Merge pull request #58357 from BastiaanOlij/fix_external_viewport_texture
This commit is contained in:
commit
2dec5db5df
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@ -5340,20 +5340,19 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
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rt->fbo = 0;
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}
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Texture *tex = texture_owner.get(rt->texture);
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tex->alloc_height = 0;
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tex->alloc_width = 0;
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tex->width = 0;
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tex->height = 0;
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tex->active = false;
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if (rt->external.fbo != 0) {
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// free this
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glDeleteFramebuffers(1, &rt->external.fbo);
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// clean up our texture
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Texture *t = texture_owner.get(rt->external.texture);
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t->tex_id = 0;
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t->alloc_height = 0;
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t->alloc_width = 0;
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t->width = 0;
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t->height = 0;
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t->active = false;
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texture_owner.free(rt->external.texture);
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memdelete(t);
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// reset our texture back to the original
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tex->tex_id = rt->color;
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if (rt->external.depth != 0 && rt->external.depth_owned) {
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glDeleteRenderbuffers(1, &rt->external.depth);
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@ -5375,13 +5374,6 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
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rt->depth = 0;
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}
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Texture *tex = texture_owner.get(rt->texture);
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tex->alloc_height = 0;
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tex->alloc_width = 0;
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tex->width = 0;
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tex->height = 0;
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tex->active = false;
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if (rt->copy_screen_effect.color) {
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glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
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rt->copy_screen_effect.fbo = 0;
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@ -5477,11 +5469,7 @@ RID RasterizerStorageGLES2::render_target_get_texture(RID p_render_target) const
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RenderTarget *rt = render_target_owner.getornull(p_render_target);
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ERR_FAIL_COND_V(!rt, RID());
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if (rt->external.fbo == 0) {
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return rt->texture;
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} else {
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return rt->external.texture;
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}
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return rt->texture;
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}
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uint32_t RasterizerStorageGLES2::render_target_get_depth_texture_id(RID p_render_target) const {
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@ -5509,68 +5497,32 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar
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glDeleteRenderbuffers(1, &rt->external.depth);
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}
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// clean up our texture
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Texture *t = texture_owner.get(rt->external.texture);
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t->tex_id = 0;
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t->alloc_height = 0;
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t->alloc_width = 0;
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t->width = 0;
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t->height = 0;
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t->active = false;
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texture_owner.free(rt->external.texture);
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memdelete(t);
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// reset our texture back to the original
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Texture *t = texture_owner.get(rt->texture);
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t->tex_id = rt->color;
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t->width = rt->width;
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t->alloc_width = rt->width;
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t->height = rt->height;
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t->alloc_height = rt->height;
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rt->external.fbo = 0;
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rt->external.color = 0;
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rt->external.depth = 0;
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}
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} else {
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Texture *t;
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if (rt->external.fbo == 0) {
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// create our fbo
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glGenFramebuffers(1, &rt->external.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
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// allocate a texture
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t = memnew(Texture);
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t->type = VS::TEXTURE_TYPE_2D;
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t->flags = 0;
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t->width = 0;
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t->height = 0;
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t->alloc_height = 0;
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t->alloc_width = 0;
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t->format = Image::FORMAT_RGBA8;
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t->target = GL_TEXTURE_2D;
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t->gl_format_cache = 0;
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t->gl_internal_format_cache = 0;
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t->gl_type_cache = 0;
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t->data_size = 0;
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t->compressed = false;
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t->srgb = false;
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t->total_data_size = 0;
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t->ignore_mipmaps = false;
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t->mipmaps = 1;
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t->active = true;
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t->tex_id = 0;
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t->render_target = rt;
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rt->external.texture = texture_owner.make_rid(t);
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} else {
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// bind our frame buffer
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glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
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// find our texture
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t = texture_owner.get(rt->external.texture);
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}
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// set our texture
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t->tex_id = p_texture_id;
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// bind our frame buffer
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glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
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rt->external.color = p_texture_id;
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// size shouldn't be different
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// Set our texture to the new image, note that we expect formats to be the same (or compatible) so we don't change those
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Texture *t = texture_owner.get(rt->texture);
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t->tex_id = p_texture_id;
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t->width = rt->width;
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t->height = rt->height;
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t->alloc_height = rt->width;
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@ -1225,7 +1225,6 @@ public:
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GLuint color;
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GLuint depth;
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bool depth_owned;
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RID texture;
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External() :
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fbo(0),
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@ -6853,26 +6853,6 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
