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71c104761a
* Check for EXT_sRGB_write_control extension before enabling. The equivalent extension EXT_framebuffer_sRGB on desktop GL has been core since 3.1. * Look for EGL_KHR_gl_colorspace extension and request an sRGB surface when creating window surfaces.
262 lines
8.2 KiB
C++
262 lines
8.2 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "gl_driver.h"
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#include "gl_replay.h"
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void GLReplay::CreateOutputWindowBackbuffer(OutputWindow &outwin, bool depth)
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{
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if(m_pDriver == NULL)
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return;
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MakeCurrentReplayContext(m_DebugCtx);
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WrappedOpenGL &drv = *m_pDriver;
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// create fake backbuffer for this output window.
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// We'll make an FBO for this backbuffer on the replay context, so we can
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// use the replay context to do the hard work of rendering to it, then just
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// blit across to the real default framebuffer on the output window context
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drv.glGenFramebuffers(1, &outwin.BlitData.windowFBO);
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drv.glBindFramebuffer(eGL_FRAMEBUFFER, outwin.BlitData.windowFBO);
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drv.glGenTextures(1, &outwin.BlitData.backbuffer);
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drv.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.backbuffer);
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drv.glTextureImage2DEXT(outwin.BlitData.backbuffer, eGL_TEXTURE_2D, 0, eGL_SRGB8_ALPHA8,
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outwin.width, outwin.height, 0, eGL_RGBA, eGL_UNSIGNED_BYTE, NULL);
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drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAX_LEVEL, 0);
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drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
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drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
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drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
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drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
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drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, eGL_TEXTURE_2D,
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outwin.BlitData.backbuffer, 0);
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if(depth)
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{
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drv.glGenTextures(1, &outwin.BlitData.depthstencil);
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drv.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.depthstencil);
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drv.glTextureImage2DEXT(outwin.BlitData.depthstencil, eGL_TEXTURE_2D, 0, eGL_DEPTH_COMPONENT24,
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outwin.width, outwin.height, 0, eGL_DEPTH_COMPONENT, eGL_UNSIGNED_INT,
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NULL);
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drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAX_LEVEL, 0);
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drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
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drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
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drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
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drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
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}
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else
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{
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outwin.BlitData.depthstencil = 0;
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}
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outwin.BlitData.replayFBO = 0;
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}
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void GLReplay::InitOutputWindow(OutputWindow &outwin)
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{
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if(m_pDriver == NULL)
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return;
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MakeCurrentReplayContext(&outwin);
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WrappedOpenGL &drv = *m_pDriver;
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drv.glGenVertexArrays(1, &outwin.BlitData.emptyVAO);
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drv.glBindVertexArray(outwin.BlitData.emptyVAO);
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drv.glGenFramebuffers(1, &outwin.BlitData.readFBO);
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drv.glBindFramebuffer(eGL_READ_FRAMEBUFFER, outwin.BlitData.readFBO);
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drv.glReadBuffer(eGL_COLOR_ATTACHMENT0);
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}
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bool GLReplay::CheckResizeOutputWindow(uint64_t id)
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{
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if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
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return false;
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OutputWindow &outw = m_OutputWindows[id];
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if(outw.ctx == 0)
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return false;
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int32_t w, h;
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GetOutputWindowDimensions(id, w, h);
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if(w != outw.width || h != outw.height)
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{
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outw.width = w;
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outw.height = h;
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MakeCurrentReplayContext(m_DebugCtx);
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WrappedOpenGL &drv = *m_pDriver;
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bool haddepth = false;
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drv.glDeleteTextures(1, &outw.BlitData.backbuffer);
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if(outw.BlitData.depthstencil)
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{
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haddepth = true;
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drv.glDeleteTextures(1, &outw.BlitData.depthstencil);
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}
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drv.glDeleteFramebuffers(1, &outw.BlitData.windowFBO);
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CreateOutputWindowBackbuffer(outw, haddepth);
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return true;
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}
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return false;
