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@ -4,8 +4,8 @@
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#include <algorithm>
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#include <cstddef>
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#include <cstring>
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#include <cstdlib>
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#include <cstring>
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#include <memory>
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#include <glad/glad.h>
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#include "common/assert.h"
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@ -98,20 +98,23 @@ RendererOpenGL::RendererOpenGL() = default;
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RendererOpenGL::~RendererOpenGL() = default;
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers(const FramebufferInfo& framebuffer_info) {
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void RendererOpenGL::SwapBuffers(boost::optional<const FramebufferInfo&> framebuffer_info) {
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.Apply();
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if (screen_info.texture.width != (GLsizei)framebuffer_info.width ||
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screen_info.texture.height != (GLsizei)framebuffer_info.height ||
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screen_info.texture.pixel_format != framebuffer_info.pixel_format) {
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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ConfigureFramebufferTexture(screen_info.texture, framebuffer_info);
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if (framebuffer_info != boost::none) {
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// If framebuffer_info is provided, reload it from memory to a texture
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if (screen_info.texture.width != (GLsizei)framebuffer_info->width ||
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screen_info.texture.height != (GLsizei)framebuffer_info->height ||
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screen_info.texture.pixel_format != framebuffer_info->pixel_format) {
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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ConfigureFramebufferTexture(screen_info.texture, *framebuffer_info);
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}
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LoadFBToScreenInfo(*framebuffer_info, screen_info);
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}
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LoadFBToScreenInfo(framebuffer_info, screen_info);
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DrawScreens();
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