Add option to have viewport render into supplied texture
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@@ -6794,6 +6794,24 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
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glDeleteTextures(1, &rt->exposure.color);
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rt->exposure.fbo = 0;
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}
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if (rt->external.fbo != 0) {
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// free this
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glDeleteFramebuffers(1, &rt->external.fbo);
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// clean up our texture
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Texture *t = texture_owner.get(rt->external.texture);
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t->alloc_height = 0;
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t->alloc_width = 0;
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t->width = 0;
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t->height = 0;
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t->active = false;
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texture_owner.free(rt->external.texture);
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memdelete(t);
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rt->external.fbo = 0;
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}
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Texture *tex = texture_owner.get(rt->texture);
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tex->alloc_height = 0;
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tex->alloc_width = 0;
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@@ -7249,7 +7267,99 @@ RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) const
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RenderTarget *rt = render_target_owner.getornull(p_render_target);
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ERR_FAIL_COND_V(!rt, RID());
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return rt->texture;
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if (rt->external.fbo == 0) {
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return rt->texture;
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} else {
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return rt->external.texture;
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}
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}
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void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
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RenderTarget *rt = render_target_owner.getornull(p_render_target);
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ERR_FAIL_COND(!rt);
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if (p_texture_id == 0) {
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if (rt->external.fbo != 0) {
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// free this
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glDeleteFramebuffers(1, &rt->external.fbo);
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// clean up our texture
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Texture *t = texture_owner.get(rt->external.texture);
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t->alloc_height = 0;
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t->alloc_width = 0;
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t->width = 0;
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t->height = 0;
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t->active = false;
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texture_owner.free(rt->external.texture);
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memdelete(t);
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rt->external.fbo = 0;
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}
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} else {
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Texture *t;
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if (rt->external.fbo == 0) {
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// create our fbo
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glGenFramebuffers(1, &rt->external.fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
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// allocate a texture
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t = memnew(Texture);
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t->type = VS::TEXTURE_TYPE_2D;
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t->flags = 0;
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t->width = 0;
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t->height = 0;
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t->alloc_height = 0;
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t->alloc_width = 0;
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t->format = Image::FORMAT_RGBA8;
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t->target = GL_TEXTURE_2D;
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t->gl_format_cache = 0;
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t->gl_internal_format_cache = 0;
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t->gl_type_cache = 0;
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t->data_size = 0;
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t->compressed = false;
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t->srgb = false;
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t->total_data_size = 0;
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t->ignore_mipmaps = false;
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t->mipmaps = 1;
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t->active = true;
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t->tex_id = 0;
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t->render_target = rt;
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rt->external.texture = texture_owner.make_rid(t);
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} else {
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// bind our frame buffer
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glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
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// find our texture
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t = texture_owner.get(rt->external.texture);
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}
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// set our texture
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t->tex_id = p_texture_id;
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// size shouldn't be different
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t->width = rt->width;
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t->height = rt->height;
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t->alloc_height = rt->width;
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t->alloc_width = rt->height;
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// is there a point to setting the internal formats? we don't know them..
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// set our texture as the destination for our framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
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// check status and unbind
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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printf("framebuffer fail, status: %x\n", status);
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}
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ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
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}
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}
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void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
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