Use Gaussian approximation for backbuffer mipmaps in GL Compatibility renderer
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593d5ca29f
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4 changed files with 122 additions and 8 deletions
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@ -31,6 +31,7 @@
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#ifdef GLES3_ENABLED
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#include "copy_effects.h"
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#include "../storage/texture_storage.h"
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using namespace GLES3;
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@ -133,6 +134,7 @@ void CopyEffects::copy_screen() {
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draw_screen_triangle();
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}
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// Intended for efficiently mipmapping textures.
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void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) {
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GLuint framebuffers[2];
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glGenFramebuffers(2, framebuffers);
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@ -158,6 +160,80 @@ void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, con
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glDeleteFramebuffers(2, framebuffers);
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}
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// Intended for approximating a gaussian blur. Used for 2D backbuffer mipmaps. Slightly less efficient than bilinear_blur().
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void CopyEffects::gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size) {
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GLuint framebuffer;
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, p_source_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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Size2i base_size = p_size;
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Rect2i source_region = p_region;
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Rect2i dest_region = p_region;
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Size2 float_size = Size2(p_size);
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Rect2 normalized_source_region = Rect2(p_region);
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normalized_source_region.position = normalized_source_region.position / float_size;
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normalized_source_region.size = normalized_source_region.size / float_size;
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Rect2 normalized_dest_region = Rect2(p_region);
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for (int i = 1; i < p_mipmap_count; i++) {
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dest_region.position.x >>= 1;
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dest_region.position.y >>= 1;
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dest_region.size.x = MAX(1, dest_region.size.x >> 1);
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dest_region.size.y = MAX(1, dest_region.size.y >> 1);
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base_size.x >>= 1;
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base_size.y >>= 1;
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glBindTexture(GL_TEXTURE_2D, p_source_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, i - 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i - 1);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_source_texture, i);
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#ifdef DEV_ENABLED
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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WARN_PRINT("Could not bind Gaussian blur framebuffer, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
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}
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#endif
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glViewport(0, 0, base_size.x, base_size.y);
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bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
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if (!success) {
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return;
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}
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float_size = Size2(base_size);
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normalized_dest_region.position = Size2(dest_region.position) / float_size;
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normalized_dest_region.size = Size2(dest_region.size) / float_size;
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copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, normalized_dest_region.position.x, normalized_dest_region.position.y, normalized_dest_region.size.x, normalized_dest_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
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copy.shader.version_set_uniform(CopyShaderGLES3::SOURCE_SECTION, normalized_source_region.position.x, normalized_source_region.position.y, normalized_source_region.size.x, normalized_source_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
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copy.shader.version_set_uniform(CopyShaderGLES3::PIXEL_SIZE, 1.0 / float_size.x, 1.0 / float_size.y, copy.shader_version, CopyShaderGLES3::MODE_GAUSSIAN_BLUR);
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draw_screen_quad();
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source_region = dest_region;
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normalized_source_region = normalized_dest_region;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &framebuffer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, p_mipmap_count - 1);
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glBindTexture(GL_TEXTURE_2D, 0);
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glViewport(0, 0, p_size.x, p_size.y);
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}
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void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) {
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bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
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if (!success) {
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@ -64,6 +64,7 @@ public:
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void copy_to_rect(const Rect2 &p_rect);
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void copy_screen();
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void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
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void gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size);
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void set_color(const Color &p_color, const Rect2i &p_region);
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void draw_screen_triangle();
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void draw_screen_quad();
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@ -16,17 +16,24 @@ layout(location = 0) in vec2 vertex_attrib;
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out vec2 uv_interp;
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/* clang-format on */
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#ifdef USE_COPY_SECTION
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#if defined(USE_COPY_SECTION) || defined(MODE_GAUSSIAN_BLUR)
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// Defined in 0-1 coords.
