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Thin3D GL: Avoid using external functions internally.
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1 changed files with 4 additions and 2 deletions
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@ -1606,8 +1606,10 @@ bool OpenGLContext::BlitFramebuffer(Framebuffer *fbsrc, int srcX1, int srcY1, in
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bits |= GL_DEPTH_BUFFER_BIT;
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if (channels & FB_STENCIL_BIT)
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bits |= GL_STENCIL_BUFFER_BIT;
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BindFramebufferAsRenderTarget(dst);
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BindFramebufferForRead(src);
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// Without FBO_ARB / GLES3, this will collide with bind_for_read, but there's nothing
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// in ES 2.0 that actually separate them anyway of course, so doesn't matter.
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fbo_bind_fb_target(false, dst->handle);
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fbo_bind_fb_target(true, src->handle);
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if (gl_extensions.GLES3 || gl_extensions.ARB_framebuffer_object) {
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glBlitFramebuffer(srcX1, srcY1, srcX2, srcY2, dstX1, dstY1, dstX2, dstY2, bits, linearFilter == FB_BLIT_LINEAR ? GL_LINEAR : GL_NEAREST);
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CHECK_GL_ERROR_IF_DEBUG();
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