TextureTools: add a DistanceField overload taking a framebuffer.
So one can directly read it back on GLES without having to wrap the
texture in a framebuffer again.
This change also puts the framebuffer completeness check *before* the
clear() and bind() which makes it no longer emit a GL error. The error
is still silent though, which isn't nice. Gotta fix that eventually as
well.
CORRADE_COMPARE(out.str(),"TextureTools::DistanceField: cannot render to given output texture, unexpected framebuffer status GL::Framebuffer::Status::IncompleteAttachment\n");
CORRADE_SKIP("SwiftShader 4.0.0 has a bug where the framebuffer is considered incomplete.");
}else
#endif
{
{
/* Probably due to the luminance target pixel format? Works with 4.1,