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https://github.com/nillerusr/source-engine.git
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Rewrite ToGL in OpenGLES(Uncomplete)
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@@ -25,7 +25,7 @@
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// dxabstract.cpp
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//
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//==================================================================================================
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#include "togl/rendermechanism.h"
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#include "togles/rendermechanism.h"
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#include "tier0/vprof_telemetry.h"
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#include "tier0/dbg.h"
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#include "tier0/threadtools.h"
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@@ -2384,7 +2384,7 @@ HRESULT IDirect3DDevice9::Create( IDirect3DDevice9Params *params )
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m_ctx->m_drawingFBO = m_ctx->NewFBO();
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// bind it to context. will receive attachments shortly.
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m_ctx->BindFBOToCtx( m_ctx->m_drawingFBO, GL_FRAMEBUFFER_EXT );
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m_ctx->BindFBOToCtx( m_ctx->m_drawingFBO, GL_FRAMEBUFFER );
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m_bFBODirty = false;
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@@ -3235,7 +3235,7 @@ void IDirect3DDevice9::UpdateBoundFBO()
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m_ctx->m_drawingFBO = newFBO;
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}
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m_ctx->BindFBOToCtx( m_ctx->m_drawingFBO, GL_FRAMEBUFFER_EXT );
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m_ctx->BindFBOToCtx( m_ctx->m_drawingFBO, GL_FRAMEBUFFER );
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m_bFBODirty = false;
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}
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@@ -3873,10 +3873,8 @@ HRESULT IDirect3DDevice9::CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixe
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int maxTranslationSize = 50000; // size of any one translation
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CUtlBuffer transbuf( 3000, numTranslations * maxTranslationSize, CUtlBuffer::TEXT_BUFFER );
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CUtlBuffer tempbuf( 3000, maxTranslationSize, CUtlBuffer::TEXT_BUFFER );
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transbuf.PutString( "//GLSLfp\n" ); // this is required so GLM can crack the text apart
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CUtlBuffer transbuf( 9000, numTranslations * maxTranslationSize, CUtlBuffer::TEXT_BUFFER );
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CUtlBuffer tempbuf( 9000, maxTranslationSize, CUtlBuffer::TEXT_BUFFER );
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// note the GLSL translator wants its own buffer
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tempbuf.EnsureCapacity( maxTranslationSize );
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@@ -4009,7 +4007,7 @@ HRESULT IDirect3DDevice9::CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixe
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{
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// find the fb outputs used by this shader/combo
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const GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT };
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const GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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char *fragDataMaskPrefix = "//FRAGDATAMASK-";
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@@ -4153,10 +4151,8 @@ HRESULT IDirect3DDevice9::CreateVertexShader(CONST DWORD* pFunction, IDirect3DVe
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int maxTranslationSize = 500000; // size of any one translation
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CUtlBuffer transbuf( 1000, numTranslations * maxTranslationSize, CUtlBuffer::TEXT_BUFFER );
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CUtlBuffer tempbuf( 1000, maxTranslationSize, CUtlBuffer::TEXT_BUFFER );
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transbuf.PutString( "//GLSLvp\n" ); // this is required so GLM can crack the text apart
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CUtlBuffer transbuf( 5000, numTranslations * maxTranslationSize, CUtlBuffer::TEXT_BUFFER );
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CUtlBuffer tempbuf( 5000, maxTranslationSize, CUtlBuffer::TEXT_BUFFER );
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// note the GLSL translator wants its own buffer
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tempbuf.EnsureCapacity( maxTranslationSize );
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