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https://github.com/Relintai/sdl2_frt.git
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Fixed bug 4453 - GLES / GLES2: first white renderer clear cmd is drawn as black
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@ -26,8 +26,8 @@
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#include "SDL_opengles.h"
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#include "../SDL_sysrender.h"
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/* To prevent unnecessary window recreation,
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* these should match the defaults selected in SDL_GL_ResetAttributes
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/* To prevent unnecessary window recreation,
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* these should match the defaults selected in SDL_GL_ResetAttributes
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*/
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#define RENDERER_CONTEXT_MAJOR 1
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@ -170,7 +170,7 @@ static int GLES_LoadFunctions(GLES_RenderData * data)
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#define SDL_PROC_OES(ret,func,params) \
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do { \
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data->func = SDL_GL_GetProcAddress(#func); \
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} while ( 0 );
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} while ( 0 );
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "SDL_glesfuncs.h"
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@ -351,7 +351,7 @@ GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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}
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}
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
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if (!renderdata->GL_OES_framebuffer_object_supported) {
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SDL_free(data);
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@ -361,7 +361,7 @@ GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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} else {
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data->fbo = NULL;
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}
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renderdata->glGetError();
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renderdata->glEnable(GL_TEXTURE_2D);
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@ -397,7 +397,7 @@ GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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SDL_free(data);
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return GLES_SetError("glTexImage2D()", result);
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}
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texture->driverdata = data;
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return 0;
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}
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@ -1210,6 +1210,8 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
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data->glEnableClientState(GL_VERTEX_ARRAY);
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data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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data->drawstate.blend = SDL_BLENDMODE_INVALID;
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data->drawstate.color = 0xFFFFFFFF;
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data->drawstate.clear_color = 0xFFFFFFFF;
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@ -30,7 +30,7 @@
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#include "SDL_shaders_gles2.h"
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/* To prevent unnecessary window recreation,
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* these should match the defaults selected in SDL_GL_ResetAttributes
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* these should match the defaults selected in SDL_GL_ResetAttributes
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*/
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#define RENDERER_CONTEXT_MAJOR 2
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#define RENDERER_CONTEXT_MINOR 0
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@ -2076,6 +2076,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_EXTERNAL_OES;
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#endif
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/* Set up parameters for rendering */
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data->glActiveTexture(GL_TEXTURE0);
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data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
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data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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@ -2083,6 +2084,8 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
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data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
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data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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data->drawstate.blend = SDL_BLENDMODE_INVALID;
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data->drawstate.color = 0xFFFFFFFF;
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data->drawstate.clear_color = 0xFFFFFFFF;
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