210 lines
6.4 KiB
C++
210 lines
6.4 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "rsFBOCache.h"
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#include "rsContext.h"
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#include "rsAllocation.h"
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#ifndef ANDROID_RS_SERIALIZE
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#include <GLES/gl.h>
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#include <GLES2/gl2.h>
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#endif //ANDROID_RS_SERIALIZE
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using namespace android;
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using namespace android::renderscript;
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FBOCache::FBOCache() {
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mFBOId = 0;
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mDirty = false;
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mMaxTargets = 1;
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mColorTargets = new ObjectBaseRef<Allocation>[mMaxTargets];
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}
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FBOCache::~FBOCache() {
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delete[] mColorTargets;
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#ifndef ANDROID_RS_SERIALIZE
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if(mFBOId != 0) {
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glDeleteFramebuffers(1, &mFBOId);
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}
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#endif //ANDROID_RS_SERIALIZE
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}
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void FBOCache::bindColorTarget(Context *rsc, Allocation *a, uint32_t slot) {
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if (slot >= mMaxTargets) {
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LOGE("Invalid render target index");
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return;
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}
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if (a != NULL) {
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if (!a->getIsTexture()) {
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LOGE("Invalid Color Target");
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return;
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}
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if (a->getIsTexture()) {
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if (a->getTextureID() == 0) {
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a->deferredUploadToTexture(rsc);
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}
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} else if (a->getRenderTargetID() == 0) {
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a->deferredAllocateRenderTarget(rsc);
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}
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}
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mColorTargets[slot].set(a);
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mDirty = true;
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}
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void FBOCache::bindDepthTarget(Context *rsc, Allocation *a) {
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if (a != NULL) {
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if (!a->getIsRenderTarget()) {
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LOGE("Invalid Depth Target");
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return;
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}
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if (a->getIsTexture()) {
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if (a->getTextureID() == 0) {
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a->deferredUploadToTexture(rsc);
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}
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} else if (a->getRenderTargetID() == 0) {
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a->deferredAllocateRenderTarget(rsc);
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}
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}
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mDepthTarget.set(a);
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mDirty = true;
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}
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void FBOCache::resetAll(Context *) {
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for (uint32_t i = 0; i < mMaxTargets; i ++) {
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mColorTargets[i].set(NULL);
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}
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mDepthTarget.set(NULL);
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mDirty = true;
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}
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bool FBOCache::renderToFramebuffer() {
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if (mDepthTarget.get() != NULL) {
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return false;
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}
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for (uint32_t i = 0; i < mMaxTargets; i ++) {
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if (mColorTargets[i].get() != NULL) {
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return false;
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}
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}
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return true;
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}
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void FBOCache::checkError(Context *rsc) {
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GLenum status;
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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switch (status) {
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case GL_FRAMEBUFFER_COMPLETE:
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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rsc->setError(RS_ERROR_BAD_VALUE,
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"Unable to set up render Target: RFRAMEBUFFER_INCOMPLETE_ATTACHMENT");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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rsc->setError(RS_ERROR_BAD_VALUE,
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"Unable to set up render Target: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
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rsc->setError(RS_ERROR_BAD_VALUE,
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"Unable to set up render Target: GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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rsc->setError(RS_ERROR_BAD_VALUE,
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"Unable to set up render Target: GL_FRAMEBUFFER_UNSUPPORTED");
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break;
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}
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}
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void FBOCache::setDepthAttachment(Context *rsc) {
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#ifndef ANDROID_RS_SERIALIZE
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if (mDepthTarget.get() != NULL) {
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mDepthTarget->uploadCheck(rsc);
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if (mDepthTarget->getIsTexture()) {
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uint32_t texID = mDepthTarget->getTextureID();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D, texID, 0);
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} else {
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uint32_t texID = mDepthTarget->getRenderTargetID();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, texID);
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}
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} else {
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// Reset last attachment
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D, 0, 0);
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}
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#endif //ANDROID_RS_SERIALIZE
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}
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void FBOCache::setColorAttachment(Context *rsc) {
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#ifndef ANDROID_RS_SERIALIZE
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// Now attach color targets
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for (uint32_t i = 0; i < mMaxTargets; i ++) {
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uint32_t texID = 0;
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if (mColorTargets[i].get() != NULL) {
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mColorTargets[i]->uploadCheck(rsc);
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if (mColorTargets[i]->getIsTexture()) {
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uint32_t texID = mColorTargets[i]->getTextureID();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
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GL_TEXTURE_2D, texID, 0);
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} else {
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uint32_t texID = mDepthTarget->getRenderTargetID();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
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GL_RENDERBUFFER, texID);
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}
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} else {
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// Reset last attachment
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
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GL_RENDERBUFFER, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
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GL_TEXTURE_2D, 0, 0);
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}
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}
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#endif //ANDROID_RS_SERIALIZE
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}
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void FBOCache::setupGL2(Context *rsc) {
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#ifndef ANDROID_RS_SERIALIZE
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if (!mDirty) {
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return;
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}
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bool framebuffer = renderToFramebuffer();
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if (!framebuffer) {
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if(mFBOId == 0) {
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glGenFramebuffers(1, &mFBOId);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, mFBOId);
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setDepthAttachment(rsc);
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setColorAttachment(rsc);
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glViewport(0, 0, mColorTargets[0]->getType()->getDimX(),
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mColorTargets[0]->getType()->getDimY());
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checkError(rsc);
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} else {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, rsc->getWidth(), rsc->getHeight());
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}
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#endif //ANDROID_RS_SERIALIZE
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}
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