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BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr)
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@@ -470,7 +470,6 @@ public:
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void BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) override;
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void BindFramebufferForRead(Framebuffer *fbo) override;
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void BindBackbufferAsRenderTarget() override;
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uintptr_t GetFramebufferAPITexture(Framebuffer *fbo, int channelBits, int attachment) override;
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void GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) override;
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@@ -1535,19 +1534,17 @@ void OpenGLContext::fbo_unbind() {
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}
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void OpenGLContext::BindFramebufferAsRenderTarget(Framebuffer *fbo) {
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OpenGLFramebuffer *fb = (OpenGLFramebuffer *)fbo;
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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, fb->handle);
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// Always restore viewport after render target binding
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// TODO: Should we set viewports this way too?
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glstate.viewport.restore();
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CHECK_GL_ERROR_IF_DEBUG();
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}
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void OpenGLContext::BindBackbufferAsRenderTarget() {
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CHECK_GL_ERROR_IF_DEBUG();
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fbo_unbind();
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if (fbo) {
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OpenGLFramebuffer *fb = (OpenGLFramebuffer *)fbo;
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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, fb->handle);
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// Always restore viewport after render target binding. Works around driver bugs.
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glstate.viewport.restore();
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} else {
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fbo_unbind();
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}
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CHECK_GL_ERROR_IF_DEBUG();
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}
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