Restructure code slightly to reduce code duplication, fix GLES compile errors
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33f4aa520d
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82eb82d026
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@ -559,15 +559,10 @@ bind_slot(int layer, bool rb_resize, Texture **attach, RenderTexturePlane slot,
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}
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if (tex) {
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GLenum target = glgsg->get_texture_target(tex->get_texture_type());
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if (target == GL_TEXTURE_CUBE_MAP) {
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target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
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}
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// Bind the texture to the slot.
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tex->set_x_size(_rb_size_x);
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tex->set_y_size(_rb_size_y);
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if (target != GL_TEXTURE_CUBE_MAP && _rb_size_z > 1) {
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if (tex->get_texture_type() != Texture::TT_cube_map && _rb_size_z > 1) {
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tex->set_z_size(_rb_size_z);
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}
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tex->set_pad_size(_rb_size_x - _x_size, _rb_size_y - _y_size);
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@ -617,85 +612,41 @@ bind_slot(int layer, bool rb_resize, Texture **attach, RenderTexturePlane slot,
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}
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}
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// Create the OpenGL texture object.
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TextureContext *tc = tex->prepare_now(0, glgsg->get_prepared_objects(), glgsg);
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nassertv(tc != (TextureContext *)NULL);
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CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
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glgsg->update_texture(tc, true);
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#ifndef OPENGLES
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GLenum target = glgsg->get_texture_target(tex->get_texture_type());
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if (target == GL_TEXTURE_CUBE_MAP) {
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target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
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}
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#endif
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if (attachpoint == GL_DEPTH_ATTACHMENT_EXT) {
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GLCAT.debug() << "Binding texture " << *tex << " to depth attachment.\n";
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#ifndef OPENGLES
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GLclampf priority = 1.0f;
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glPrioritizeTextures(1, >c->_index, &priority);
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#endif
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if (_rb_size_z == 1) {
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if (target == GL_TEXTURE_3D) {
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glgsg->_glFramebufferTexture3D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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target, gtc->_index, 0, layer);
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} else if (target == GL_TEXTURE_2D_ARRAY_EXT) {
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glgsg->_glFramebufferTextureLayer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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gtc->_index, 0, layer);
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} else {
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glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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target, gtc->_index, 0);
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}
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} else {
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glgsg->_glFramebufferTexture(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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gtc->_index, 0);
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}
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attach_tex(layer, 0, tex, GL_DEPTH_ATTACHMENT_EXT);
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#ifndef OPENGLES
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GLint depth_size = 0;
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GLP(GetTexLevelParameteriv)(target, 0, GL_TEXTURE_DEPTH_SIZE, &depth_size);
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_fb_properties.set_depth_bits(depth_size);
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#endif
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if (slot == RTP_depth_stencil) {
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GLCAT.debug() << "Binding texture " << *tex << " to stencil attachment.\n";
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if (_rb_size_z == 1) {
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if (target == GL_TEXTURE_3D) {
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glgsg->_glFramebufferTexture3D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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target, gtc->_index, 0, layer);
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} else if (target == GL_TEXTURE_2D_ARRAY_EXT) {
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glgsg->_glFramebufferTextureLayer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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gtc->_index, 0, layer);
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} else {
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glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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target, gtc->_index, 0);
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}
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} else {
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glgsg->_glFramebufferTexture(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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gtc->_index, 0);
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}
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attach_tex(layer, 0, tex, GL_STENCIL_ATTACHMENT_EXT);
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#ifndef OPENGLES
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GLint stencil_size = 0;
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GLP(GetTexLevelParameteriv)(target, 0, GL_TEXTURE_STENCIL_SIZE, &stencil_size);
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_fb_properties.set_stencil_bits(stencil_size);
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#endif
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}
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} else {
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GLCAT.debug() << "Binding texture " << *tex << " to color attachment.\n";
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#ifndef OPENGLES
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GLclampf priority = 1.0f;
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glPrioritizeTextures(1, >c->_index, &priority);
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#endif
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glgsg->update_texture(tc, true);
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if (_rb_size_z == 1) {
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if (target == GL_TEXTURE_3D) {
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glgsg->_glFramebufferTexture3D(GL_FRAMEBUFFER_EXT, attachpoint,
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target, gtc->_index, 0, layer);
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} else if (target == GL_TEXTURE_2D_ARRAY_EXT) {
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glgsg->_glFramebufferTextureLayer(GL_FRAMEBUFFER_EXT, attachpoint,
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gtc->_index, 0, layer);
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} else {
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glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, attachpoint,
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target, gtc->_index, 0);
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}
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} else {
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glgsg->_glFramebufferTexture(GL_FRAMEBUFFER_EXT, attachpoint,
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gtc->_index, 0);
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}
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attach_tex(layer, 0, tex, attachpoint);
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#ifndef OPENGLES
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if (attachpoint == GL_COLOR_ATTACHMENT0_EXT) {
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GLint red_size = 0, green_size = 0, blue_size = 0, alpha_size = 0;
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@ -749,16 +700,18 @@ bind_slot(int layer, bool rb_resize, Texture **attach, RenderTexturePlane slot,
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gl_format = GL_RGB10_EXT;
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}
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} else if (_fb_properties.get_color_bits() == 0) {
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gl_format = GL_ALPHA8_OES;
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gl_format = GL_ALPHA8_EXT;
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} else if (_fb_properties.get_color_bits() <= 12
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&& _fb_properties.get_alpha_bits() <= 4) {
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gl_format = GL_RGBA4_OES;
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#ifndef OPENGLES_1
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} else if (_fb_properties.get_color_bits() <= 15
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&& _fb_properties.get_alpha_bits() == 1) {
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gl_format = GL_RGB5_A1_EXT;
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#endif
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} else if (_fb_properties.get_color_bits() <= 30
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&& _fb_properties.get_alpha_bits() <= 2) {
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gl_format = GL_RGB10_A2_OES;
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gl_format = GL_RGB10_A2_EXT;
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} else {
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gl_format = GL_RGBA8_OES;
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}
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@ -1000,6 +953,61 @@ bind_slot_multisample(bool rb_resize, Texture **attach, RenderTexturePlane slot,
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glgsg->report_my_gl_errors();
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::attach_tex
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// Access: Private
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// Description: This function attaches the given texture to the
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// given attachment point.
