Add Nee Backend Structure
Use TexAddress instead of Texture::Ref in Cmds Add a .clang-format??
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@@ -59,4 +59,32 @@ class GfxGL2 : public GfxDriver {
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GLuint pLocAlfa;
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GLuint VBO, IBO, VAO; // vao is only used in > 3.3
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};
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class GfxGL3 : public GfxDriver2 {
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public:
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GfxGL3() : GfxDriver2("OpenGL3") {}
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~GfxGL3() = default;
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PD_SHARED(GfxGL3);
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void Init() override;
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void Deinit() override;
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// void NewFrame() override;
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void TexBind(PD::Li::TexAddress addr) override;
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void Draw(const Li::CmdPool& pool) override;
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PD::Li::TexAddress TexLoad(
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const std::vector<PD::u8>& pixels, int w, int h,
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PD::Li::Texture::Type type = PD::Li::Texture::Type::RGBA32,
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PD::Li::Texture::Filter filter =
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PD::Li::Texture::Filter::LINEAR) override;
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void TexDelete(PD::Li::TexAddress tex) override;
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std::vector<Li::Vertex> VertexBuffer;
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std::vector<PD::u16> IndexBuffer;
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GLuint Shader;
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GLuint pLocProjection;
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GLuint pLocTex;
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GLuint pLocAlfa;
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GLuint VBO, IBO, VAO; // vao is only used in > 3.3
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};
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} // namespace PD
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@@ -253,7 +253,7 @@ void GfxGL2::BindTex(PD::Li::TexAddress addr) {
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void GfxGL2::RenderDrawData(const Li::CmdPool& Commands) {
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size_t index = 0;
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while (index < Commands.Size()) {
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PD::Li::Texture::Ref Tex = Commands.GetCmd(index)->Tex;
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PD::Li::TexAddress Tex = Commands.GetCmd(index)->Tex;
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if (!Tex) {
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index++;
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continue;
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@@ -281,7 +281,7 @@ void GfxGL2::RenderDrawData(const Li::CmdPool& Commands) {
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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BindTex(Tex->Address);
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BindTex(Tex);
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#if PD_OPENGL >= 33
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glBindVertexArray(VAO);
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@@ -340,4 +340,161 @@ PD::Li::Texture::Ref GfxGL2::LoadTex(const std::vector<PD::u8>& pixels, int w,
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auto res = PD::Li::Texture::New(texID, PD::ivec2(w, h));
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return res;
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}
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void GfxGL3::Init() {
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VertexBuffer.resize(4 * 8192);
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IndexBuffer.resize(6 * 8192);
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Shader = createShaderProgram(vertex_shader, frag_shader);
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glUseProgram(Shader);
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#if PD_OPENGL >= 33
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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#endif
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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#if PD_OPENGL < 33
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SetupShaderAttribs(Shader); // GL 2.1
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#else
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(PD::Li::Vertex),
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(void*)offsetof(PD::Li::Vertex, Pos));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(PD::Li::Vertex),
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(void*)offsetof(PD::Li::Vertex, UV));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(PD::Li::Vertex),
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(void*)offsetof(PD::Li::Vertex, Color));
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#endif
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glGenBuffers(1, &IBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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pLocTex = glGetUniformLocation(Shader, "tex");
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pLocAlfa = glGetUniformLocation(Shader, "alfa");
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pLocProjection = glGetUniformLocation(Shader, "projection");
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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#if PD_OPENGL >= 33
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glBindVertexArray(0);
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#endif
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}
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void GfxGL3::Deinit() {
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glDeleteBuffers(1, &VBO);
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glDeleteBuffers(1, &IBO);
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#if PD_OPENGL >= 33
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glDeleteBuffers(1, &VAO);
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#endif
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}
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// void NewFrame() {
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//}
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void GfxGL3::TexBind(PD::Li::TexAddress addr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, (GLuint)addr);
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glUniform1i(pLocTex, 0);
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GLint fmt = 0;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
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glUniform1i(pLocAlfa, fmt == GL_ALPHA);
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}
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void GfxGL3::Draw(const Li::CmdPool& pool) {
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size_t index = 0;
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while (index < pool.Size()) {
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PD::Li::TexAddress Tex = pool.GetCmd(index)->Tex;
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if (Tex == 0) {
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index++;
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continue;
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}
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size_t StartIndex = CurrentIndex;
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bool ScissorOn = pool.GetCmd(index)->ScissorOn;
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ivec4 ScissorRect = pool.GetCmd(index)->ScissorRect;
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while (index < pool.Size() && pool.GetCmd(index)->Tex == Tex &&
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pool.GetCmd(index)->ScissorOn == ScissorOn &&
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pool.GetCmd(index)->ScissorRect == ScissorRect) {
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auto c = pool.GetCmd(index);
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for (size_t i = 0; i < c->IndexBuffer.size(); i++) {
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IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.at(i);
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}
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for (size_t i = 0; i < c->VertexBuffer.size(); i++) {
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VertexBuffer[CurrentVertex++] = c->VertexBuffer.at(i);
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}
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index++;
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}
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if (ScissorOn) {
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glScissor(ScissorRect.x, ViewPort.y - (ScissorRect.y + ScissorRect.w),
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ScissorRect.z, ScissorRect.w);
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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TexBind(Tex);
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#if PD_OPENGL >= 33
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glBindVertexArray(VAO);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex),
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&VertexBuffer[0], GL_DYNAMIC_DRAW);
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#if PD_OPENGL < 33
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// For some reason we need to set these every frame for every buffer
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// Found that out when creating My 3d Engine
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SetupShaderAttribs(Shader);
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#endif
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(PD::u16),
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&IndexBuffer[0], GL_DYNAMIC_DRAW);
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glDrawElements(GL_TRIANGLES, CurrentIndex - StartIndex, GL_UNSIGNED_SHORT,
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(void*)(StartIndex * sizeof(PD::u16)));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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TexBind(0);
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#if PD_OPENGL >= 33
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glBindVertexArray(0);
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#endif
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}
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}
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PD::Li::TexAddress GfxGL3::TexLoad(const std::vector<PD::u8>& pixels, int w,
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int h, PD::Li::Texture::Type type,
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PD::Li::Texture::Filter filter) {
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GLuint texID;
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glGenTextures(1, &texID);
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glBindTexture(GL_TEXTURE_2D, texID);
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// Set base format (Always using RGBA as base)
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GLenum fmt = GL_RGBA;
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if (type == PD::Li::Texture::Type::RGB24) {
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fmt = GL_RGB;
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} else if (type == PD::Li::Texture::Type::A8) {
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fmt = GL_ALPHA;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, fmt, w, h, 0, fmt, GL_UNSIGNED_BYTE,
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pixels.data());
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if (filter == PD::Li::Texture::Filter::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_MAG_FILTER, GL_LINEAR);
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} else if (filter == PD::Li::Texture::Filter::NEAREST) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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return texID;
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}
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void GfxGL3::TexDelete(PD::Li::TexAddress tex) {
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GLuint tex_ = tex;
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glDeleteTextures(1, &tex_);
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}
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} // namespace PD
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