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bind framebuffer to 0 if framebuffer status is incomplete
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1 changed files with 7 additions and 0 deletions
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@ -1107,6 +1107,9 @@ void FramebufferManager::BlitFramebuffer_(VirtualFramebuffer *src, VirtualFrameb
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if (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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ERROR_LOG(SCEGE, "Incomplete target framebuffer, aborting blit");
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fbo_unbind();
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if (gl_extensions.FBO_ARB) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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return;
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}
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@ -1259,6 +1262,7 @@ void FramebufferManager::PackFramebufferAsync_(VirtualFramebuffer *vfb) {
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if (vfb->fbo) {
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fbo_bind_for_read(vfb->fbo);
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} else {
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ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferAsync_: vfb->fbo == 0");
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fbo_unbind();
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if (gl_extensions.FBO_ARB) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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@ -1353,6 +1357,9 @@ void FramebufferManager::PackFramebufferSync_(VirtualFramebuffer *vfb) {
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} else {
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ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0");
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fbo_unbind();
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if (gl_extensions.FBO_ARB) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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return;
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}
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