annotate pytouhou/ui/opengl/framebuffer.pyx @ 592:19d930f9e3f0

Add the screenshot feature, using P or Home like the original game.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 23 Apr 2014 19:19:32 +0200
parents 6c9d8a3d853f
children 23b9418e4b2f
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2014 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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4 ##
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5 ## This program is free software; you can redistribute it and/or modify
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6 ## it under the terms of the GNU General Public License as published
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7 ## by the Free Software Foundation; version 3 only.
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8 ##
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9 ## This program is distributed in the hope that it will be useful,
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 ## GNU General Public License for more details.
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13 ##
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14
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15 from pytouhou.lib.opengl cimport \
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16 (glPushDebugGroup, glPopDebugGroup, GL_DEBUG_SOURCE_APPLICATION,
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17 glGenTextures, glDeleteTextures, glBindTexture, glTexParameteri,
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18 glTexImage2D, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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19 GL_TEXTURE_MAG_FILTER, GL_LINEAR, GL_RGBA, GL_UNSIGNED_BYTE,
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20 glGenRenderbuffers, glDeleteRenderbuffers, glBindRenderbuffer,
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21 glRenderbufferStorage, GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
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22 glGenFramebuffers, glDeleteFramebuffers, glBindFramebuffer,
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23 glFramebufferTexture2D, glFramebufferRenderbuffer,
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24 glCheckFramebufferStatus, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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25 GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_COMPLETE, glGenBuffers,
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26 glDeleteBuffers, glBindBuffer, glBufferData, GL_ARRAY_BUFFER,
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27 GL_STATIC_DRAW, glGenVertexArrays, glDeleteVertexArrays,
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28 glBindVertexArray, glVertexAttribPointer, GL_SHORT, GL_FLOAT,
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29 glEnableVertexAttribArray, glDrawArrays, GL_TRIANGLE_STRIP,
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30 glBlitFramebuffer, GL_DRAW_FRAMEBUFFER, glClear, GL_COLOR_BUFFER_BIT,
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31 GL_DEPTH_BUFFER_BIT, glViewport, glBlendFunc, GL_ONE, GL_ZERO)
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32
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33 from .backend cimport use_debug_group, use_vao, use_framebuffer_blit
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34
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35 cdef class Framebuffer:
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36 def __init__(self, int x, int y, int width, int height):
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37 if use_debug_group:
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38 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Framebuffer creation")
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39
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40 # This texture will receive the game area in native resolution.
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41 glGenTextures(1, &self.texture)
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42 glBindTexture(GL_TEXTURE_2D, self.texture)
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43 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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44 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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45 glTexImage2D(GL_TEXTURE_2D, 0,
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46 GL_RGBA,
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47 width, height,
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48 0,
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49 GL_RGBA, GL_UNSIGNED_BYTE,
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50 NULL)
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51 glBindTexture(GL_TEXTURE_2D, 0)
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52
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53 # We need a depth buffer, but don’t care about retrieving it.
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54 glGenRenderbuffers(1, &self.rbo)
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55 glBindRenderbuffer(GL_RENDERBUFFER, self.rbo)
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56 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height)
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57 glBindRenderbuffer(GL_RENDERBUFFER, 0)
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58
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59 # The framebuffer is there as a rendering target.
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60 glGenFramebuffers(1, &self.fbo)
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61 glBindFramebuffer(GL_FRAMEBUFFER, self.fbo)
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62 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self.texture, 0)
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63 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, self.rbo)
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64 assert glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE
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65 glBindFramebuffer(GL_FRAMEBUFFER, 0)
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66
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67 if not use_framebuffer_blit:
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68 # We’ll use only those vertices, everytime.
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69 self.buf[0] = PassthroughVertex(x, y, 0, 1)
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70 self.buf[1] = PassthroughVertex(x + width, y, 1, 1)
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71 self.buf[2] = PassthroughVertex(x, y + height, 0, 0)
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72 self.buf[3] = PassthroughVertex(x + width, y + height, 1, 0)
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73
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74 # Now we upload those vertices into a static vbo.