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////////////////////////////////////////////////////////////////////
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void CLP(GraphicsBuffer)::
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attach_tex(int layer, int view, Texture *attach, GLenum attachpoint) {
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CLP(GraphicsStateGuardian) *glgsg;
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DCAST_INTO_V(glgsg, _gsg);
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// Create the OpenGL texture object.
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TextureContext *tc = attach->prepare_now(view, glgsg->get_prepared_objects(), glgsg);
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nassertv(tc != (TextureContext *)NULL);
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CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
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glgsg->update_texture(tc, true);
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#ifndef OPENGLES
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GLclampf priority = 1.0f;
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glPrioritizeTextures(1, >c->_index, &priority);
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#endif
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#ifndef OPENGLES
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if (_rb_size_z != 1) {
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// Bind all of the layers of the texture.
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glgsg->_glFramebufferTexture(GL_FRAMEBUFFER_EXT, attachpoint,
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gtc->_index, 0);
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return;
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}
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#endif
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GLenum target = glgsg->get_texture_target(attach->get_texture_type());
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if (target == GL_TEXTURE_CUBE_MAP) {
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target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
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}
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switch (target) {
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#ifndef OPENGLES_1
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case GL_TEXTURE_3D:
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glgsg->_glFramebufferTexture3D(GL_FRAMEBUFFER_EXT, attachpoint,
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target, gtc->_index, 0, layer);
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break;
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#endif
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#ifndef OPENGLES
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case GL_TEXTURE_2D_ARRAY_EXT:
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glgsg->_glFramebufferTextureLayer(GL_FRAMEBUFFER_EXT, attachpoint,
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gtc->_index, 0, layer);
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break;
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#endif
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default:
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glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, attachpoint,
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target, gtc->_index, 0);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::generate_mipmaps
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// Access: Private
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@ -1129,44 +1137,13 @@ select_target_tex_page(int page, int view) {
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tex->set_num_views(view + 1);
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}
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GLenum target = glgsg->get_texture_target(tex->get_texture_type());
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if (target == GL_TEXTURE_CUBE_MAP) {
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target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + _bound_tex_page;
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}
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// Create the OpenGL texture object.
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TextureContext *tc = tex->prepare_now(view, glgsg->get_prepared_objects(), glgsg);
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nassertv(tc != (TextureContext *)NULL);
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CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
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glgsg->update_texture(tc, true);
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if (GLCAT.is_spam()) {
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GLCAT.spam()
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<< "Binding texture " << *tex
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<< " view " << view << " to color attachment.\n";
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}
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#ifndef OPENGLES
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GLclampf priority = 1.0f;
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glPrioritizeTextures(1, >c->_index, &priority);
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#endif
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glgsg->update_texture(tc, true);
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if (_rb_size_z == 1) {
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if (target == GL_TEXTURE_3D) {
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glgsg->_glFramebufferTexture3D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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target, gtc->_index, 0, _bound_tex_page);
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} else if (target == GL_TEXTURE_2D_ARRAY_EXT) {
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glgsg->_glFramebufferTextureLayer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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gtc->_index, 0, _bound_tex_page);
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} else {
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glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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target, gtc->_index, 0);
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}
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} else {
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glgsg->_glFramebufferTexture(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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gtc->_index, 0);
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}
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attach_tex(_bound_tex_page, view, tex, GL_COLOR_ATTACHMENT0_EXT);
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report_my_gl_errors();
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}
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@ -98,6 +98,7 @@ private:
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RenderTexturePlane plane, GLenum attachpoint);
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void bind_slot_multisample(bool rb_resize, Texture **attach,
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RenderTexturePlane plane, GLenum attachpoint);
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void attach_tex(int layer, int view, Texture *attach, GLenum attachpoint);
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bool check_fbo();
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void generate_mipmaps();
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void rebuild_bitplanes();
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