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@@ -2202,11 +2202,11 @@ namespace bgfx
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{
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// When only depth is attached disable draw buffer to avoid
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// GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER.
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- glDrawBuffer(GL_NONE);
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+ GL_CHECK(glDrawBuffer(GL_NONE) );
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}
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// Disable read buffer to avoid GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER.
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- glReadBuffer(GL_NONE);
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+ GL_CHECK(glReadBuffer(GL_NONE) );
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}
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BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
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@@ -2267,6 +2267,7 @@ namespace bgfx
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if (0 != m_fbo[1])
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{
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GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
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+ GL_CHECK(glReadBuffer(GL_COLOR_ATTACHMENT0) );
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GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[1]) );
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GL_CHECK(glBlitFramebuffer(0
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, 0
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@@ -2279,6 +2280,8 @@ namespace bgfx
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, GL_COLOR_BUFFER_BIT
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, GL_LINEAR
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) );
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+ GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
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+ GL_CHECK(glReadBuffer(GL_NONE) );
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
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}
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}
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