);
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const FramebufferAttachmentArray& GetDrawBuffers() const;
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void SetReadBuffer(FramebufferAttachmentType buf);
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FramebufferAttachmentType GetReadBuffer() const { return m_readBuffer; }
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// GL_ARB_framebuffer_no_attachments state (GL 4.6 core table 23.24). The shape a
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// framebuffer with no attachments would rasterize at; all zero / FALSE until set.
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Int GetDefaultWidth() const { return m_defaultWidth; }
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Int GetDefaultHeight() const { return m_defaultHeight; }
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Int GetDefaultLayers() const { return m_defaultLayers; }
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Int GetDefaultSamples() const { return m_defaultSamples; }
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Bool GetDefaultFixedSampleLocations() const { return m_defaultFixedSampleLocations; }
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void SetDefaultWidth(Int value);
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void SetDefaultHeight(Int value);
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void SetDefaultLayers(Int value);
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void SetDefaultSamples(Int value);
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void SetDefaultFixedSampleLocations(Bool value);
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FramebufferAttachmentVersionArray GetAllFramebufferAttachmentVersions() const {
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return m_attachmentVersions;
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}
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Uint16 GetObjectVersion() const { return m_objectVersion; }
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// Globally-unique, never-reused id for THIS object's lifetime - the same
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// contract as VertexArrayObject::GetLifetimeId(), and needed for the same
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// reason: neither the GL name nor the heap address can tell a
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// deleted-and-recreated framebuffer from the original, and m_objectVersion
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// starts at 0 for every new object, so a backend memo keyed on
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// (pointer, version) alone would silently inherit the dead object's entry
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// (see VkRenderPassManager's per-draw fast-path memo).
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Uint64 GetLifetimeId() const { return m_lifetimeId; }
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Uint GetExternalIndex() const;
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Bool IsDefaultFramebuffer() const { return m_externalIndex == 0; }
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private:
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static Uint64 AllocateLifetimeId();
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void BumpAttachmentVersion(FramebufferAttachmentType type);
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const Uint m_externalIndex = 0;
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const Uint64 m_lifetimeId = AllocateLifetimeId();
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FramebufferAttachmentObjectArray m_attachmentObjects;
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FramebufferAttachmentVersionArray m_attachmentVersions;
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FramebufferAttachmentArray m_drawBuffers; // Probably no versioning needed for this, just check equality
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FramebufferAttachmentType m_readBuffer = FramebufferAttachmentType::None;
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Int m_defaultWidth = 0;
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Int m_defaultHeight = 0;
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Int m_defaultLayers = 0;
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Int m_defaultSamples = 0;
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Bool m_defaultFixedSampleLocations = false;
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// This version will bump when draw/read buffer changes (by `glDrawBuffer(s)`/`glReadBuffer`)
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Uint16 m_objectVersion = 0;
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};
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} // namespace MG_State::GLState
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} // namespace MobileGL
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