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Fix serialisation of glFramebuffer*OVR where there are no DSA variants
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@@ -1176,6 +1176,18 @@ void WrappedOpenGL::glFramebufferTextureMultiviewOVR(GLenum target, GLenum attac
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IsBackgroundCapturing(m_State))
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return;
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// because there's no DSA variant of the OVR framebuffer functions we must ensure that while
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// background capturing the correct framebuffer is bound. Normally we don't serialise
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// glBindFramebuffer calls.
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if(IsBackgroundCapturing(m_State))
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{
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USE_SCRATCH_SERIALISER();
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SCOPED_SERIALISE_CHUNK(GLChunk::glBindFramebuffer);
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Serialise_glBindFramebuffer(ser, target, record->Resource.name);
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record->AddChunk(scope.Get());
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}
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USE_SCRATCH_SERIALISER();
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SCOPED_SERIALISE_CHUNK(gl_CurChunk);
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Serialise_glFramebufferTextureMultiviewOVR(ser, target, attachment, texture, level,
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@@ -1275,6 +1287,18 @@ void WrappedOpenGL::glFramebufferTextureMultisampleMultiviewOVR(GLenum target, G
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IsBackgroundCapturing(m_State))
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return;
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// because there's no DSA variant of the OVR framebuffer functions we must ensure that while
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// background capturing the correct framebuffer is bound. Normally we don't serialise
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// glBindFramebuffer calls.
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if(IsBackgroundCapturing(m_State))
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{
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USE_SCRATCH_SERIALISER();
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SCOPED_SERIALISE_CHUNK(GLChunk::glBindFramebuffer);
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Serialise_glBindFramebuffer(ser, target, record->Resource.name);
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record->AddChunk(scope.Get());
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}
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USE_SCRATCH_SERIALISER();
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SCOPED_SERIALISE_CHUNK(gl_CurChunk);
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Serialise_glFramebufferTextureMultisampleMultiviewOVR(ser, target, attachment, texture, level,
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