Repository: godotengine/godot
File: drivers/gles3/storage/render_scene_buffers_gles3.h (C/C++)

Code before:

	FBDEF backbuffer3d; // our back buffer

	// Buffers for our glow implementation
	struct GLOW {
		GLES3::Glow::GLOWLEVEL levels[4];
	} glow;

private:
	void _check_render_buffers();
	void _clear_msaa3d_buffers();
	void _clear_intermediate_buffers();
	void _clear_back_buffers();
	void _clear_glow_buffers();

	void _rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count);
	GLuint _rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count);

public:
	RenderSceneBuffersGLES3();
	virtual ~RenderSceneBuffersGLES3();
	virtual void configure(const RenderSceneBuffersConfiguration *p_config) override;
	void configure_for_probe(Size2i p_size);

	virtual void set_fsr_sharpness(float p_fsr_sharpness) override {}
	virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override {}
	virtual void set_use_debanding(bool p_use_debanding) override {}
	void set_apply_color_adjustments_in_post(bool p_apply_in_post);

	void free_render_buffer_data();

	void check_backbuffer(bool p_need_color, bool p_need_depth); // Check if we need to initialize our backbuffer.
	void check_glow_buffers(); // Check if we need to initialize our glow buffers.

	GLuint get_render_fbo();
	GLuint get_msaa3d_fbo() {
		_check_render_buffers();
		return msaa3d.fbo;
	}
	GLuint get_msaa3d_color() {
		_check_render_buffers();
		return msaa3d.color;
	}
	GLuint get_msaa3d_depth() {
		_check_render_buffers();
		return msaa3d.depth;
	}
	bool get_msaa_needs_resolve() {
		_check_render_buffers();
		return msaa3d.needs_resolve;
	}

Review comment (suggestion):
```suggestion
	virtual void set_anisotropic_filtering_level(RS::ViewportAnisotropicFiltering p_anisotropic_filtering_level) override {}
```

Code after:

	FBDEF backbuffer3d; // our back buffer

	// Buffers for our glow implementation
	struct GLOW {
		GLES3::Glow::GLOWLEVEL levels[4];
	} glow;

private:
	void _check_render_buffers();
	void _clear_msaa3d_buffers();
	void _clear_intermediate_buffers();
	void _clear_back_buffers();
	void _clear_glow_buffers();

	void _rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count);
	GLuint _rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count);

public:
	RenderSceneBuffersGLES3();
	virtual ~RenderSceneBuffersGLES3();
	virtual void configure(const RenderSceneBuffersConfiguration *p_config) override;
	void configure_for_probe(Size2i p_size);

	virtual void set_anisotropic_filtering_level(RS::ViewportAnisotropicFiltering p_anisotropic_filtering_level) override {}
	virtual void set_fsr_sharpness(float p_fsr_sharpness) override {}
	virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override {}
	virtual void set_use_debanding(bool p_use_debanding) override {}
	void set_apply_color_adjustments_in_post(bool p_apply_in_post);

	void free_render_buffer_data();

	void check_backbuffer(bool p_need_color, bool p_need_depth); // Check if we need to initialize our backbuffer.
	void check_glow_buffers(); // Check if we need to initialize our glow buffers.

	GLuint get_render_fbo();
	GLuint get_msaa3d_fbo() {
		_check_render_buffers();
		return msaa3d.fbo;
	}
	GLuint get_msaa3d_color() {
		_check_render_buffers();
		return msaa3d.color;
	}
	GLuint get_msaa3d_depth() {
		_check_render_buffers();
		return msaa3d.depth;
	}
	bool get_msaa_needs_resolve() {
		_check_render_buffers();
		return msaa3d.needs_resolve;