Allow GLES3 hardware to support FSAA. Need a GUI option for this on Android devices.
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@ -99,7 +99,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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GL_REPORT_FBO_ERROR();
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}
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#ifndef USE_GLES3
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else
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{
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// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
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@ -150,7 +149,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glBindTexture(getFbType(), m_resolvedDepthTexture);
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glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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// Bind resolved textures to resolved framebuffer.
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@ -165,7 +164,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
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}
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#endif
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// Create XFB framebuffer; targets will be created elsewhere.
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glGenFramebuffers(1, &m_xfbFramebuffer);
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@ -141,7 +141,6 @@ void OpenGL_ReportARBProgramError()
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bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
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{
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#ifndef USE_GLES
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unsigned int fbo_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (fbo_status != GL_FRAMEBUFFER_COMPLETE)
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{
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@ -154,12 +153,14 @@ bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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error = "INCOMPLETE_MISSING_ATTACHMENT";
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break;
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#ifndef USE_GLES
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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error = "INCOMPLETE_DRAW_BUFFER";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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error = "INCOMPLETE_READ_BUFFER";
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break;
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#endif
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case GL_FRAMEBUFFER_UNSUPPORTED:
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error = "UNSUPPORTED";
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break;
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@ -168,7 +169,6 @@ bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
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file, line, function, error);
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return false;
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}
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#endif
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return true;
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}
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@ -32,6 +32,7 @@
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#define GL_BGRA GL_RGBA
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#define glDrawElementsBaseVertex(...)
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#define glDrawRangeElementsBaseVertex(...)
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#define glRenderbufferStorageMultisampleCoverageNV(...)
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#endif
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#else
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#define TEX2D GL_TEXTURE_RECTANGLE_ARB
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