Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
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@@ -53,6 +53,8 @@ private:
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public:
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bool use_nearest_mip_filter = false;
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bool use_skeleton_software = false;
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bool use_depth_prepass = true;
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bool use_rgba_2d_shadows = false;
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int max_vertex_texture_image_units = 0;
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int max_texture_image_units = 0;
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@@ -69,38 +71,15 @@ public:
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bool float_texture_supported = false;
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bool s3tc_supported = false;
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bool latc_supported = false;
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bool rgtc_supported = false;
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bool bptc_supported = false;
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bool etc_supported = false;
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bool etc2_supported = false;
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bool srgb_decode_supported = false;
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bool keep_original_textures = false;
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bool force_vertex_shading = false;
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bool use_rgba_2d_shadows = false;
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bool use_rgba_3d_shadows = false;
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bool support_32_bits_indices = false;
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bool support_write_depth = false;
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bool support_npot_repeat_mipmap = false;
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bool support_depth_cubemaps = false;
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bool support_shadow_cubemaps = false;
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bool support_anisotropic_filter = false;
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float anisotropic_level = 0.0f;
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GLuint depth_internalformat = 0;
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GLuint depth_type = 0;
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GLuint depth_buffer_internalformat = 0;
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// in some cases the legacy render didn't orphan. We will mark these
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// so the user can switch orphaning off for them.
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bool should_orphan = true;
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bool use_depth_prepass = true;
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static Config *get_singleton() { return singleton; };
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Config();
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