GPU: add offscreen buffer drawing utility functions.
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@@ -641,7 +641,7 @@ struct GPUOffScreen {
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GPUTexture *depth;
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};
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GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool high_bitdepth, char err_out[256])
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GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool depth, bool high_bitdepth, char err_out[256])
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{
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GPUOffScreen *ofs;
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@@ -663,15 +663,17 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool high
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}
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}
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ofs->depth = GPU_texture_create_depth_with_stencil_multisample(width, height, samples, err_out);
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if (!ofs->depth) {
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GPU_offscreen_free(ofs);
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return NULL;
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}
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if (depth) {
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ofs->depth = GPU_texture_create_depth_with_stencil_multisample(width, height, samples, err_out);
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if (!ofs->depth) {
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GPU_offscreen_free(ofs);
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return NULL;
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}
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if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0, 0)) {
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GPU_offscreen_free(ofs);
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return NULL;
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if (!GPU_framebuffer_texture_attach(ofs->fb, ofs->depth, 0, 0)) {
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GPU_offscreen_free(ofs);
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return NULL;
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}
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}
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if (high_bitdepth) {
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@@ -731,6 +733,24 @@ void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore)
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glEnable(GL_SCISSOR_TEST);
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}
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void GPU_offscreen_blit(GPUOffScreen *ofs, int x, int y)
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{
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const int w = GPU_texture_width(ofs->color);
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const int h = GPU_texture_height(ofs->color);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, ofs->fb->object);
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GLenum status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
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if (status == GL_FRAMEBUFFER_COMPLETE) {
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glBlitFramebuffer(0, 0, w, h, x, y, x + w, y + h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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else {
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gpu_print_framebuffer_error(status, NULL);
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)
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{
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const int w = GPU_texture_width(ofs->color);
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@@ -818,9 +838,9 @@ int GPU_offscreen_height(const GPUOffScreen *ofs)
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return GPU_texture_height(ofs->color);
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}
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int GPU_offscreen_color_texture(const GPUOffScreen *ofs)
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GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs)
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{
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return GPU_texture_opengl_bindcode(ofs->color);
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return ofs->color;
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}
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/* only to be used by viewport code! */
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