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uniform highp vec4 copy_section;
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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uniform highp vec4 source_section;
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#endif
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void main() {
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uv_interp = vertex_attrib * 0.5 + 0.5;
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gl_Position = vec4(vertex_attrib, 1.0, 1.0);
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#ifdef USE_COPY_SECTION
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#if defined(USE_COPY_SECTION) || defined(MODE_GAUSSIAN_BLUR)
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gl_Position.xy = (copy_section.xy + uv_interp.xy * copy_section.zw) * 2.0 - 1.0;
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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uv_interp = source_section.xy + uv_interp * source_section.zw;
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#endif
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}
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/* clang-format off */
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@ -39,6 +46,7 @@ uniform vec4 color_in;
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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// Defined in 0-1 coords.
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uniform highp vec2 pixel_size;
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#endif
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@ -55,4 +63,31 @@ void main() {
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#ifdef MODE_SIMPLE_COLOR
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frag_color = color_in;
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#endif
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// Efficient box filter from Jimenez: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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// Approximates a Gaussian in a single pass.
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#ifdef MODE_GAUSSIAN_BLUR
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vec4 A = textureLod(source, uv_interp + pixel_size * vec2(-1.0, -1.0), 0.0);
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vec4 B = textureLod(source, uv_interp + pixel_size * vec2(0.0, -1.0), 0.0);
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vec4 C = textureLod(source, uv_interp + pixel_size * vec2(1.0, -1.0), 0.0);
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vec4 D = textureLod(source, uv_interp + pixel_size * vec2(-0.5, -0.5), 0.0);
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vec4 E = textureLod(source, uv_interp + pixel_size * vec2(0.5, -0.5), 0.0);
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vec4 F = textureLod(source, uv_interp + pixel_size * vec2(-1.0, 0.0), 0.0);
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vec4 G = textureLod(source, uv_interp, 0.0);
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vec4 H = textureLod(source, uv_interp + pixel_size * vec2(1.0, 0.0), 0.0);
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vec4 I = textureLod(source, uv_interp + pixel_size * vec2(-0.5, 0.5), 0.0);
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vec4 J = textureLod(source, uv_interp + pixel_size * vec2(0.5, 0.5), 0.0);
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vec4 K = textureLod(source, uv_interp + pixel_size * vec2(-1.0, 1.0), 0.0);
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vec4 L = textureLod(source, uv_interp + pixel_size * vec2(0.0, 1.0), 0.0);
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vec4 M = textureLod(source, uv_interp + pixel_size * vec2(1.0, 1.0), 0.0);
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float weight = 0.5 / 4.0;
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float lesser_weight = 0.125 / 4.0;
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frag_color = (D + E + I + J) * weight;
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frag_color += (A + B + G + F) * lesser_weight;
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frag_color += (B + C + H + G) * lesser_weight;
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frag_color += (F + G + L + K) * lesser_weight;
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frag_color += (G + H + M + L) * lesser_weight;
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#endif
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}
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@ -1827,10 +1827,10 @@ void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) {
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return;
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}
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// Initialize all levels to opaque Magenta.
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// Initialize all levels to clear black.
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for (int j = 0; j < count; j++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, j);
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glClearColor(1.0, 0.0, 1.0, 1.0);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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@ -2548,18 +2548,18 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
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}
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glDisable(GL_BLEND);
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//single texture copy for backbuffer
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// Single texture copy for backbuffer.
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glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, rt->color);
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GLES3::CopyEffects::get_singleton()->copy_screen();
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if (p_gen_mipmaps) {
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GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region);
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GLES3::CopyEffects::get_singleton()->gaussian_blur(rt->backbuffer, rt->mipmap_count, region, rt->size);
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glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
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}
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glEnable(GL_BLEND); // 2D almost always uses blend.
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glEnable(GL_BLEND); // 2D starts with blend enabled.
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}
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void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) {
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@ -2604,8 +2604,10 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target,
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return; //nothing to do
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}
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}
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glDisable(GL_BLEND);
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GLES3::CopyEffects::get_singleton()->gaussian_blur(rt->backbuffer, rt->mipmap_count, region, rt->size);
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glEnable(GL_BLEND); // 2D starts with blend enabled.
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GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region);
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glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
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}
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