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ui/app/internal/gl: invalidate the correct fbo in sRGB fallback
Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -83,10 +83,12 @@ func (s *SRGBFBO) Blit() {
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s.c.BindTexture(TEXTURE_2D, 0)
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s.c.BindTexture(TEXTURE_2D, 0)
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s.c.DisableVertexAttribArray(0)
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s.c.DisableVertexAttribArray(0)
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s.c.DisableVertexAttribArray(1)
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s.c.DisableVertexAttribArray(1)
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s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer)
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s.c.InvalidateFramebuffer(FRAMEBUFFER, COLOR_ATTACHMENT0)
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s.c.InvalidateFramebuffer(FRAMEBUFFER, COLOR_ATTACHMENT0)
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s.c.InvalidateFramebuffer(FRAMEBUFFER, DEPTH_ATTACHMENT)
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s.c.InvalidateFramebuffer(FRAMEBUFFER, DEPTH_ATTACHMENT)
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// The Android emulator requires framebuffer 0 bound at eglSwapBuffer time.
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// The Android emulator requires framebuffer 0 bound at eglSwapBuffer time.
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// Bind the default sRGB framebuffer in afterPresent.
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// Bind the sRGB framebuffer again in afterPresent.
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s.c.BindFramebuffer(FRAMEBUFFER, Framebuffer{})
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}
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}
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func (s *SRGBFBO) AfterPresent() {
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func (s *SRGBFBO) AfterPresent() {
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