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}
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void GLReplay::BindOutputWindow(uint64_t id, bool depth)
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{
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if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
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return;
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OutputWindow &outw = m_OutputWindows[id];
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MakeCurrentReplayContext(m_DebugCtx);
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m_pDriver->glBindFramebuffer(eGL_FRAMEBUFFER, outw.BlitData.windowFBO);
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m_pDriver->glViewport(0, 0, outw.width, outw.height);
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m_pDriver->glFramebufferTexture2D(
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eGL_FRAMEBUFFER, eGL_DEPTH_ATTACHMENT, eGL_TEXTURE_2D,
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depth && outw.BlitData.depthstencil ? outw.BlitData.depthstencil : 0, 0);
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DebugData.outWidth = float(outw.width);
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DebugData.outHeight = float(outw.height);
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}
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void GLReplay::ClearOutputWindowColor(uint64_t id, FloatVector col)
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{
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if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
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return;
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MakeCurrentReplayContext(m_DebugCtx);
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m_pDriver->glClearBufferfv(eGL_COLOR, 0, &col.x);
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}
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void GLReplay::ClearOutputWindowDepth(uint64_t id, float depth, uint8_t stencil)
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{
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if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
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return;
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MakeCurrentReplayContext(m_DebugCtx);
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m_pDriver->glClearBufferfi(eGL_DEPTH_STENCIL, 0, depth, (GLint)stencil);
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}
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void GLReplay::FlipOutputWindow(uint64_t id)
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{
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if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
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return;
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OutputWindow &outw = m_OutputWindows[id];
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MakeCurrentReplayContext(&outw);
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WrappedOpenGL &drv = *m_pDriver;
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// go directly to real function so we don't try to bind the 'fake' backbuffer FBO.
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GL.glBindFramebuffer(eGL_FRAMEBUFFER, 0);
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drv.glViewport(0, 0, outw.width, outw.height);
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drv.glBindFramebuffer(eGL_READ_FRAMEBUFFER, outw.BlitData.readFBO);
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drv.glFramebufferTexture2D(eGL_READ_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, eGL_TEXTURE_2D,
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outw.BlitData.backbuffer, 0);
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drv.glReadBuffer(eGL_COLOR_ATTACHMENT0);
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if(HasExt[EXT_framebuffer_sRGB])
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drv.glEnable(eGL_FRAMEBUFFER_SRGB);
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drv.glBlitFramebuffer(0, 0, outw.width, outw.height, 0, 0, outw.width, outw.height,
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GL_COLOR_BUFFER_BIT, eGL_NEAREST);
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SwapBuffers(&outw);
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}
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uint64_t GLReplay::MakeOutputWindow(WindowingData window, bool depth)
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{
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OutputWindow win = m_pDriver->m_Platform.MakeOutputWindow(window, depth, m_ReplayCtx);
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if(!win.ctx)
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return 0;
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m_pDriver->m_Platform.GetOutputWindowDimensions(win, win.width, win.height);
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MakeCurrentReplayContext(&win);
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m_pDriver->RegisterReplayContext(win, m_ReplayCtx.ctx, true, true);
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InitOutputWindow(win);
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CreateOutputWindowBackbuffer(win, depth);
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uint64_t ret = m_OutputWindowID++;
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m_OutputWindows[ret] = win;
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return ret;
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}
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void GLReplay::DestroyOutputWindow(uint64_t id)
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{
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auto it = m_OutputWindows.find(id);
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if(id == 0 || it == m_OutputWindows.end())
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return;
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OutputWindow &outw = it->second;
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MakeCurrentReplayContext(&outw);
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m_pDriver->glDeleteFramebuffers(1, &outw.BlitData.readFBO);
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m_pDriver->m_Platform.DeleteReplayContext(outw);
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m_OutputWindows.erase(it);
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}
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void GLReplay::GetOutputWindowDimensions(uint64_t id, int32_t &w, int32_t &h)
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{
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if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
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return;
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OutputWindow &outw = m_OutputWindows[id];
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m_pDriver->m_Platform.GetOutputWindowDimensions(outw, w, h);
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}
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bool GLReplay::IsOutputWindowVisible(uint64_t id)
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{
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if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
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return false;
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return m_pDriver->m_Platform.IsOutputWindowVisible(m_OutputWindows[id]);
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}
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