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rt->exposure.fbo = 0;
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}
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if (rt->external.fbo != 0) {
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// free this
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glDeleteFramebuffers(1, &rt->external.fbo);
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// clean up our texture
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Texture *t = texture_owner.get(rt->external.texture);
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t->tex_id = 0;
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t->alloc_height = 0;
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t->alloc_width = 0;
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t->width = 0;
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t->height = 0;
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t->active = false;
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texture_owner.free(rt->external.texture);
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memdelete(t);
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rt->external.fbo = 0;
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rt->external.color = 0;
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rt->external.depth = 0;
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}
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Texture *tex = texture_owner.get(rt->texture);
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tex->alloc_height = 0;
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tex->alloc_width = 0;
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@ -6880,6 +6860,18 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
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tex->height = 0;
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tex->active = false;
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if (rt->external.fbo != 0) {
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// free this
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glDeleteFramebuffers(1, &rt->external.fbo);
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// reset our texture back to the original
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tex->tex_id = rt->color;
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rt->external.fbo = 0;
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rt->external.color = 0;
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rt->external.depth = 0;
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}
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for (int i = 0; i < 2; i++) {
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if (rt->effects.mip_maps[i].color) {
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for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) {
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@ -7343,11 +7335,7 @@ RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) const
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RenderTarget *rt = render_target_owner.getornull(p_render_target);
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ERR_FAIL_COND_V(!rt, RID());
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if (rt->external.fbo == 0) {
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return rt->texture;
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} else {
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return rt->external.texture;
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}
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return rt->texture;
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}
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uint32_t RasterizerStorageGLES3::render_target_get_depth_texture_id(RID p_render_target) const {
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@ -7377,74 +7365,37 @@ void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_tar
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// free this
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glDeleteFramebuffers(1, &rt->external.fbo);
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// clean up our texture
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Texture *t = texture_owner.get(rt->external.texture);
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t->tex_id = 0;
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t->alloc_height = 0;
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t->alloc_width = 0;
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t->width = 0;
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t->height = 0;
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t->active = false;
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texture_owner.free(rt->external.texture);
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memdelete(t);
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// reset our texture back to the original
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Texture *t = texture_owner.get(rt->texture);
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t->tex_id = rt->color;
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t->width = rt->width;
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t->alloc_width = rt->width;
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t->height = rt->height;
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t->alloc_height = rt->height;
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rt->external.fbo = 0;
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rt->external.color = 0;
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rt->external.depth = 0;
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}
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} else {
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Texture *t;
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if (rt->external.fbo == 0) {
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// create our fbo
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glGenFramebuffers(1, &rt->external.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
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// allocate a texture
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t = memnew(Texture);
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t->type = VS::TEXTURE_TYPE_2D;
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t->flags = 0;
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t->width = 0;
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t->height = 0;
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t->alloc_height = 0;
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t->alloc_width = 0;
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t->format = Image::FORMAT_RGBA8;
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t->target = GL_TEXTURE_2D;
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t->gl_format_cache = 0;
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t->gl_internal_format_cache = 0;
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t->gl_type_cache = 0;
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t->data_size = 0;
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t->compressed = false;
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t->srgb = false;
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t->total_data_size = 0;
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t->ignore_mipmaps = false;
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t->mipmaps = 1;
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t->active = true;
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t->tex_id = 0;
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t->render_target = rt;
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rt->external.texture = texture_owner.make_rid(t);
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} else {
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// bind our frame buffer
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glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
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// find our texture
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t = texture_owner.get(rt->external.texture);
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}
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// set our texture
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t->tex_id = p_texture_id;
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// bind our frame buffer
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glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
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rt->external.color = p_texture_id;
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// size shouldn't be different
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// Set our texture to the new image, note that we expect formats to be the same (or compatible) so we don't change those
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Texture *t = texture_owner.get(rt->texture);
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t->tex_id = p_texture_id;
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t->width = rt->width;
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t->height = rt->height;
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t->alloc_height = rt->width;
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t->alloc_width = rt->height;
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// is there a point to setting the internal formats? we don't know them..
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// set our texture as the destination for our framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
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@ -1381,7 +1381,6 @@ public:
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GLuint fbo;
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GLuint color;
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GLuint depth;
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RID texture;
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External() :
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fbo(0),
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