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75 glGenBuffers(1, &self.vbo)
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76 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
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77 glBufferData(GL_ARRAY_BUFFER, sizeof(self.buf), self.buf, GL_STATIC_DRAW)
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78
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79 # As a performance optimisation, if supported, store the rendering state into a vao.
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80 if use_vao and not use_framebuffer_blit:
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81 glGenVertexArrays(1, &self.vao)
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82 glBindVertexArray(self.vao)
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83 self.set_state()
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84 glBindVertexArray(0)
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85
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86 glBindBuffer(GL_ARRAY_BUFFER, 0)
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87 else:
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88 self.x = x
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89 self.y = y
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90 self.width = width
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91 self.height = height
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92
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93 if use_debug_group:
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94 glPopDebugGroup()
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95
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96 def __dealloc__(self):
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97 if not use_framebuffer_blit:
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98 glDeleteBuffers(1, &self.vbo)
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99 if use_vao:
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100 glDeleteVertexArrays(1, &self.vao)
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101 glDeleteTextures(1, &self.texture)
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102 glDeleteRenderbuffers(1, &self.rbo)
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103 glDeleteFramebuffers(1, &self.fbo)
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104
4b0593da29d5 Simplify framebuffer rendering with glDrawArrays, and move it all to its own file.
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105 cpdef bind(self):
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106 glBindFramebuffer(GL_FRAMEBUFFER, self.fbo)
4b0593da29d5 Simplify framebuffer rendering with glDrawArrays, and move it all to its own file.
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107
4b0593da29d5 Simplify framebuffer rendering with glDrawArrays, and move it all to its own file.
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108 cdef void set_state(self) nogil:
4b0593da29d5 Simplify framebuffer rendering with glDrawArrays, and move it all to its own file.
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109 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
4b0593da29d5 Simplify framebuffer rendering with glDrawArrays, and move it all to its own file.
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110
4b0593da29d5 Simplify framebuffer rendering with glDrawArrays, and move it all to its own file.
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111 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
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112 glVertexAttribPointer(0, 2, GL_SHORT, False, sizeof(PassthroughVertex), <void*>0)
4b0593da29d5 Simplify framebuffer rendering with glDrawArrays, and move it all to its own file.
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113 glEnableVertexAttribArray(0)
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114 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(PassthroughVertex), <void*>4)
4b0593da29d5 Simplify framebuffer rendering with glDrawArrays, and move it all to its own file.
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115 glEnableVertexAttribArray(1)
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116
587
6c9d8a3d853f Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
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parents: 586
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117 cdef void render(self, int x, int y, int width, int height) nogil:
6c9d8a3d853f Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
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118 if use_debug_group:
6c9d8a3d853f Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
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119 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Framebuffer drawing")
6c9d8a3d853f Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
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120
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121 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)
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122 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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123
6c9d8a3d853f Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
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124 if use_framebuffer_blit:
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125 glBlitFramebuffer(self.x, self.y, self.width, self.height,
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126 x, y, x + width, y + height,
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127 GL_COLOR_BUFFER_BIT, GL_LINEAR)
586
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128 else:
587
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129 glViewport(x, y, width, height)
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130 glBlendFunc(GL_ONE, GL_ZERO)
586
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131
587
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132 if use_vao:
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133 glBindVertexArray(self.vao)
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134 else:
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135 self.set_state()
586
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136
587
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137 glBindTexture(GL_TEXTURE_2D, self.texture)
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138 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
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139 glBindTexture(GL_TEXTURE_2D, 0)
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140
6c9d8a3d853f Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
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141 if use_vao:
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142 glBindVertexArray(0)
6c9d8a3d853f Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
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143 else:
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144 glBindBuffer(GL_ARRAY_BUFFER, 0)
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145
6c9d8a3d853f Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
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146 if use_debug_group:
6c9d8a3d853f Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
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147 glPopDebugGroup()