Implement boot image in OpenGL3 renderer
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@ -333,18 +333,14 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
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return;
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}
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Size2i win_size = DisplayServer::get_singleton()->screen_get_size();
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Size2i win_size = DisplayServer::get_singleton()->window_get_size();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, win_size.width, win_size.height);
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glDisable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
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glDepthMask(GL_FALSE);
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if (false) {
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// if (OS::get_singleton()->get_window_per_pixel_transparency_enabled()) {
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glClearColor(0.0, 0.0, 0.0, 0.0);
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} else {
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glClearColor(p_color.r, p_color.g, p_color.b, 1.0);
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}
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glClearColor(p_color.r, p_color.g, p_color.b, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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RID texture = texture_storage->texture_allocate();
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@ -370,14 +366,24 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
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screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
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}
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// Flip Y.
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screenrect.position.y = win_size.y - screenrect.position.y;
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screenrect.size.y = -screenrect.size.y;
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// Normalize texture coordinates to window size.
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screenrect.position /= win_size;
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screenrect.size /= win_size;
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GLES3::Texture *t = texture_storage->get_texture(texture);
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glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 1);
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t->gl_set_filter(p_use_filter ? RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR : RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, t->tex_id);
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copy_effects->copy_to_rect(screenrect);
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glBindTexture(GL_TEXTURE_2D, 0);
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texture_storage->texture_free(texture);
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end_frame(true);
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texture_storage->texture_free(texture);
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}
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#endif // GLES3_ENABLED
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