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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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@@ -111,12 +111,6 @@ public:
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/* RENDER TARGET */
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enum RenderTargetFlags {
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RENDER_TARGET_TRANSPARENT,
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RENDER_TARGET_DIRECT_TO_SCREEN,
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RENDER_TARGET_FLAG_MAX
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};
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virtual RID render_target_create() = 0;
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virtual void render_target_free(RID p_rid) = 0;
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@@ -124,7 +118,8 @@ public:
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virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) = 0;
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virtual RID render_target_get_texture(RID p_render_target) = 0;
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virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) = 0;
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virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0;
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virtual void render_target_set_transparent(RID p_render_target, bool p_is_transparent) = 0;
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virtual void render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) = 0;
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virtual bool render_target_was_used(RID p_render_target) = 0;
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virtual void render_target_set_as_unused(RID p_render_target) = 0;
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