on paper.. go gles2 too... that should work.. in theory. need to test.
SVN revision: 43659
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@ -309,10 +309,17 @@ evas_gl_common_context_target_surface_set(Evas_GL_Context *gc,
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#else
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// FIXME: viewport goopies
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gc->change.size = 1;
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#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
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if (gc->shader.surface == gc->def_surface)
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glBindFramebuffer(GL_FRAMEBUFFER_OES, 0);
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else
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glBindFramebuffer(GL_FRAMEBUFFER_OES, surface->tex->pt->fb);
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#else
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if (gc->shader.surface == gc->def_surface)
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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else
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, surface->tex->pt->fb);
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#endif
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_evas_gl_common_viewport_set(gc);
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#endif
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}
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@ -269,7 +269,18 @@ _pool_tex_render_new(Evas_GL_Context *gc, int w, int h, int intformat, int forma
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pt->dataformat = GL_UNSIGNED_BYTE;
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pt->references = 0;
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#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
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// FIXME: XXX render-to-texture for gles2
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glGenTextures(1, &(pt->texture));
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glBindTexture(GL_TEXTURE_2D, pt->texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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_tex_2d(pt->intformat, w, h, pt->format, pt->dataformat);
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glGenFramebuffers(1, &(pt->fb));
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glBindFramebuffer(GL_FRAMEBUFFER_OES, pt->fb);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, pt->texture, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_OES, 0);
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glBindTexture(GL_TEXTURE_2D, gc->shader.cur_tex);
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#else
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glGenTextures(1, &(pt->texture));
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glBindTexture(GL_TEXTURE_2D, pt->texture);
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